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Gemini Squad: Enter Phase 2

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This past summer I was mid-completion on my second Revenant when my first suffered some damage. The lower part of the thigh snapped on either side of the knee an the waist lilted. Then the cat broke one of the arms. I purchased the first immediately when Forgeworld released it, so the resin has likely become brittle and getting exposed to extreme prolonged heat during transport initiated the damage.

I put off painting and repair for the last six months out of stubborn anger. I finally repaired the original with epoxy and new brass rod and paint touch ups. Then I finished the second titan, sans the base. I'll post new pics once I finish the base, but for now the two bodies are done.





Asurmen: a Review

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Gav Thope's newest venture in to Eldar Fluff is Asurmen, recently released through Black Library.

It kicks off the new Phoenix Lord series and focuses on Asurmen, the first Phoenix Lord.

This book is instantly a must-read for fans of the Eldar background. In the way that the Path trilogy provided a new perspective on life on a craftworld and the aftermath of the fall, Asurmen provides us with a first hand account of the fall itself.

In addition we gain a glimpse of Exarchs from an outsider, and a far more intimate view of how the average Eldar react to legendary figures, and how those figures interact with one another.

The book follows two storylines split between the Fall of the Eldar & rise of Asurmen, and the political dissonance and animosity between two "modern" craftworlds.

The action sequences are engaging for anyone familiar with the look of the units (there isn't a lot of time wasted describing units we are expected to be familiar with). There are a number of twists that Gav has built in, an he takes time to support some of the more modern unit fluff descriptions, such as Striking Scorpion aspect warriors psychically projecting a shadow that makes them more difficult to see.

I highly recommend people interested in one of the long running benchmark moments in 40k, the fall, read this book.

A Shrine in Full: Crimson Death

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After weeks of having my third Crimson Hunter started I finally got to complete it, giving me a completed shrine, just in time to use the Crimson Death formation in a game this weekend. I've heard it's pretty good, so I'm looking forward to trying it out.



Video Battle Report Craftworld Warhost vs Double Demi-Company

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It's been some time since I've had a chance to post one of these, but this past week I finally got a chance to go up against one of my regular opponents.  It was my first time facing off against a Demi-Company, boasting a gaggle of free transports, backed up by the librarian and flyer formations.

In all it was a very interesting game and I look forward to facing the force again with a different list.

My overall thoughts on my formations:

This was the first game where I'd used a seer council, but it didn't completely take over the game.  Perhaps it was a good lesson, encouraging me to move to other builds again, despite the fluffiness of the unit.

The Crimson Death was also rather meh, but that 4+ rerollable was incredibly necessary for survival when they had to absorb a counterstrike.

This was the least productive the Death Jester has been for me.  I had such high hopes based on prior experiences that it was probably a reminder that I needed to learn that he's not always going to leave a mark on the game.

I forgot, until halfway through the game, about unmatched agility, and along with a few other mental lapses (like forgetting to cast Jinx) it certainly made me vulnerable in ways I maybe should not have been.  That said I did manage to remember that Exarchs have two wounds now.

7th Ed Codex Review (post Game Play Experience)

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Well, with a few months of play under my belt I feel I've got a good idea of the differences between the prior book and this one.  There are a substantial volume of minor tweaks to units, but the biggest difference (which I get to at the end) is the addition of formations and encouraging tank squadrons.  I gave a short blurb for pretty much each unit, but I didn't go too in depth as overall things didn't change too too much.

Exarch powers – they've been cleaned up in that now they're not optional, and this means people aren't ignoring half the options. It also means they've been dropped from the Avatar.

Psychic powers – In my opinion this is now the best psychic tree in the game. The replacement for Death Mission (Will of Asuryen) is a very potent power capable of providing synapse style support to leaders with questionable leadership values and Eldritch Storm has finally been brought to where I've wanted it to be for ages, a true end boss style super power. Combined with other powers like the divination power that allows you to ignore cover or guide it's incredibly potent. Moreso when it's cast the shockingly high WC 4 version. Even Mind War was improved to remove the psychic backlash aspect of it.

HQ

Avatar – Now LoW

Autarch – Really there wasn't much in the way of change, but some of the wargear did shift, the banshee mask in particular now allows the Autarch to provide a real support role to the use of aggressive disruption tactics to units like Swooping Hawks. Ultimately if you used this guy before you will continue to use it, but he can still drag the best abilities from certain units like banshees, hawks, and scorpions.

Farseer – Pretty much the only change was that the runes were made incredibly good, and built in to the unchanged base cost. Point for point it's the best psyker in the game.

Spiritseer – Spirit Mark is now better. Not much else has changed, but I no longer forget to pick a unit to spirit mark so I get less aggravated when I use them.

Warlock Conclave (Formerly Warlock Council) – Completely reworked as a unit. They are no longer pilfered to give warlocks to guardian squads. In addition they made them a brotherhood of psykers, limiting the bookkeeping for large units (and limiting your ability to tap the well to cherry pick the powers you really want), but allowed them to keep a mastery level for each warlock which meant they remain viable at their standard cost. I'll save discussion of this unit for the formations.

ELITES

Howling Banshees – Wow. What a difference a few changes can make. They're faster, cheaper, and their masks do what we wish they did in the last book. Jain Zar makes the unit scary fast and adds a hack of a punch as well.

Striking Scorpions – Mandiblasters are better and Shadowstrike was added on. A beastly unit now and Karandras provides some major boosts as well.  The Exarch power makes for a nice little bonus in most combats and synergizes very well with Enervate or Enhance as the case may be.

Fire Dragons – They got a major buff against vehicles wrecking them on a 4+. I'm not sure why they got that other than to keep them an option in the face of new wraith guard.
Harlequins – Now in their own book.

Wraith units – Previously I wrote about these units in TROOPS, but now the ability to bounce units around the FOC is gone.

Wraithguard – I'm pretty sure everyone knows just how fierce the guard are for both original and scythe versions. Even moreso than Fire Dragons these units are pretty much point and kill.

Wraithblades – They are unchanged from the prior book, so their use is exactly the same, just rush forward and hope enough survive to actually take out their intended target.

TROOPS
Guardian Defenders – Other than the Warlock being built in to the unit there is no change.

Storm Guardians – As above

Windriders – The big change here is that all bikes in the unit can upgrade to a heavy weapon, either shuriken cannon, or now scatter laser. People in tourney circuits love all scatter lasers, but I find that makes units too pricey and unable to handle casualties. I personally limit myself to at most 1 per 2 bikes, and I stick with cannons because I find their versatility is worth the lost shot and range.

Dire Avengers – Deference Tactics is a really great bonus to the unit and gives them added flexibility when it comes to holding objectives.

Rangers – They've upgraded from stealth to shrouded, but their overall use is the same.

TRANSPORT

Wave Serpent – The shield was fixed. Lower strength, one use only, range has been reduced by more than 2/3's, and pinning is replaced with Strikedown. For once everyone seemed happy with rules change to a unit despite it being a hefty nerf. Now the Serpent is actually a transport more than a gunship and faux anti-aircraft fire platform.

FA

Vyper – 10 pts Cheaper, and considering I always used a squadron of 3 with dual cannons I can now have that build for 30 pts cheaper. People don't give the unit enough respect, which, if you use them aggressively can be played to your advantage as they tend not to take fire until after they've done their damage.

Swooping Hawks – 6” of extra move has made them even more impressive. They've also been gifted the ability to give a vector strike style haywire attack to flyers and flying monstrous creatures. They are scary good. Baharoth can make them faster and more potent for disruption.

Warp Spiders – Their movement was changed and now when warp jumping ignore dangerous terrain checks. They also got the flickerjump rule pegged on making them potentially more survivable, but really it just makes them more characterful. Monofilament was toned down, no longer providing bonus strength, a notable nerf in regards to firing at vehicles, but that's not such a bad thing, really. Monofilament rolling against Initiative harkens back to second edition and will be a point of terror against things like the riptide, now getting wounded on a 2+ and Wraithknight, suddenly getting wounded on a 3+. It also means Warp Spiders are less potent against Slaaneshi daemons and the Avatar, unable to wound models with an initiative 10.

Hemlock – D-scythes got a boost (though I still wish they ignored cover) and it went up to ML 2 to be in line with the standard Spiritseer. It no longer has fixed powers, giving it variable roles. The change to the Mind Shock pod is alright, but is situational. Unfortunately it doesn't synergize with Psychic Shriek.

Crimson Hunter – The discount makes them more appealing with a vast array of competitors within the slot.

Shining Spears – They gained a rule that gives them a 4+ cover save just for moving, sort of recreating where they were in 6th with the classic Jink, but they lost access to hit and run, close to a death knell for the unit, especially since they still have the old models. They're best off coming on as reserves and then going directly after priority targets.

HEAVY

Wraithlord – Previously I felt this unit should have been moved to elites like dreadnoughts and riptides and I still think that, but it's less of an issue now. For its points it is a solid choice, but it doesn't really stand out.

Wraithknight – Now a LoW.

Support Batteries. The Vibro Cannons are unchanged. Shadow weavers got the new monofilament rule, so the big news are the D-cannons getting D strength. Their use hasn't actually changed from prior iteration, so if you used them before you can still use them in exactly the same manner, menacing area denial.

Fire Prisms – Mostly unchanged, but now they can be taken in squadrons, and when doing so have the option of combining fire similarly to the 4th edition book. Sit back and fire using range as your best defense.

Night Spinners – Similar to Fire Prisms they gained the ability to squadron and get real synergy from doing so by having their shots get stronger the more are added in the unit, providing a very potent barrage.

Falcons – Like the other tanks in the slot they can now be taken in squadrons, but doing so doesn't provide any bonus until you have 3, though what a bonus it is, gaining deep strike with no scatter. An entire battle plan can built around this unit and their occupants since they're so reliable, but you may want to consider Autarch support to reduce the chance of them not arriving when you need them.

War Walkers – Virtually unchanged from the prior book, coming with scout and battle focus and a 5++, so the only real difference here is that they no longer need to pay an additional 10 pts per EML to get skyfire missile access. If ever you tried them out with 6 EMLs it saves you 60 pts. Against Tyranids using flying MCs you can see this being a handy (though pricey) option.

Dark Reapers – still great, but now 5 pts cheaper per model and gained inescapable accuracy. Paired with their reaper rangefinder helmets they can be an absolute terror to some units.

Lords of War

WraithKnight – it's finally a GC, has a D str attack with the sword and got a price bump... though not as much as I was expecting. I'd consider it about 50 pts too cheap, but it's not the only under priced unit in the game so I don't stress too much about it. But, similar to the Imperial Knight, it can take over a game.

The Avatar – It lacks the ability to be modified by Exarch powers, but it gained a furious charge and rage radius buffer, bonuses that effect itself, and gained +2 str in CC thanks to the wailing doom. It's a fantastic support unit, and capable on its own of carving a swath through the enemy. When you have the Avatar try build the list around it.

FORMATIONS

The new area to look over and probably the biggest area of change in the book.

Craftworld Warhost – Amazing. Any unit with battle focus runs at 6” guaranteed. This makes your units dependably terrifying and only requires one guardian style build along with one auxiliary unit.

Guardian /Storm Guardian/ Windrider Battlehost – On their own they're meh. The free heavy weapons are nice, but really you're probably only taking one of these if you want to unlock the Craftworld Warhost.

Seer council – Amazing. This unit is expensive though, so be aware a full size squad sporting Eldrad Ulthran is effectively a DeathStar by design and will run at Scout titan costs. A lot of the time this unit will control the game and the way you use it will dictate whether you win or lose. Capturing warp charge on a 3+ doesn't just make your casting more reliable... it means you're throwing fewer dice to cast powers and therefore are casting more powers overall. Add in the fact that the Warlock Coven works the way other armies wish their psychic brotherhoods worked by manifesting a warp charge despite not acting as a separate psyker means your bookkeeping is reduced and you can focus where you want to roll your powers based on what your Farseers rolled up. As a foot unit they are totally viable, and if you really want you can just buy a Wave Serpent as a FA choice and load them up to give some protection if you don't get the first turn.

The Aspect Host – Another winner. The ability to choose between BS and WS isn't even a real decision most of the time. BS is far more useful, even for hand to hand units. +1 WS will require a hand to hand style build paired with opponents that have a comparable weapon skill. That said the +1 BS is absolute gold and can ignite a real nightmare scenario for opponents. That doesn't even account for the rerolls to LD tests that are tagged on to these units.

Dire Avenger Shrine – An alright choice, but nearly unnecessary in comparison to the Aspect Host. The somewhat return of the old BladeStorm is nice if you really want to do a sweeping alpha strike whilst deploying from Wave Serpents, but considering two of the units can't upgrade to have an Exarch this particular formation doesn't have much shine for me. Perhaps if it also gave Objective Secured I'd be more enticed.

Crimson Death – A very solid formation that can transition these units to something much more survivable. That said it is an expensive formation for 3 units that are still very vulnerable to mild firepower and often have their firepower reduced drastically.

Wraith Host – It bumps up the Spiritseer's ability range and makes it more potent, and gives Battle Focus to all the units in the list. For units that are normally ponderous and with short range it's a stunning upgrade. As part of a Craftworld Warhost it's stupidly good and can catch many opponents off guard if they're not used to that speed coming from that footslogging force.


New Squad

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I feel like I accomplished a lot this weekend, but I don't know that I have. That said, I finished what I Intend to be a fully mobile squad, Spring Thaw, for my Ulthwe Guardian Host.


This allowed me to get more than half way through completing my revamped wraithguard squad, two units I'd been working on for some time. I hope to sweep through a couple projects over the next few weeks and give myself some fresh new options for lists.

In related news I finally acquired a new video camera for recording battle reports. I'm still running lots of tests with it, but I'm hopeful it will improve the overall quality substantially.

Early news has hit from the 2nd edition of Doom of Mymeara and I'm extremely excited about the new Wraithknight Variant with two Deathshrouds.  Other than the really great look of the model the load out on it will likely be devastating.

I've also been tweaking the Void Spinner and Storm Serpent rules to work a bit more appropriately within the revisions of the new book.  Now I'll have to make some more minor changes just to keep it all in line, but I'm looking forward to releasing those shortly.

Project Wraithguard: Another Task Done

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Well, after nearly a year I finally have a game scheduled that (with the additional shame of not having finished them) inspired me to finish the revamp of my old Ulthwe wraithguard as I blend the metal models with the plastic. First up is the d scythe squad. At just 5 members I'm considering buying another box to bump them up to 6 and my two blade squads to 7.


The real showcase of this little project, however, is the standard wraithguard unit made up of a mixture of new plastic and classic metal models.


I'm really quite pleased (or as they say in Australia quite chuffed) with the final product. The hip guards as shoulder pads really blended the unit quite well, and changing the gun barrels helps sell the look as well.

I intend to spend a bit more time dressing  up their bases like I do with my other units, but in the mean time I'm happy enough to play them on the tabletop.

For all the folks that think me ridiculous for playing the unit as 10... I make this choice with years of experience under my belt and I'm anticipating the unit can continue to impress as they take to the field of battle at full strength once again.


Video Battle Report: Ulthwe Wraith Host vs Tau Empire with Storm Surge 1500 pts

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I finally got a new camera.  I think people will be pleased with the quality of the most of the shots, but I'm still learning and testing with it.  It's always slightly tougher trying to film in the shop because the regular din of other people there creates an ambient, undulating background noise and can limit where I can physically place the camera.

So far I'm happy with the resolution of the images and how they capture a more realistic look of the paint jobs, but it also makes silhouetting from backlight even more of an issue along with glare.  It will probably take me a little while to adjust to all the little nuances in operating the camera, so please bare with me as I seek to improve the videos.  At some point I'm sure I'll push to have a better sound capture as well, but the cost is substantial so I need to take it in steps.

As to the game... The Storm Surge is a complete monster in a smaller game.  I feel like the stabilizer rule is designed to keep the Storm Surge from landing complete and total first turn domination in smaller games.  People can say what they want about lack of playtesting, but that is a clear indicator to me that they made strides to account for smaller games vs larger ones.

It's been a while since I'd played against a full Tau army, so I felt, once again, surprised by the firepower they brought to bare, especially since I had a no man's land to cross to get to grips with the enemy.  The Wraith Host is great, but it's so fragile, especially against Tau who can reliably ignore cover, wound more regularly, and often ignore saves all together.  My force was designed to be resilient, but the Tau list was a great counter to mine, often making the high toughness worth less than against other forces.

Refreshing a unit: Banshee edition

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I originally painted this squad circa 2003, and was very happy with it. In fact, they were the first unit I added flair to on their bases.

The unit had an ethereal colour scheme, and had the unique variation I wanted, but in the time sense I've noticed how out-of-date the highlighting looked compared to the hard edge work I use now. In addition I have been bringing my units into more traditional schemes and I wanted to Bring the Banshees up to snuff.

Here they are all together:

And here is the Exarch, with a better view of her banner, the Tree of Life on a field of blood, a dark omen from which the unit takes it's name - Baleful Vision

Lastly is a model I did some time ago, their Phoenix Lord - Jain Zar:

With the adjusted rules in the 7th edition book I'm really excited to get them on the tabletop and see if they work as well there as they do in my imagination (especially as part of a craftworld Warhost... With a 12" fleet and minimum charge of 5")!


Finally Complete: Gemini Squadron

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I have been working on the second Ulthwe Revenant in this unit off and on for just over a year now, but it's finally done and at some point I hope to field them in a Gemini Squadron. first off, the pair together:


Next I have a side shot of the new Revenant:


Next a close up of the new one and its base:


Lastly I've got the original Revenant in close up and its base.  It was purchased right when it was released and I will always be fond of it because it was the first really large model I had worked on:

The Doom of My-Me-Are-Uh Craftworld Units Review

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I opted to write the subtitle of the book phonetically because I've heard so many really odd mispronunciations of it recently.  I would go so far as to say this is the definitive way to pronounce it because it's the way the author (Talima Fox) pronounced it when she talked about the story line in the book during some videos FW released back in 2011 when the book first came out.


I've had the book since the beginning of December and I've been working on some new toys since its release, but I want to really look at how the book amends the Craftworld book rather than talking about the Corsairs, which are a whole different kettle of fish.

Going in order Shadow Spectres:
This unit is vastly unchanged from the online version, however they received 3+ armor now, as opposed to their previous iteration (4+) and a hefty price reduction.  The Exarch was left with only a single wound, which may be corrected through an Errata, but I'd suggest checking with your opponent if they want you to hold it to 1 wound or if they'll let you run it at 2 like every other Exarch. As another boost their holofield cover save can now interact with stealth or shrouding.

The biggest weakness of the unit is that they don't have any option to be taken in an "Aspect Host" formation.  If your opponent is cool enough to let you do that then I'd say give them a try as they really might surprise you since they have the armor save and high power weaponry that would allow them to be used aggressively and are flexible against MEQs, infantry, and even vehicles.

Warp Hunter:
This unit went up in cost a fair bit to 185, acting as a nice swap option to a Wraithfighter losing 2 WC, but gaining better firepower.  It's dispersed rule treats a 6 on the D chart as a 5 (note in the craftworld section the rule is written wrong, but in the back and in the corsair section it is listed accurately).  I still think a better D flail would have been at a single 5" blast because the D3+1 small blasts is so incredibly good, but instead it's seriously terrifying to units like the Monolith or Land Raider that would have had a reasonable chance to survive a single large blast.  This unit is no joke good.

Fire Storm:
This unit went from awful to less awful but still really bad, in part because it dropped 30 pts, yet remained 50 pts too expensive.  It's weapon seems neat, but at Str 6 is still pretty garbage against imperial flyers.  In addition skyfire isn't optional, so if you're shooting at non-flyer units it's a waste.  Realistically most players are going to hate it and think it stupid.  The rare exceptions being when you're playing against Flying Hive Tyrants or Bel'akor.

Lynx:
This unit had the most revolutionary change, now being a flyer that can alter its movement mode, being dragged down from being a super heavy to a standard heavy support choice, and a few other changes here and there.  Of all the changes my favorite change was to the Lynx Pulsar, having two different fire modes.  It makes the weapon feel different from a Turbo Laser and I had hoped we'd see a similar type of change to the standard pulsar for the Revanent and Scorpion, (such as a 7" single blast or 5 solid shots), but alas no such change came to the main weapon.  Nonetheless I think it's a really cool tank and if used to aggressively target a specific unit it can really make a big difference on the battlefield.

Scorpion and Cobra:
Virtually unchanged, but they no longer have titan holofields, instead getting improved holofields.  A nice change that makes them a bit more vulnerable to D weapons, but doesn't punish you for not moving them if you forget during a timed movement phase in apocalypse.

Nightwing:
It got 20 pts cheaper, which is nice, and can now get a holofield!  overall it's okay, but I'd probably rather use a Crimson Hunter.

Phoenix Bomber:
It got 20 pts cheaper.  I liked it before with Nightfire Missiles and now it's either 20 pts cheaper, or I throw on holofields and it's 5 pts cheaper than it was... Yep, I still like it.

Vampire Raider:
the Vampire Hunter is gone.  The old center line pulsar option is gone, replaced with the Hunter style twin linked pulsar.  An absolute beast, really.  Also it has the 4++ improved holofield  The phoenix missile launchers are still a meh option, but at least it's getting two now instead of one.

Wraithseer:
It's a solid option, but it can't be part of a wraith host, so it can't gain battle focus, and that IS a weakness.

Skathach:
Both options are terrifyingly good.  I'm glad they upped the price from the standard, probably similar to what a normal wraithnight should be costed at for its base cost.  the webway shunt generator is pretty much only useful for popping the model into ongoing reserve and deepstriking in the following turn.  

Revenant titan:
The Wraith Titan rule makes it even more survivable, as it's really tough to hit in CC, even for other Super Heavies.  In addition it can run 12".  The revenant missile launcher has been changed.  it's no longer str 5 AP 3, but is instead Str 8 AP 3 Sunder Skyfire, interceptor.  It's really changed the role of the gun from an anti infantry weapon to anti-flyer, and adding a quality to the Revenant it never had before.

Phantom Titan:
The wraith titan rule is ported over here as well, but on the Phantom there are a lot of rule gaps compared to something like the Reaver or Warlord (the phantom really filling a spot between them).  For instance it should have a large blast stomp and be able to leave combat similar to both of them.  Surprisingly the wraith titan rule does not restrict blessings and maledictions the way the Imperial titans do, which means a single support farseer can make either titan vastly more terrifying or tougher to kill (ie. Guide, or Forewarning).  The pulsar is unsurprisingly unchanged.  It was far and away the best weapon, but now it's not so simple.  the Glaive has the spirit shock rule which if it causes damage to a super heavy means it can only snap fire the next turn and reduces attacks to 1.  In most cases that means it can't shoot its best weapons, even if it's a warlord and leaves combat.  the basic missile launcher got bumped to Str 9 and gifted with Sunder and its anti air launcher got boosted to str 8 and gifted sunder, a mild, but pleasant change.  also, you'll always get the extra 12" run move since the glaive is not a primary weapon.  However the starcannon is no longer a phantom starcannon and is just... ordinary.  2 shots at str 6.  Then the cannons in the glaive, which used to lay down 8 str 6 ap 2 shots thanks to being two cannons is now a single twin linked cannon.  I also don't know if they can be upgraded to a pulse laser or not, as I would prefer to pay 30 pts to upgrade the TL starcannons to two pule lasers. All gripes aside the best change is the Phantom D Cannon, now the D Bombard.  It's still a 10" D blast, but now it stays in play and any unit under it at the start of the opponent's turn takes a D hit, as does any unit under it at the start of the shooting phase.  This means you can lay a potential 3 hits on a unit.  It also means if you hit a transport it can then, later, kill the unit that was forced to disembark from said transport.

Next time I'll review the new formations.



Doomshroud Skathach Complete

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It's been more than a month of me working off and on, but I finally got the Skathach done.  I wanted it to have a bit of a different pose than the others in that I wanted it to look like it was jumping in and out of reality and pointing both barrels at its unfortunate target.  I have a large game coming up in early February and used it as motivation to get this project done.  I went for the Doomshroud Skathach because I'm a fan of monofilament weaponry and it feels esoteric and Eldar.  While I have no doubts the heat lances will be effective they seem boring by comparison.  I may pick them up in the future, but it's a far down the line thing.  If it's not clear in the photo the shoulder weapons are magnetized.

I am super excited to see it in action... and to see if it earns a name.








A Preview in Parade

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My wife's church is having their annual fundraiser, and I, once again, have my force on display. This year I left the Phantom home, and in its place I brought the second Revenant, and the preview model... My work-in-progress Vampire.

As you can see clearly in the photo, I have not yet painted the base. Once it's complete the flyer will get its own post. At this point I have no idea when, or if, I'll ever get to use it in a game. Keeping it on a table with my Revenants tells me I probably made the right choice in making the support rod 18". With the slide into the model and the curve of the wings the bottom point of the wings only clears about 14".  It should clear most terrain one would find on a table.

Something Wicked This Way Comes

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It's been a long time so nice I've posted, but that's mainly because over the last few months most of my hobby time has gone to working on one of the more difficult kits I've had to make. Without further ado, here is the second largest, and second most difficult kit I've ever worked on, the Vampire:


The Hemlock is included purely for scale.


I tried to use the hand painted tunes as judiciously as possible to really draw the eye in, but not make the entire plane too busy.  I was also able to hide my initials in the small panel of runes on the top side of the hull.

Prior to the release of IA11 2nd ed I had converted the centre line pulsar. Once the book came out I adapted to the appropriate upgrade, but decided I liked the conversion enough to keep it.

A statue of Isha as Mother

A statue of Isha as Mourner

Base details.

Scale photos. I actually made this so that it comes apart in 4 pieces. The two wings, upper hull and lower hull/cockpit all separate and come off the stand. As one of FW's older kits it was a bit daunting and tough to work with, but overall I'm happy with the final product.

Sorry it's been so long between posts, but as you can see I've been hard at work.










Codex Ulthwe: A Personal Project

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For a while I lamented my rules being spread across multiple books... But then I realised... They didn't need to be!



My normal vocation is in marketing, and so I'm opting to use my graphic design and other skills to make an Ulthwe codex that's all in one! No more carrying around 3-4 books for me! Even better is it can feature my own models!

Now, my Dex is progressing well, but because It's effectively GW's writing for the rules of normal units I'm not showing them here.  That said I feel comfortable sharing the pages for conversion units I've made, which have no official corresponding 40k rules.



I'm really happy with how it's progressing, plus I'm learning a lot about how GW styles their own books.




Shining Spears part 1

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Way back in 5th edition, when I had pretty much moved on to complete null deployment As the only real way Eldar had a chance to put up a fight (refusing to engage before turn 5) I had managed to maintain a pretty admirable unit of 5 Shining Spears and an Autarch and Farseer. They were fast and versatile enough I could get a lot out of them with other supporting units like jetbike guardians.

With 6th edition power weapons dropped to AP2. I had previously used the unit to take on small, high-value targets, but they were effectively retired despite a points drop. When I moved to Australia the models broke, and since I was never fully happy with their paint scheme I was in no hurry to repair them.

In 7th we got new bikes, but not new spears. They did get new rules, which I have found intriguing, and ultimately it drove me on a path to take all the spear bits I had and combine the old and new kits in to a sleek hybrid unit. So far I'm happy with the results:


5 more to go, and a revised Autarch and I'll be looking to test their newest incarnation on the table top again.



New Eldrad

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The New Eldrad hit this weekend and I picked him up as part of the Masque of Death. The Harlequins were enough to bump me to 2000 pts rather than the 1750 they sit at now. In addition I'll need to do a major rework of them to make them a more fluff appropriate force to join my craftworld.

On to my initial thoughts of new Eldrad:


This is a beautiful model. All together it's a similar size to current Eldrad models, but with the scenic base will be considerably taller for most players.  There is a sense of movement that is conveyed by the model that makes it feel dynamic despite a very similar pose to the original. I opted for the casting hand and spun the hand at the wrist because I prefer that to the hi-I'm-Eldrad-nice-to-meet-you angle. They've also added in the faux beard that has become standard for Farseers, which overall updates it nicely in line with the other models in the range.

The reason I have it in pieces is because I'm planning to paint it in sections, from the ground up, because I don't want to miss areas or leave ugly angles to it. I'm trying to avoid the punishment that can occur from too many hard to reach areas, especially since this is the feature character for Ulthwe.

This model will be a big seller, as it's a great base for a feature Farseer for any craftworld, and with a couple quick cuts the staff can be replaced with an ornate witchblade and the model won't really reveal that the staff is intended to be there. All in all a fantastic mode that I can't wait to paint.

Jes Goodwin's Eldar Sketchbook

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This last weekend was the "birthday" of my local GW, and they had this little baby available:


This may be my favorite GW book release since the 2nd edition Eldar book.

There aren't any Dark Eldar or Harlequins in the book, but most of the Craftworld units appear. The artwork runs from 1989 to 2013.

The notes themselves provide insights into how units were originally envisioned, such as a much beefier Hemlock load out, sporting a D-cannon in the place that eventually became the Mind Shock pod.

Not to mention the little inspirational touches that can be applied to your units for building background:


When flipping through the book the look and feel of the pages gives a sensation like you're flipping through his actual sketchbook, as if you could smudge the pencilling on the page.

In all it's a top notch product and I highly recommend it to anyone that has a chance to get one, and for most Eldar fans it will be an instant must have. I wouldn't be surprised to see it pop up on eBay for a king's ransom.


Shining Spears Complete

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I'm In April I'd finally started converting my Shining Spears and Biketarch, but my hatred for painting white and lack of time to paint meant I've been working on the unit slowly ever since.

I had promised myself I'd finish them before my next game and I've finally met that benchmark, despite really wanting to get a game in.


I may joke that the unit's primary weapon is harsh language, but I think they may be over criticised. I look forward to trying them out and seeing if I can figure out how to get the best from them.

I think the Autarch will be the lynchpin for me to make it work, but now that the celestial lance is useable again I may try it  in place of the standard laser lance to get AP2. It seems like nowadays every MEQ has 2+ armor saves. That said, if he doesn't do the job right the first time it's just a CCW, as opposed to the basic lances now, which are AP3 in subsequent rounds.

We'll see how it goes, but I can't wait to get back to the battlefield.



Harlequin Revamp Continues

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My work to bend the Harlequins to the Masque of Midnight Sorrow has taken another step forward, with a full size troupe all painted / repainted.


Coming in near 300 pts despite having 3 ablative wound harlies shows how expensive the unit can get to do what you want it to do. Eventually I'll actually get my whole 1750 that's built all painted up. I'll probably play through that a few times before I figure out what I need from the extra Death Masque stuff.

For a while I thought I'd paint them up very quickly and have the first online battle rep that was all harlequins and all painted using Cegorach's Revenge. My laziness cost me and now that's been done, so I've still got to see my way through it. With the biggest unit done I feel a major step has been taken.

The death Jesters and Shadowseers will remain in unique raiments compared to the rest of the masque, denoting their special role. At this point I just need to paint up a second Shadowseer and I'll be able to start using the cast of players along with hero's path, which I think is the intent of the codex, to be built in pieces, slowly adding to an existing force. The formations are great at letting you try out a piece here and there as you go, with the big payoff being Cegorach's Revenge supporting an apocalypse force of Craftworlders. They are more likely to avoid being an early target on that type of field.

One step closer to fun.

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