Wednesday, June 20, 2018

Reavers of the Obsidian Rose (Part 2)


Continuing on from the Part-1, I got the second Reaver up to the same basecoat level as the first one.

Basecoated in Khorne Red. 
Then I painted them up to the next level using Blood Red.

 Blood Red. 

 The next two layers were Wildrider Red and final highlight of Sunburst Yellow.


Here they are being compared to the Venom that I painted last month. Note that the curvature of the Reaver Bikes are exceptionally good at catching a glare so photographing these things is a bit tricky.

Venom comparison.
 Using a bit of sponge I dabbed on some areas to give the impression of scratched paint. This was done primarily to the Bladevanes and sharp edges.
Scrapes applied.
 A further highlight of Mitheril Silver was added to the edges of the blades and randonly added to a few spot to look like fresh gashes.

Mithril Silver added to the blades. 
Notice the bike with the overhead gun; I just couldn't allow the illogic of having the blade nearly touching the rider's head to continue. So I trimmed it off and together with another blade glued it to the side of the Splinter Rifle to give a sort of pronged claw-like look. I think it improved the look of that bike also!

So these first two Reaver Bikes are done, I just need to finish the riders next.

Saturday, June 16, 2018

Reavers of the Obsidian Rose (Part 1)

Expanding on my Dark Eldar force, it seemed fitting to move onto the Reavers. These are the Reavers from the 1998 line of Dark Eldar, of which I have ten models that need to be assembled. I have never built any of these before, so you are about to witness my first encounters with this kit.

These two mint in box models were won on ebay for less than their original SRP!
For being 20 years old now, I am impressed with how well these seem to hold up! They are multi-part and (mostly) snap-fit. The pic below shows the model assembled with pretty much no glue.

Snapped together for a preview.
Naturally, I glued it anyway. However I stalled shy of assembling the rear bladevines and gun mount. I like the sleekness of this model, but the extra junk hanging off of it betrays the aerodynamic nature of it's design and bulks it up. Also, the blades surrounding the driver seem senselessly dangerous for him. Granted, these are insane and cruel sadomasochists with a surprising lack of self-worth, but I don't think that they are stupid either. But I will return to those thoughts in a moment...

One thing I want to address right away are the stupid looking heads on these things. They have not aged well in the past 20 years, but to be fair, they looked stupid even then. The heads look like a cross between a gimp and a Foot Clan Ninja (TMNT reference). In fact, too much of the '98 Dark Eldar release seems overly inspired by the Shredder and his minions for it to be a coincidence. I mean really, right down to the color schemes! Well, I am not sticking with that idea, and decided to do what I did with my Kabalite Warriors and swap their heads out with spare heads from the current kits.

Head swap! 
It worked out well. You just have to size up the new head against the old head and, with an xacto blade, reform the neck by cutting and shaving off the ball joint at the base of the new one, until you have a conforming neck. So far it has worked out well.

Base coat started.
I started the painting by basecoating the main body of the bike in Khorne Red, leaving most of the black base color exposed. This will follow the steps laid out in Venom Part-2.  The flesh tones will follow the steps laid out in the Raiders of Commorragh book starting with Cadian Flesh as a base. I think this wearing-a-thong-while-riding a-superfast-bike idea is hilarious. Twisted, but hilarious.

Cadian Flesh in areas no Cadian model has flesh exposed.
Back to the weird gun mounts: I just have to customize these bikes in this regard. Looking at the orignal Codex: Dark Eldar from '98 it would appear that the 'eavy Metal team felt the same. In the pic below taken from that book you can see that no two Reaver Bikes are alike, and l like that concept of individuality.
(And bonus points on the adobe Ork buildings!)

Original Reavers from Codex: Dark Eldar '98. *

Justifed, and emboldened, I set about performing my own customizations. I turned the main body sideways on this one, and trimmed down the gun mount to get it to fit on the bottom. I angled the gun slightly downward to imply that it might be straffing ground targets.

Reaver #2.

On this one I ditched the upper Bladevanes and worked the mounting arm directly behind the rider. I like that it sort of recalls, in a slight gestalt way, the original design silhouette of the Talos Pain Engine; specifically the scorpion tail gun mount. Also, it ammuses me that the blade under the gun is so scary close to the pilot's head. I think I might paint on some cuts to his head... dare to be stupid, yes?

Reaver #1. 
These are coming along well so far. Let's see where this goes next in Part 2...



*Image used without permission. (C) Games Workshop LTD. Image used not as a challenge to copyright but for the purposes of revuew and reference.


Wednesday, June 13, 2018

Equis Tyranus


Equis Tyranus charges thru the Orc lines.

As I sorta prefaced in my previous post, The Bob and I played Warhammer Fantasy Battle 8th Edition this past weekend. This was my first game in about a decade, and it has been a long time for Bob also, so we were treating this game as a bit of a refresher. It was a standard 2k pitched battle.  Despite the rusty rules knowledge, I went in with an open mind and a desire to push these greenskins as hard as I could.

I brought 2k points consisting of:

  • A Black Orc Warboss
  • Orc Shaman (Lvl 2)
  • Night Goblin shaman (Lvl 2) AKA Oddgob
  • Big Uns
  • Arrer Boyz
  • Boyz with twin choppas
  • Snottlings
  • Trolls (7 of them!)
  • 2 stands of spear/shield Night Gobos
  • Night Gobos with shortbows
  • 3 Fanatics, one hidden in each Night Gobo unit 
  • Forest Gobos on Giant Spiders
  • And a Boar Chariot

Waaagh Neverness assembled.
Bob tinkered on getting a list he thought would work for reintroducing me to certain situations that occur in WFB, and this is what he brought.


  • A mounted Prince
  • A lvl 1 Mage
  • Silver Helms
  • Dragon Princes
  • Sword Masters
  • Seaguard
  • Archers
  • White Lions

The elves gather.
I place my Warboss with the Big Uns, the Orc Shaman with the other Boyz unit, and the Gobo Shaman with a Night Gobo Unit. Bob put his Prince with the Silver Helms and left the Mage unattached.

The armies deploy.

Orcs Turn 1.

Amazingly, none of my units gave in to animosity. Most of my units moved forward, some faster than others, in an effort to engage the fearsome High Elves before them. The chariot whipped the boars in a full throttle boost towards the High Lines.

"Waaaargh! Fasta!!!"
The only action on my turn that resulted in a fatality was one of the Gobo Shaman's spells (Vindictive Glare) snuffed out an Archer.

High Elves Turn 1

Bob returned that insult and the Archers shot a volley into the Gobo Shaman's unit slaying 6 of the gits.

His Seaguard fired a volley into the Boar Chariot that was rampaging towards them putting a wound on it.

All in all, it was a fairly soft opening of the game...
End of Turn 1 state of the battle.

Orcs Turn 2

More maneuvers performed with the stupid Trolls actually moving where I wanted them to go. The Spider Riders failed their charge on the Silver Helms but the Snottlings that I sent in to support them actually make it in!

Snotings engage the Silver Helms.
Guess who won that enounter? (I hope you didn't say "the Snottlings"...)

Snottlings run away from the Silver Helms.
The Chariot impacts into the Swordmasters wiping out a whole rank from the impact hits. However the speedy elves are quick to bring down their blades, destroying the chariot swiftly and abruptly.

Chariot impacts the Swordmasters! 

High Elves Turn 2

Showing her magic muscles, the High Elf Mage cast Soul Quench at the Trolls with Irresistible Force! Killing a Troll. She detonated as a result but since no one was in base-to-base with her no one died (much to the relief of Bob).

The Silver Helms led by the Prince charged the Spider Riders. The Prince challenged the Spider Riders Champ and slew him. The other Spider Riders were defeated but they ran far enough away to avoid being ran down.

If spiders were really this big,..

 I bet they would be deadlier than they are in this game.


The Dragon Princes moved in on the Night Goblins only to find the first of the Fanatics.  After that frenzied interlude 2 of the Dragon Princes were dead!

"But I'm your biggest fan!"

The three remaining Dragon Princes easily routed the Night Gobos but they elected not to pursue them.

"They clean with soap?! Run away! Run away!"

Orcs Turn 3

Failing their animosity test, the Night Goblin Archers charged the Seaguard. ("Idiots!" I declared in disappointed awe). The other two Fantaics were released, one went toward the Archers while the other, emerging from the charging Night Gobo Archers, towards the White Lions. The one that crashed through the White Lions destroyed a whole rank as it took out 6 of them! The one Night Gobo Archer unit that attempted to charge the Seaguard lost 7 grots to shooting, paniced, and routed!

The Big Uns, led by the Black Orc Warboss, charged the Dragin Princes. The the Princes were defeated by the raging Orcs. The Warboss challenged the Champion and bashed him to death but not without taking two wounds himself!
The Warboss wins the duel! 

High Elves Turn 3

Set up for a perfect side flank charge, the Silver Helms charged the Trolls. The Sword Masters charge the Orc Boyz with twin weapons, and the Lions charge the unit of Gobos who have yet to run away.
Charge of the Elves! 
Magic phase results in another successful Soul Quench killing 4 Arrer Boyz causing them to panic and flee. The White Lions paste the Gobos with ease and over run into the Gobo Shaman killing him also.

In the middle of the table, the Swordmasters and the Orcs have a tied combat!

Big bash in the middle of the table! 
The Silver Helms and Prince engage the Trolls flank. They fail to wound the Trolls thanks to their Regeneration. The Trolls are fairly ineffective in turn. The Silver Helms horses however inflict two wounds killing an already wounded Troll which forces a Break Test. A Break Test against Initiative of 4. Which after modifers would require that I roll 2 ones on 2d6. Of course I botch that and these Trolls bolt it out of there. What do I roll on 2d6 for their flee distance? A two. A frick'n two when I absolutely needed that a moment before! The Silver Helms easily ran the Trolls down.

I was utterly beside myself and my morale was genuinely crushed.

Silver Helms trample over the Trolls and sight their next target.

Orcs Turn 4

It was tough to continue after that, I wanted to fold. Over half of my living army was in route and the High Elves seemed unstoppable. But I pressed on. The Goblins on the table edge failed to rally and bolted off the table. The Arrer Biyz and Spider Riders did rally, which was a refreshing turn.

The Fanatics rampage through the enemy lines again, killing 3 Archers and 6 Seaguard!

The Big Un's charged the White Lions. My Warboss issued a challenge their unit champion which he accepted. The Warboss slaughtered thw White Lion champ with ease however the faster White Lions massacred the Big Uns leaving only one survivor and the Warboss.

Big Uns cherge the White Lions.

The big tussel in the center continues as Sword Masters and Orcs whittle each other down. The Sword Masters actually lose combat but do not Break thanks to the proximity of their army's battle standard ("cor...we need one of doze!" Says the befuddled Orc Shaman..)

They just won't run!

High Elves Turn 4

Having lost way too many elves to the Fanatics, the Archers and the Seaguard shoot the fanatics to death ending their threat once and for all. 

The White Lions finish off the Warboss and the last Big Un.

The tussle in the center continues as the Orcs crush the surviving Swormasters but still take more losses due to the arrival of the Silver Helms crashing into their flank. Again, it was those hits from the steads that were the deciding element The Orcs don't break (by some miracle) but there is simply no way they were going to survive another round. 

The Silver Helms triumphant!
We called the game at this point, despite having rallied some units, I doubted that they could effectively do any more than harass the High Elves. Clearly the Orc battle line was shattered and we were now in the mopping up stages.

Battlefield overview. 
With that epiphany, the High Elves take the day!

All-in-all, we had a good time. My lack of recall on certain rule elements and tactics regarding the Night Goblins and the Trolls (especially the Trolls!) Cost more greenskin lives that could have been otherwise prevented. I say that, but...my dice.

The Fanatics impressed me more than I thought they would and clearly I need more. But only if I stick with the Goblins. It's really Orcs that I need more of as they aren't only a bit tougher and more effective in combat but their Leadership is better. Bob was suggesting that I acquire some Black Orcs, but making additional purchases for this game is something I am hesitant to do at this stage but I shall ponder upon the notion further...

The High Elves were awesome against this army. I was especially impressed with the Silver Helms who were just so tough to kill. And his damned horses...in our post game discussion we named the one that routed the Trolls: Equis Tyranis.

We'll what happens when we try it again...


Saturday, June 09, 2018

Night Gobos

The only fully painted Night Goblin.
Here is something that may seem a bit out of left-field to regular readers of this blog: I am working on a Fantasy army! And specifically, an army for Warhammer Fantasy Battle! Ah, I hear your collective gasps, stammers and befuddled responses of "But you're a 40k player!" And yes, I am, but some of you may recall that a few years ago I was working on a Fantasy Orc army and that seemed to climax with the completion of da-leada-of-da-waaargh. I did not progress any further due to the announcement at the time of Age of Sigmar. I paused to see what would come of that, and with it's subsequent release, I found it wanting and highly discouraging. As a result I put away all my WFB armies and focused on my 40k stuff instead.

Enter The Bob. The Bob had almost the same reaction to 40K 8th ed as I have had with AoS, and has turned his attention back to Warhammer Fantasy and has been sending me pics of his work in progress. Mostly on his High Elves and Dark Elves. They look great!

A Dark Elf pic Bob sent me. 

Needless to say, I was enticed. I started brushing off my WFB 8th ed books and even tracked a few down that didn't have in case we did get serious.

Gray Goblins.
I exhumed my army and began to access what I had. There was quite a bit, and pretty much all the orcs were at least base coated whereas the Gobos were still bare plastic!

Basing material applied and ready for priming.
I wanted to put our game on this blog, but didn't want to see that much bare plastic in the photos, so I did what I could to get them (at the very least) basecoated before we play.

You have a long way to go mates.
You might have noticed from these pics that I only have the one painted Night Goblin:


 Back in 2015 I did a showcase on the fully painted Night Goblin that you see in these pics. I really like him and I recall how quick it was paint him up. I would like to get all these WFB greenskins done, just to have at least one finished Fantasy army, even if we rarely play ever play it.

Basecoated and battle-ready! 

What has to be a record for me, I have managed to assemble and basecoat 60 Night Goblins in approximately a week!
Volley time!
So how will I do when we meet?  Will The Bob steamroller me? Will my Gobos fold like paper when faced with a worthy foe? Stay tuned my friends...

Wednesday, June 06, 2018

Waaagh Games (with a bit o' pillage)



Welcome to our Waaagh games! (Or Waaargh games if you're old school). My Orks, Ror-Ruk's Reav'a's, vs. Da Masta Cheef and his notorious Da Long Wayz Dezert Groop, along with elements of the Eleet Grot Mountain Duvishun, gathered for their first Warhammer 40,000 8th edition game.

We pulled the cards to see what we would play. Set-up was the standard long edge vs. long edge with 12" deep deployment zones. We pulled the Many Paths to Victory Mission Card which has us chasing after 3 objectives. Our Twist Card had us pull another Mission Card which was Burn & Pillage. With Burn & Pillage, the most orky mission possible, whichever player destroys the 3 objectives in the opposite player's zone wins the game!

We have our orders.

I had 6 Command Points and Da Cheef had 4 CPs. I did not take not take copious notes on every instance that a CP was used, just on particular highlights most of which did not involve the use of a CP.

We set up the board, made the roll-offs and deployed our forces.

Reav'a's left flank.

Reav'a's right flank.

Da Long Wayz Dezert Groop left flank.

EGMD right flank.
I failed to steal the initiative. So with a mighty WAAAAGH! the charge began! I had a Mek Gun set up, a Traktor Kannon, which Cheef took out really quick. The Grot Spee Mega Tank, which I had thought I would try to spare for a round or for the sake of pretty pictures, managed to kill one of my lootas. This was after the Lootas lost another from a hail of... whatever... Cheef's Lobbas were lobb'n at them.

On my first turn the Weirdboy used Da Jump to relocate my 30 man Shoota Mob onto Cheef's back line (you can see them lined up on the table edge in the pic below). They surprise attacked Da Long Wayz Slugga boyz killing a fair number of them with their kunning shooting!

I sent the Dakkajet careening towards the Battlewaggon, with guns blazing. My Kannons sent shells into it and the Shokk attack gun blasted snots into it. It was enough to take the Battlewaggon down a step in it's profile but it was very much alive and well.

The scene after Turn One movements.
On the other flank, the Lootas destroyed the Grot Spee. Gouts of flaming debris and bits of grot were strewn about spectacularly.

The Grot Spee dies.
Turn 2, and Da Masta Cheef vowed revenge. Parked in his crater, the Battlewaggon and crew (Surpise! They're Tankbusta's!) unleashed hell upon the Dakkajet. Some how it survived the onslaught with 3 Wounds left. The Battlewaggon sent a few shots at the Big Gunz also, blowing one up. On the otherside of the table, the Lootas lost about half the unit from more Lobba hits. All-in-all, it was a good round of shooting for Da cheef.

Just add smoke. Lots of smoke. 
The surviving Slugga Boyz were upset with my jump'n Shoota Boyz and marched up to the return the favor. They were joined by the Warboss, Krump and Pittance, who had leapt from the Battlewaggon to get a piece of the action. They all charged in and a swirling melee of green ensued, leaving a tornado of Waaagh that would take a few more rounds to resolve.

Charge of Da Axe Brigade.
My Ork Turn 2 was an utter disaster. The Weirdboyz suffered a Mortal Wound from a botched attempt to Smite the Battlewaggon. None of my shooting was effective on the left flank, with only the Lootas being of any use. They managed to take out one of the Lobbas.

Turn 3, and the cleaver gits from Da Long Wayz Groop that were mounted in their Wartraks arrived and so did the Kommandos.

Wartrak arrival.
Much to the joy of the Da Long Wayz boyz, the Dakkajet was blown appart by the rokkits of the Tankbustas, showering the field with flaming wreakage (or was that just Rob bumping the table? -Ha! Luv ya Rob, mean it!)

Krump and Pittance hack'n and slash'n! 

The Fight Phase was now where much of our action was, with the Reav'a's Shoota Boyz killing off the Slugga Boyz, leaving the Warboss who proved to be one tough nut to crack.  Those gits in the Wartraks charged the Big Gunz effectively tying them up. By some miracle three of the grot gunners made their 6+ Saves, making it not so easy for the Wartraks to eliminate this unit.

Wartraks charge the Big Gunz.

Meanwhile, despite the sbeer weight in numbers Krump & Pittance continued to hold off the Reav'a's Shoota Boyz. A few well spent CPs on the part of Da Masta Cheef assisted with this deed and it also tied them up from being able to get at any objectives.

"Aye can takez yoose gits wid one 'and behindz me back!"
 My turn, and I was faced with a very difficult decision. Clearly the Battlewagon and the Tankbustas within it were dominating the center of the field and they needed to be eliminated. A lot the damage I had inflicted upon it on Turn 1 was being undone by the Mek that was positioned outside of it. My Kannons were all but lost and my Weirdboy and Shokk Attack Gun were just not enough. But they did whittle some Wounds off of it this Turn.  Solution: send in the Slugga Boyz!

Charge!!!
They ran forth, gunz blazing, and they may have chipped off a wound or two. I didn't note that, but I did note the incredible Fight Phase. Not including the Power Klaw, which did a few points of damage,  leaving it with 1 wound left! The Slugga Boyz had 104 Attacks. Needing 3+, 69 of them hit. Needing 5+, 19 wounds were inflicted! The Battlewaggon only passed 10 of these armor saves which though impressive, ment the end of this fearsome machine. Thankfully it did not blow up. The Tankbustas quickly found themselves surrounded by the berserking Slugga Boyz who had consolidated into them after the Battlewaggon's destruction.

Consolidation into the Tankbustas.
The Trakks continued their fight with the Big gunz and the Grot Crew. I think they were stymied my how resilient the Grots turned out to be, but ultimately they would destroy them.

"Dez Grots are tough!"

The Shoota Boyz defeat the Da Long Wayz Warboss on my turn, only to get the attention of the Long Wayz Mek on a Warbike named Fix-a-Flat. He speeds in on Turn 4, guns blasting away, before charging into the fray. The Shootas lose enough to fail a Break Test so bad that the unit is removed from the game! 

Fix-a-Flat races in to beat out some dents!  
On Turn 3, the Kommandos had appeared in my back field and shot a Wound off of my Warboss, Ror-Ruk. He, and the surviving grots from the destroyed Mek Gun, charged them taking out all but their leader, Schultz!, and a Kommando. That fight carried over into Cheef's 4th Turn and into my 4th Turn before the Kommandos were eventually wiped out.

Shultz! vs. Ror-Ruk (and some grot crew). 
On Turn 4 the Tankbustas, who found themselves in a swirling melee, tried hard to fend off the Reav'a's Slugga boys, but they just couldn't hold up to the amount of '90's red that stood against them and they were eliminated. The Mek had joined into the fight too and soon he found himself surrounded.

One Mek against a mass o'Goffs.
The Mek was easily brought low on my Turn 4, and the Sluggas found a large mass of grots to Consolidate into.

Consolidation into the Grots.
Those damn grots and their pistols took out a few more Boyz before they got stuck in to tie them up. The Runtherd, pissed off to his charges so mistreated, was a whirlwind of rage as he knocked the horns off a few of the boyz 'eads!

"Oi! Deez my grotz!!!"
Speaking of Grots, on my Turn 4 my Grot horde on the opposite table edge took the Defensive Line and the Objective. Despite the automated defensive gun that was shooting wildly at them.

"Objective secured!!! ...ish."
Turn 5, and Da Masta Cheef sent Fix-a-Flat up to the middle objective, securing it.

"Fix ah flat wuz 'ere" how adorns the leg of this Imperial Statue.
The Warbikes, having defeated the Big Gunz in the previous Fight Phase ran down the Weird Boy. While the middle melee with the Goffs and Grots continued.

On my Turn 5, Warboss Ror-Ruk and his grot gunners take an objective.

"Look 'ere boss, a beakie on a stik!"
My Shokk Attack Gun attempted to eliminate the Warbikes but they were just too tough.

Rain of snottlings...

My Grotz overwhelmed the defensive gun utterly...
And theit Runtherd watches with pride.
And the mass of melee in the middle continues on...

The Goffs and Grotts hold on despite the bodycount. 

And with the end of Turn 5, the game ended according to Mission Conditions. Only one of the Pillage Objectives was destroyed, with Cheef holding one of the other Objectives and my boyz holding the other two. Cheef declared me the winner even though I saw it as more of a tie, but honestly we were having so much fun stomping each other that the missions seemed more like a secondary concern for us.

My thoughts on Orks in 8th Edition? Wow, so many things are just better. The Slugga Boyz haven't been this effective since 3rd Edition. The Choppas providing a +1 to Attacks is a huge benefit! The Tankbusta's are just deadly! They never were nuff'n to dismiss before, but man are they even better now! The Dakkajet was fun, and it's demise in this fight was clearly my fault. I should have had it focus on foot infantry instead of the Battlewaggon, as that was just a suicidal act going for that and all the Tankbustas in it's open top. Also, the Wartraks impressed the heck out of me! Clearly their best edition yet!

The Shokk Attack Gun, although neat, does seem to lose the fun aspects without it's zaney chart. But it still has the potential for absolute mayhem. Same with the Lootas. They dished out some serious firepower but only because I rolled high on how many shots they get per round. Their range is still impressive and I was able to take out the Grot Megatank and an artillery battery from the other side of the table!

That was fun, let's do it again Cheef!!!