Tuesday, 28 February 2012

Spamtastic Beard Boy

Hi all,

Angryman here.  We had a regular Monday night gaming session yesterday, at MAWS we try not to play net lists or spam lists or anything 'internetty'.  Last night one of our regulars, Col Straken, broke this carninal rule!!! he was playing one of our newer members who was using Imperial Guard.  Col Straken was using his Grey (cough broken!!! cough) Knights.  He decided to piss all over the mega spam rule and brought this

look at him, so proud, dreadnought boy!!!
DIRTY SPAMTASTIC BEARD BOY (minus the beard) - THAT IS 2000 POINTS!!!!!

Sorry for the rant straken, its new mikes turn next if he brings all those venoms!!!

All comments welcome

Friday, 24 February 2012

40K spares

Hi all,

Angryman here with a very quick post.  Following a recent article on the 'Bell of Lost Souls' blog I thought I'd do a quick reference post to a 'spares' website.

Puppetswar

I've had a quick look on their site and there are some fantastic bits for conversions for your fav 40k models (I really like the big momma cannon).  Before you ask, no, I'm not on commission from them for advertising!!!

All comments welcome

Tuesday, 21 February 2012

[News] Tyranid and Space Wolf Second Wave!

Well then, it's been a while since I last posted. Lots going on at work and home, not much hobbywise. I've been meaning to post about my Necron progress, but constantly forget to take pictures.


Anyways... I spotted this a few moments ago thanks to Bell of Lost Souls and thought it was worth sharing on here!

ProductContentsDatePriceMaterial
Thunderwolf Cavalry3 MinisMar 03$54.50Plastic
Fenrisian Wolf Pack5 MinisMar 03$24.75Plastic
Hive Tyrant / Swarmlord1 MiniMar 03$53.75Plastic
Tervigon / Tyrannofex1 MiniMar 03$57.75Plastic
Arjac Rockfist1 MiniMar 03$24.75Finecast
Wolf Lord on Thunderwolf 1 MiniMar 03$41.25Finecast
Hunter with Wolf Standard1 MiniMar 03$24.75Finecast
Cyberwolf1 MiniMar 03$16.50Finecast
Boneswords Set3 x BS pairsMar 03$19.75Finecast
Bonesword / Lash Whip Set3 x BS & LW pairsMar 03$19.75Finecast
Ragnar Blackmane1 MiniMar 03$19.75Finecast
Ulrik the Slayer1 MiniMar 03$19.75Finecast
Njal Stormcaller1 MiniMar 03$19.75Finecast
Iron Priest1 MiniMar 03$19.75Finecast
Terminator Rune Priest1 MiniMar 03$19.75Finecast
Rune Priest1 MiniMar 03$19.75Finecast
Wolf Guard1 MiniMar 03$19.75Finecast
Wolf Guard with Wolf Claws1 MiniMar 03$19.75Finecast
Lukas the Trickster1 MiniMar 03$19.75Finecast
Bjorn the Fell-Handed1 MiniMar 03$49.50Finecast
Deathleaper1 MiniMar 03$24.75Finecast
Old One Eye1 MiniMar 03$41.25Finecast
Biovore1 MiniMar 03$41.25Finecast
Spore Mine Cluster9 MinisMar 03$24.75Finecast
The Red Terror1 MiniMar 03$41.25Finecast
Ripper Swarm Brood1 MiniMar 03$13.25Finecast
 I'm a bit too excited for a plastic Hive Tyrant. It might be the thing that drives me towards buying Nid stuff...

Also nice to see with the way Finecast is going, that GW are starting to do Bitz packs again, as they shown with the banner for WHFB stuff and whatnot.

Anything on there interesting you guys?

SB

Wednesday, 15 February 2012

It's been a long time

Hi folks,

Angryman here!! Its been a while since anything has been posted on the blog (I've been trying to write this for 2 weeks now).  There have been many reasons, Col Straken and his wife have had a baby boy, Suicide Badger has been working none stop and his wife is expecting, I've been crazy busy at work and had real life interfere and Taffah has been mad busy with work.  All that said let me bring you upto speed with whats been happening in our little corner of the wargaming universe that is MAWS. 

The new year started with a desicion to play more specialist games,

Blood Bowl


Battlefleet Gothic

Necromunda


All of these games have had a revival at the club.  Ive changed from my Chaos BFG fleet and run out my Imperial one, Col Straken has been using his Space Marine fleet and left his Eldar one in drydock and Taffah has started using a Space Wolf fleet.  The gaming has been going well, Warp core explosions rock!!!!!

Col Straken and Suicide Badger have played some Blood Bowl recently, we are thinging of getting a league going soon.

We will be running a Necromunda campaign after the clubs AGM in April, it gives us time to remember the rules, paint up gangs and get used to playing again.

I've painted some more of Salamanders, I know have another Ironclad and a venerable dreadnought to add to the sons of Nocturne.

4 of us attended a 1 day tournament held by the Northern Warlords. 

I used my Tyranids
Mike used Dark Eldar
Taffah took Imperial guard
Paul took imperial guard

Here is a link to the rules pack
CA Smackdown

My first game was against a space wolf list
The missions was kill points. I was quite worried about this list as it had 3 units of long fangs, each with 4 miss launchers and a las/plas razorback.  As it turns out it wasn't that bad a list to fight against, I lost the game due to my Tyrant getting JOTWW cast on him, I needed to roll anything but a 6 to survive and guess what, I rolled a 6, my Tyrant died and so did my attack.  It was a good game though and my opponent was a good guy to play against.

My second game was against a Blood Angels army
The mission was objectives (5). This was a fantastically painted army, very elite, very fast (and surprisingly didn't contain Mepheston).  I went into this game expecting a win due to the high amount of troops I can produce but luck was against me and I crapped out with both Tervigons in the 1st turn.  I lost the game as in the last turn my opponent held 2, I held 1 and he contested my 2nd.

My third game was against an Ork army
The missions was objectives (3, 1 in each deployment zone and 1 central).  The army was a lot of fun to play against, I've not played against an Ork list for a very long time and it didn't disapoint.  My opponent was a great guy to play against.  I won the game quite convincingly (I virtually tabled him, I feel the need to gloat as i lost my other 2 games!!!)

At the end of the tournament we counted what armies there were and it turns out that out of 24 armies, 6 of them were Blood Angels, 3 were Imperial Guard, 3 were Grey Knights.  Unfortunately I think the Tournament scene is now dominated by netlists of the same 3 or 4 armies.  I think that spoils the tournament scene as there is less variety of builds to play against.

Taffah was nonimated for best painted and won and Paul got a nice bag of sweets for finishing last.

The results are here

1st- Andy Oakham - Necrons
2nd- Ben Evans - Chaos
3rd- Harry Allen - Dark Eldar
4th- Massimiliano Putignano - Imperial Guard
5th- Tom Gould - Grey Knights
6th- Gerard McLaughlin - Grey Knights
7th- James Clarke - Blood Angels
8th- James McGlough - Dark Angels
9th- Paul Turner - Blood Angels
10th- Chris Houlding - Eldar
11th- Chris Varney - Space Wolves
12th- Pat Divers - Space Wolves
13th- Richard Gillett - Blood Angels
14th- Jonathan Brown - Grey Knights
15th- Pete Rees - Imperial Guard
16th- Ste Oneill - Tyranids
17th- Liam Williams - Blood Angels
18th- Mike Barlow -Dark Eldar
19th- Nat Hoyle - Space Marines
20th- Paul Bona - Dark Angels
21st- Jay Davies - Blood Angels
22st- Rob Hoyle - Orks
23rd- Chris Yarwood - Blood Angels
24th- Paul Bennet - Imperial Guard

Overall it was a good day and we're looking forward to the next tournament (whenever that may be).

We are planning on having an apocolypse Sunday on 18th March, Chaos V's the Imperium, so expect pictures and a battle report, lots of superheavies to blow the crap out each other!!

all comments welcome

Friday, 10 February 2012

Taffeh's Blog: Thunderhawk Build - Complete!

So 2 weeks later and a lot of progress on the Thunderhawk when I've had the chance and now it's build is complete. Actually, it was finished about a week ago however I've not really had the time to post up my progress report.

First off I continued with the inside interior of the craft, but in the loading bay below the cockpit. For this I masked off the outside and was able to use Chaos Black primer to get the undercoat done. Following a heavy drybrush of Boltgun Metal and a wash of Devlan Mud I painted the lights and buttons. Lastly, giving ambient lighting a try-out I used a medium drybrush and built up from Red Gore to Blood Red the affect seen below.




As you can see in the next shot I tried to use the ambient lighting from the underside of the cockpit piece in the area in front of the assault ramp section.


I then went back to working on the outer hull -which required a few water baths to straighten out the back pieces so that the main hull, the upper hull and the tail cone fit together. I glued the engine front and rear pieces onto the wings and tail cone and fin - all pinned on where possible. Next continuing with the use of the rare earth magnets I magnetised the Turbo Laser Destructor to the upper hull.


The forward area of the hull was the next focus, magnetising the nosecone, the cockpit to the upper forward hull [which is capable of sliding out] and the lower hull - thus having a Thunderhawk that has full accessibility to gain access to the rear detail of the cockpit. Then I've worked on the forward Heavy Bolter sponsons and front wings - gluing the latter in place whilst the former are removable for now to paint. The resultant is the following:


As I have built various sub-assemblies that fit together via magnets, etc I'll be working on these in sections as best as I can. As I am looking to use my new airbrush quite a bit on this I'll be learning as I go - butterflies are there however I hope to prevail.

Now, lets get the primer out and start painting the hull...

Sunday, 22 January 2012

Taffeh's Blog: Thunderhawk-Hooo!!!

I've just finished posting my personal blog (see the links section.. ) and wanted to re-post it here for the wider MAWs followers being the fairly the new kid in the club still and not known to the greater community. I do really badly at updating my blog as 1) I keep updating my hobby-fanatical friends on Facebook who live in Swansea and 2) Blogspot requires me to log into my PC as the iPad support is gash!

I've had a mainly Wolfie month and a half concentrating on a few Space Wolves models - one of them being my favorite model released in the last few years:


But now onto the main event - The guys at the club have yet to see the Thunderhawk in her flesh / resin (Still need a name for the minx) and I've only teased one or two with a few pics from a while back.

First up is the Thunderhawk progress - and as you can see I've starting to get the sub-assembly pieces together. I started off working on each wing - as they are two of the heaviest parts of the Thunderhawk I decided to start by magnetising the Heavy Bolter sponsons and missile racks into the strong-points on the underside. After this I dry-fitted and pinned the engine pieces onto the front and rear of the wings and finally the flaps.

Next, removing all pieces bar the magnets I was able to use 4mm rod to pin the wings to the main hull...

The landing gear came next, so the T-Hawk could sit flat with any further work. I pinned successfully with good-old trusty paperclips...


After using epoxy resin to glue the gear in place, I used a flat sheet of foamboard and something weighty (In mother Vostroya, pad lands you!) to ensure to all 3 feet were level..

I also drilled a quite large hole ready for... well, you'll see next...



I've been experimenting with a base for the Thunderhawk, and although I'm starting to think it maybe too much for putting down in Apoc games, It'll be awesome as a show-piece. I'd also give a shout out to my bud Paul (of Armies on Parade fame - his Blood Angels army came runner up) for basically co-designing and building this who spent a few days up with me around New Years Eve where we came up with this


Using some steel threaded rod, washers and nuts (I got to learn the B&Q section for these really well just before Christmas - as I kept picking up the wrong size nuts!)


More Sand please!


At the rear of the building there is a crashed Landspeeder - I havent decided what chapter I wish to paint this yet.. White Panthers, Blood Angels, Salamanders, Fists, Howling Griffons may all be possibilities to show my appreciation for friend's Chapters.


And finally, I've come to paint to cockpit of the Thunderhawk...






Well, back to my paint-table - where, on a lazy Sunday afternoon I've got my airbrush waiting to spray both pilots and a BattleFleet Gothic Wolves Fleet....

Tuesday, 17 January 2012

Big Batch of 40K FAQs released!

Morning all,

For those not in the loop, there's been a big FAQ release by GW yesterday, covering pretty much every codex. There's some, like the Necron one, that are pretty intensive, but for the smaller ones, I'll try and do a summary of major changes or rules clarifications that we've debated at the club.


I'll add download links as well for you. Here goes...

5th Edition Rulebook FAQ
- DOWNLOAD
- Clarification on "Gets Hot" and re-rolls. It only happens if the result of the re-roll is a 1.
- They've changed some wording on multiple grenades to "Can a unit with multiple grenades"
Q: Can a unit with multiple grenades that have an effect
when launching an assault, or being assaulted, use one
of each of them in the same Assault phase? (p36)
A: Yes. Note that a model can still only use one type of
grenade when attacking a vehicle.
- Clarification on the hole of a blast marker regarding vehicles and half strength. If the hole is even partially over the hull of the vehicle, it's at full strength.
- Vehicles that start in Difficult Terrain still count as having moved if they fail their Dangerous Terrain test and immobilise themselves (although it doesn't specify how far they count as moving).
- Immobilised vehicles that moved at cruising speed in it's previous movement are hit automatically in the assault phase.
- Vehicles fire points cannot be used to draw line of sight for special wargear or rules by models inside.
- Transport vehicles destroyed in a movement phase where they have moved flat out, models inside are removed as casualties (clarification on this one from the last argued-to-death FAQ)
- You can't benefit from Furious Charge when using Counter Attack, but also, they can't have Defensive Grenades used against them.

Apocalypse FAQ
- DOWNLOAD
- The requirements for controlling an objective are now the same as in the 40K main rulebook. So therefore, you need troops to hold an objective.

Apocalypse Reloaded FAQ
- DOWNLOAD
- Army and stratagem specific stuff.

Blood Angels FAQ
- DOWNLOAD
- 10 Man combat squads coming on from reserve can choose to come on from or deep strike at different locations
- Combat squadding Scouts can infiltrate from 2 different locations, but only count as 1 deployment, not 2 units.
- Vanguard Vets can't use heroic intervention when deploying by Deep Strike from a Storm Raven.
- Blood Lance does not need to roll to hit.
- Sanguinary Novitiate in Honour Guard units can't take Honour Guard upgrades.

Chaos Daemons FAQ
- DOWNLOAD
- The Masque only rolls 1D6 for Pavane movement on ALL the units she targets.
- If there isn't space for a Chaos Spawn on the board from Boon of Mutation, move models the minimum distance required to place it.

Dark Angels FAQ
- DOWNLOAD
- Clarification on Ravenwing Combat Squads:
Page 27 – Ravenwing Combat Squads, second paragraph
Change to “Much like Combat squads, the squadron’s
Attack Bike and Land Speeder are purchased together
with the squadron and then deployed at the same time
as the squadron’s bikes, but from then on, they always
operate as completely independent units of one model.”
- Same Combat squad clarifications on normal infantry as per Blood Angels.
- Mind Worm psychic power needs to roll to hit.

Dark Eldar FAQ
- DOWNLOAD
- Wyches don't get a Dodge (4+ Inv) save from exploding vehicles in close combat.
- If you have a Djinn Blade and another Close Combat Weapon and choose not to use the Djinn Blade, you can't get the 2 extra bonus attacks.
- Djinn Blades can be combo'ed with another CCW or Pistol to get an extra 1 attack, as per usual.
- Flickerfields cannot be used against failed Dangerous Terrain tests.

Eldar FAQ
- DOWNLOAD
- Runes of Warding, Runes of Witnessing and Defend wording changes.
- Farseer and a Unit of Warlocks as a HQ form 2 separate units.
- The roll to prevent Perils of the Warp cannot be re-rolled using Fortune.
- Striking Scorpion Exarchs choosing to attack with Scorpion Claw don't get the +1 strength from the Scorpion Chainsword.
- Eldritch Storm needs to roll to hit (using the blast rules I assume)
- Mind War does NOT need to roll to hit.
- Dire Avenger Exarchs with 2 Avenger Shuriken Catapults fire 5 shots with Bladestorm.
- Chainsabres and Powerblades do not count as a pair of close combat weapons.
- Vehicles with Star Engines cannot ram or tank shock in the shooting phase.

Grey Knights FAQ
- DOWNLOAD
- Change to Servitor "Mindlock" wording.
- Combat Squad clarifications same as Blood Angels.
- Units deep striking due to "Summoning" psychic power, landing within 6" of a Mystic don't scatter.
- Turbo Penetrator Rolls add D3 per 6 rolled.
- Nemesis Force Halberds still get the +2 Initiative even if their weilders Initiative is reduced or set to a fixed value.

Imperial Guard FAQ
- DOWNLOAD 
- Change to Mindlock Wording on Servitors.
- Dozer Blades re-roll Dangerous Terrain checks.
- Infantry Platoon wording change:
Infantry Platoon, second sentence
Change to “Each Infantry Platoon is deployed in place
of a single unit in missions that limit the number units
that can be deployed. In addition when making a
reserve or outflanking roll, roll once for the whole
Infantry Platoon. Any units in reserve that are
embarked upon a non-dedicated transport are instead
rolled for separately.”
- Company Command Squads are worth 1 Kill Point.
- Techpriests can only make 1 repair roll attempt per turn.
- Techpriests can try and repair a vehicle they're embarked inside.
- Penal Custodians gain the effect from the squads special rule, however, Independent Characters don't.
- Psyker Battle Squads can now use Weaken Resolve on targets locked in Close Combat.
- If a Manticore that suffers a Weapon Destroyed result, all it's remaining Storm Eagle Rockets are destroyed (if the other player chooses that weapon of course).
- Ministorum Priests and Techpriests CAN be taken as the Mandatory HQ choice.

Necron FAQ
- DOWNLOAD
- Scarab Swarms can only be added in coherency with swarms that have not been spawned this turn.
- Same with the Ghost Ark Repair Barge rule.
- Command Barge sweep attacks can't be stopped by cover.
- Entropic Strike is as I said, roll to hit, roll for strike, roll to penetrate against the reduced armour value.
- Loads more...

Ork FAQ
- DOWNLOAD
- Trukks that suffer Kaboom result now do leave an area of difficult terrain.
- Snikrot can't use his Ambush special rule if he's embarked in a Vehicle.

Space Marine FAQ
- DOWNLOAD
- Mindlock servitor clarification again.
- Clarification on Calgar's God of War rule.
- Same clarification on Combat Squads as Blood Angels.

Space Wolves FAQ
- DOWNLOAD
- Thunderclap does not scatter.
- You don't need to roll to hit with Jaws.

Tyranids FAQ
- DOWNLOAD
- Shadow in the Warp, Synapse Creature, Instictive Behaviour and Shield Wall wording change.
- Lictor Broods have to be placed in coherency with each other when they deploy.
- Every non-vehicle model in a unit that assaults a Venomthrope has to take a Dangerous Terrain test (I'm guessing people were arguing it's only the ones that make the assault move, or are in B2B)
- Enemy Models initiative is not reduced to 1 for assaulting through the Spore Cloud
- Tyrant Guard with a Hive Tyrant = 1 Kill Point.
- Units cannot take any cover saves, aside from being inside Area Terrain, from a Hive Guard impaler cannon
- Tervigon clarification about when the bonuses and range applies from Brood Progenitor.
- Spore Mines that arrive via deep strike, enemies must keep 1" away.
- Independent Characters can join a unit of Termagants and benefit from the Brood Progenitor rule, but if the Tervigon is killed, the Independent Character takes the damage also.
- Lash Whips Clarification for Force Halberds.
- Walkers and Acid Blood clarification.

Phew... That took a while to get through. Enjoy and feel free to rejoice, complain and debate!

Cheers,
SB