Upcoming Event

Showing posts with label Daemons of Chaos. Show all posts
Showing posts with label Daemons of Chaos. Show all posts

Monday, April 6, 2015

Miniature Monday - 04/06/2015

Since the release of the new Khorne Daemonkin book, I have been playing around with painting a couple more Khorne models. Finally broke last week and painted a bloodletter to see if I recall the original painting scheme.  I also decided with this one to change the color scheme of the horns and claws from black to bone to see if I liked the results.


When it came to my daemon army, the original intention was for it to be a quick paint army with minimal effort as I tend to put too much time into individual models (~14 hours per infantry size model).  This fellow took me approximately 6 hours with the obvious bulk of the time spent on the green areas. 

When it came to the horns, I decided to experiment with using layers of wash to gradually go from bone to the black/brown towards the end.  The overall result was ok, but I will need to touch-up some spots where I felt the layering was uneven (notice the streak on the horn in the first picture?). 


Comparing the new model against an older one, I found my most recent attempt to be brighter and to pop slightly better because of the highlighting.  In the picture above, the green appears to be glossy, but I believe that is due to my lack of skills at taking pictures and not the actual model.  I also like the color scheme of the older model's tongue better than what I did with the newer one.  I'll need to dig through my notes and see if I wrote down what I did in the past for it.

Tuesday, February 17, 2015

40K Release Rumors


It would appear that the reliable rumormongers are talking about what the release schedule for 2015 will look like for 40K.  Below is a summary of what is rumored to be coming out.  These rumors are based on comments made by Hastings75 and Harry from Warseer. 

-In No Particular Order of Release-
  • Adeptus Mechanicus Codex & models (full release)
  • Genestealer Cult Codex & models (Harelquin sized release)
  • Deathwatch Codex & models (Harelquin sized release)
  • Horus Heresy Standalone box game, on sale for a few months, then models become part of 30k range Mark 4 + Cataphract armors featured. (Harry believes the rumor of Mark 9 power armour is actually the new 30K range*)
  • Assassins Standalone box game, on sale for a few months, then models become part of the 40k range.
  • Greater Daemons all complete (2 in 2015, 2 in 2016, BT already confirmed, LoC believed to be 2nd release*)
  • Dark Angels later in the year
  • Tzeentch later in the year
*Comments added by John

Friday, April 12, 2013

Episode 15 - Daemons of Khorne



The Unstable Dice Podcast continues to embrace the newest wave of chaos by continuing the discussion around the new Daemons of Chaos for Warhammer Fantasy.  This episode focuses on the Blood God Khorne and his minions of war.  Before the discussion about Khorne can begin, Chuck shares the results of the latest Waste Wars tournament and what he has been doing hobby-wise lately.  Before all of that though, Chuck and John read a question from a listener.


Episode Timeline
0:17 Reader Email
09:52 Marshaling the Host
17:06 Daemons of Khorne

Download: Direct Download | iTunes




Show Links

Sponsors
Rare Choice Games: Facebook | Youtube

Friday, March 29, 2013

Episode 14 - International Superstar

For episode 14, John is joined by special guest and international superstar Adam Turner.  The guys begin the show by discussing all of the fun and excitement that went down at AGOM X and what is in store for AGOM XI.  Afterwards, they get caught up with what they have been doing hobbywise in the segment of the show called Marshaling the Host.  To wrap things up, Adam shares his thoughts on the new WoC and DoC books.

Episode Timeline
00:16 AGOM X Recap
32:23 Marshaling the Host
46:07 Adam's Frst Impressions of Warriors of Chaos and Daemons of Chaos
01:20:12 Tournament Round-up

Download: Direct Download | iTunes


Show Links


Sponsors
Rare Choice Games: Facebook | Youtube

Monday, March 25, 2013

Episode 13 - Daemons of Nurgle & Slaanesh

After being lost in the warp, episode 13 comes screaming back into reality and across the internet.  In this episode, John is joined by John Ontto to discuss Slaanesh daemons in WFB.  After getting down and dirty talking about the Dark Prince, John finds himself infected with a pox only Papa Nurgle could have created.  Thankfully, Wisconsin's very own Herald of Nurgle, Robert Elmer, hops onto the show to discuss the daemons of Nurgle.

Episode Timeline
01:15 Daemons of Slaanesh (w/ Special Guest John Ontto)
58:50 Daemons of Nurgle (w/ Special Guest Robert Elmer)

Download: Direct Download | iTunes


Show Links

Tuesday, January 15, 2013

Tournament Tuesdays - NIMGC Fall 40K Tournament (Part 1)

A few pictures from the first round of the October 2012 NIMGC tournament.





1st round of the tournament was my necrons vs chaos daemons.






Wednesday, January 9, 2013

Hump Day Heroics - WASTE Wars: Waaagh Aerie Tournament Series Event X (Part 1)

This will be a rather entertaining weekly account of my efforts to bring down the man (or just my opponents). I'll try to keep up and post a new battle report every Wednesday so you wonderful followers can see what I do when I play...more or less ;).

Anyway, the first three weeks of Hump Day Heroics will feature our latest tournament outing at Gryfalia's Aerie, the 10th event in their tournament series. I don't remember specifics of all the enemy lists, so some details may be a little fudgy. Read on to see how we did...


This event was a primer for the Adepticon 2013 WHFB team tournament, and as such painted models weren't required (thankfully!). It was 1200 points per person and no Lords or Special Characters were allowed. John and I hemmed and hawed for weeks over what we wanted to bring, being fairly useless for a while. Up until about two nights before, we had decided on Warriors of Chaos and Daemons of Chaos for a fun theme, but that was it. I can't speak for John, but I wrote my list the day before, meaning we'd had no practice together or anything tactics whatsoever, other than "Get 'em!". To that end, this is what we brought:

Andrew's evil mens
Exalted Hero - Sword of Anti-Heroes, Charmed Shield, Stream of Corruption
Chaos Sorcerer - Infernal Puppet, Lvl 1 Lore of Fire
20 Marauders - Light Armor, Shields, full command, Mark of Slaanesh
10 Marauder Horsemen - Light Armor, Flails, Musician, Mark of Khorne
5 Warhounds
5 Warhounds
18 Chosen - Halberds, Shields, full command, Eye of the Gods, Wailing Banner, Mark of Tzeentch

John's even more evil warp monkeys
Herald of Tzeentch - Disc of Tzeentch, Master of Sorcery (Fire)
Herald of Tzeentch - Battle Standard Bearer
29 Horrors of Tzeentch - full command, Icon of Sorcery
3 Flamers of Tzeentch
3 Screamers of Tzeentch
Soulgrinder - Daemonbane Claw


Game 1: Joe F. and Ryan G.

Bretonnians
Paladin - Heroic Killing Blow, stuff
Paladin - BSB
8 Knights of the Realm - full command
8 Knights of the Realm - full command
8 Knights of the Realm - full command
3 Pegasus Knights
Trebuchet

Ogres
Bruiser
8 Ironguts
2 Mournfang
2 Mournfang
10 Gnoblars
Sabretusk
Sabretusk
Stonehorn

Deployment



Turn 1: The Unstable Team
Advance! My speedy Horsemen sweep up the right flank, though two died to the forest, while the Warhounds range ahead to be a nuisance. Everything else plods along in their general direction. The magic phase saw to the roasting of the Sabrecat on our right, via the cackling Sorcerer.

Turn 1: Joe & Ryan
Cautious advance! The Mournfang and Stonehorn each declare charges on the Warhounds, who flee. The one on the left went a little too far and bounced through the Horrors. In both cases, failed charges. The Pegasus Knights had just enough space to smack the Screamers, so they did so. Moving right along to the Shooting phase, the Trebuchet missed. Could have been worse I guess! In close combat, the Knights and Screamers each scored a wound, but since the Knights charged, the Screamers lost a second wound. Oh well!


Turn 2: The Unstable Team
I had the bright idea to have the Soulgrinder block off the two units of Knights from hitting the Horrors for a turn; poor tired John took it at face value and did it. At the time I though it might be helpful to have it hold them up, since the superkilly lords weren't available. The Horsemen made an easy charge on the flank of the Mournfang, losing another two to the danged forest! Meanwhile, other units prepared to receive charges (or in the case of the Warhounds, kept fleeing). Magic saw not a whole lot happen, though Fulminating Flame Cage was cast on the Ironguts. In the Shooting phase, the Flamers dealt with the other Sabretusk and burnt it to a crisp. I was all set and ready for an awesome close combat phase that would see my Horsemen butcher or panic the Mournfang and then start flanking/breaking their army!

Unfortunately, the dice were out to kill me instead. I fluffed entirely (well I got one of 'em, but that's it), while he doffed two of my dudes in return. He passed his break test magnificently and that defeated us (among other things :D).

Turn 2: Joe & Ryan
Aaaannd here they come! The Ironguts slam into the Marauders (losing a couple to fire), while both lances pile-drived into the Soulgrinder. Because of the casualties his Mournfang did to the Horsemen, he lost the frontage to charge with his third lance (phew!), so they reform instead. Again :P. Big nasty units come at us now and it's scary! Luckily, the Trebuchet missed again, so it was right into combat. The Horsemen fluff it but don't die either, so I guess that's something. The Paladin naturally has Heroic Killing Blow and luckily manages to take out the Soulgrinder, and then they overrun into the Horrors...arg! In the center, the Bruiser challenges my Exalted Hero and he all-too-gladly accepts (I had reservations, at any rate). Between my gear and then puking on him, my General kills his General in a challenge, woo! The subsequent roll on the Eye of the Gods chart reveals that the eye is closed...well rats.

Didn't matter anyway, as the Marauders got slaughtered by the Ironguts, causing them to flee and get annihilated in the pursuit. Ho hum.


Turn 3: The Unstable Team
With the Ironguts out of the way, the Chosen make a MEGA-CHARGE into the flank of the Stonehorn, while the Herald on the disc makes good his escape. I'm not quite sure what happened during our Magic phase (oh, memory!), but somehow my Sorcerer imploded, despite having the Puppet. How unfortunate. Shooting was entertaining at least, with the Gnoblars getting turned into poo that the Flamers rolled and played in. In combat, umm, a decent amount of Horrors died, the Horsemen were wiped out, and finally the Chosen obliterate the Stonehorn! Their overrun falls 1" short of hitting the flank of the Knights (ARG!), and so it moved into their turn.

Turn 3: Joe & Ryan
The Knights, oh those Knights, they go and smash into the Horrors while the Ironguts reform to face the party. Other units snuggle up. The Trebuchet finally connects with anything and bounces some ineffective shrapnel off the Chosen. Meh, I say! :D

Predictably, in close combat a LOT more Horrors died, simply because John couldn't make saves on his chumps. Amusingly though, the Herald BSB made a lot of saves, so I guess it balances out with the useful bits.


Turn 4: The Unstable Team
The Flamers move toward the center to provide some kind of useful thingy maybe, while the Herald decides he wants to go pester people with fire. The Chosen reform and wait, sadly. John's fire magic caused some wounds to be saved, and that was about it. In close combat, the Horrors held on! 

Turn 4: Joe & Ryan
Yep. Here they come. We start to see the writing on the wall, but being exemplar champions of awesomenitude we never give up, never surrender! The Trebuchet misses. More Horrors die. Usual stuff, eh?


Turn 5: The Unstable Team
COME GET SOME!!! The Chosen slam into the rear of the Knights and cause massive casualties. The BSB gets heroically run down, though his unit escapes. The others, unfortunately, hold, meaning we can't score a bucketfull of victory points. 


Turn 5: Joe and Ryan
Ah, well, yes yes, this didn't go well for us then. We broke early for lunch, yes. ;)


Game 1: Loss!

On further review:
[Andrew] A couple poor choices and extremely wonky dice killed us. We should have kept the Soulgrinder behind the ruins so that it could flank the lances when they eventually came forth, or just forced them to stay away for longer for fear of getting flanked by that monster. I'll claim that bad as my own, I had a cunnin' idea that...I dunno, why was it cunnin' again? Oh right...we'd just gotten out of a 3hr car ride, we'd never played together before, and he'd had no sleep. Yes, that's our excuse, we'll stick to it. Probably why the Flamers were all the way on the flank too...though if we'd done right by the Soulgrinder, it would have been fine.

When my Horsemen died far too much to the forest that was wonky #1, followed by failing to inflict much damage at all, plus his super passing of the break test. It was a whole scenario of sad dice there. Near the end, had my Chosen made the flank of the Knights (needed an 8, got a 7) then we'd be much better off, but alas, 'twas not to be. We did fairly well for our first game, I thought, despite the loss.


Stay tuned next Wednesday for our second game of the event!