Guarding the jails of Malifaux the ever trusty Warden patrols the cells and keeps the inmates in line. Should a prisoner be foolish enough to attempt escape he will be hunted down by the Warden who requires neither sleep or other frailties of the flesh to stop them from their single goal of capture and return.
In my own personal opinion one of the best things to happen to Guild from the Twisting Fates book. Now I know that some people still regard the Avatars as a "big" thing or even the Pale Rider (though ALL riders but the Mechanical Rider are quite good) or the Exorcist (I hear you crying Ressur players..), there is something about this 5 soul stone minion that is quite great and let me explain why.
Lets look at traits for lack of a better word, the Warden is both a Construct, Guardsman and comes on a 40mm base. Being a Construct the Warden gains the "drops scrap counters" and being Immune to Morale Duels. The second trait is the one that interests me the most as you may already know I am a BIG fan of using Lucius to lead my crews... The Warden now being another choice for Lucius to take makes me quite ecstatic. Not only can the Warden be included in his crews but also benefits from all the other neat abilities that effect Guardsmen models. Lastly being on a bigger base means they can block line of sight a little more effectively and when they die they will drop two scrap counters instead of one.
Abilities:
Armor +1:
Any incoming damage regardless of source is reduced by one point, it may not seem like much but sometimes this may save a model or at the very least force your opponent to waste an extra activation. It should be noted that if the model suffers Wounds instead of just Damage they still take the FULL amount of Wounds. This is because Armor only mitigates "Damage", it is a fine line between the rules that a few people actually forget.
Immune to Influence:
The model is Immune to any Willpower duels where it is the defender. This ability is worth it's weight in gold, while a regular guardsmen can be tempted by a belle's lure. Or a lesser being could be Obeyed by a master or a powerful minion the Warden simply continues on with its duty.
There are a few models that rely solely on the WP characteristic to do damage, depriving them of one of their tools is always a good thing. Though you will still be susceptible to Pandora's ability (while within 'The Box Opens' range) for everything else you should be just about fine.
Mobile:
This ability is similar to the "Arachnid" ability that most of Ramos' creations are known for... well you know without the extra legs. It allows the Warden to Walk and/or Charge through Severe/Climbable Terrain without any penalties. This ability lets them move wherever they want without worry of terrain slowing them down to where they want to go.
Pursuit:
Great ability that gives the Warden a bonus flip to Attack and Damage as long as they target a model that has already activated this turn. This ability mitigates the fact that the Warden's weapons are only a cb of 4, in addition it gives you a higher chance to actually get Triggers off when you need them.
It should be noted that just because it IS a great ability to have don't always wait to activate your Wardens. Sometimes getting away clean or putting damage first is better than the potential bonus you may receive from this ability.
Actions:
(+1) Relentless:
Not only does the Warden come with a higher Walk value than what is average for most Guild models (not even counting the bonus for the Mobile ability). But by discarding a card you get to take a free Walk action. This action lets the Warden zoom across the battlefield in no time and all for the cost of a low card from your hand.
For the most part this is usually I automatic choice for first turn where you are still trimming the fat from your starting hand. There are VERY few things that can outrun a model that can move 10" through terrain and STILL be able to attack.
Triggers:
Pinning Blow [Restraint Claw]:
Looking at the Restraint Claw you may ask yourself what is so good about a weapon that ONLY has 1/2/3 as it's damage output. Well in short THIS trigger, if you manage to hit with a Ram suited card as long as the enemy suffers damage they become Paralyzed.
There aren't too many models that have a Paralyze like ability in the game of Malifaux, if they do have the ability it is usually a Master or an expensive Minion. So when a 5 Soul Stone model gets the chance to do it, for me its just icing on the cake. Some opponents may not have cards to deal with this ability, but once it DOES happen to them they will start to worry about the Warden MUCH more than they did before.
Toss [Mechanical Fist]:
If you manage to hit with Mask suited card after damaging defender you may Toss them 1" per Wound inflicted ignoring Models and/or Terrain. This ability is actually quite nice since only Perdita and her family are really dependent on Mask suited cards. I have thrown models that I wanted to shoot at later in the turn out of combat or out into the open. You could also throw models into Severe Terrain that DO NOT have Hunter or Scout so it takes them some time to get out of it.
Another neat use of the ability is to Toss the enemy into another friendly model who can "hide" in combat from the enemy till it is their turn to activate. After all what melee models do not appreciate when they don't have to waste AP moving?
As I have mentioned earlier I think the Warden is a great addition to Guild crews the mix of high mobility and it's abilities make it a very versatile model. For only 1 Soul Stone more than a regular Guardsman they bring better abilities to the table with little to no weakness besides the low CB rating of both weapons.
I personally find them to be a great boon in my Lucius led crews, creating a wall between three Wardens and Ryle protecting my Austringers, Lucius and Governor's Proxy, there isn't much the opponent can do in the first turn to have an effect on my crew. As always thanks everyone for reading if I have missed or misinterpreted anything feel free to leave comments. Till then folks!
Monday, March 26, 2012
Tuesday, February 21, 2012
Tour of duty. Throne of Skulls Tournament 2/18/12
This past weekend I attended a Throne of Skulls 1250 points tournament at the local Games Workshop. Again my Genstealer Cult/Imperial Guard army were pressed into service as they are the only current army that is painted and based to a tournament level. Here is what I brought:
HQ
Company Command Squad (50) Officer of the Fleet (30), Bodyguard x2 (30), Regimental Standard (15), Grenade Launcher x2 (10)
135pts
ELITES
Sly Marbo
65pts
Psyker Battle Squad x10
110pts
TROOPS
Platoon Command Squad (30) Grenade Launcher x2 (10) Bolt Gun for Commander (2)
42pts
Infantry Squad (50) Plasma Gun (15)
65pts
Infantry Squad (50) Plasma Gun (15)
65pts
Platoon Command Squad (30) Grenade Launcher x2 (10) Bolt Gun for Commander (2)
42pts
Infantry Squad (50) Plasma Gun (15)
65pts
Infantry Squad (50) Plasma Gun (15)
65pts
Special Weapons Squad (35) Flamer x2 (10) Demo Charge (20)
65pts
Special Weapons Squad (35) Flamer x2 (10) Demo Charge (20)
65pts
Heavy Weapons Squad (60) Lascannons x3 (45)
105pts
Heavy Weapons Squad (60) Lascannons x3 (45)
105pts
Heavy Weapons Squad (60) Missile Launcher x3 (30)
90pts
Heavy Weapons Squad (60) Missile Launcher x3 (30)
90pts
Heavy Weapons Squad (60) Autocannons x3 (15)
75pts
1249/1250pts
Looking over the list I imagine most of you are asking "hey where are the tanks?!" quite rightly so you will see I don't run vehicles for 3 reasons.. 1) I don't own army 2) city fighting/light infantry theme 3) I hate transporting vehicles. With that said the second question that may pop up is "why not have heavy weapons INSIDE of squads?". Being a relatively new guard player (my cult used to run the Lost and Damned list from the Eye of Terror codex), it didn't make much sense for me to mix weapon fire.
After all why always keep a static position while one weapon fires at a tank having the rest of your fire patter off uselessly? So far in all the games I have played my Heavy Weapons Teams seem to survive the most, I can deploy them deep behind swathes of infantry. Not many opponents are used to guard advancing towards the enemy unless they are in a vehicle and even then its a rare occasion. I send masses of infantry to tie up or narrow an enemy's plans for movement.
With that said I will move on to quick summaries and thoughts of my games, note that lists are roughly off the top of my head.
Game 1: Nestor's Dark Angels
Sammael in land speeder
Landspeeder w/ assault cannon and heavy bolter
Landspeeder w/ typhoon missile launcher and heavy bolter
Ravenwing Bikes x3 w/ flamer, sergeant w/ power weapon
Ravenwing Bikes x3 w/ melta, sergeant w/ power weapon
Deathwing Terminators x6? w/ assault cannon
Tactical Marines x10 in Rhino (which he split into combat squad)
The mission involved Kill Points not exactly my favorite as I tend to play high Kill Point armies. But c'est la vie I attempted to at least trim 2 Kill Points by combining two infantry units and let them screen my army as Dark Angels won the roll to go first.
Highlights:
-After being shot at and assaulted one of the 20 man blobs managed to pull down all of the bikers in combat!
-Failing to take out an immobile/weaponless land speeder, getting three penetrating hits followed by two shaken results and a stunned result!
-Only failing 1 morale check all game! May not seem like a lot but when you are guard you wouldn't exactly call your leadership stat that dependable.
-It was a tense close fought game though I had no real answer to the terminators without hoping that the psykers getting a lucky roll and wiping them out, I felt I could of tied to the game as his marine units were quite low on models and taking the speeder out would of made it a possible tie.
Result: Loss 7? vs 4? With about 500 points left alive on my side and easily 50% of Nestor's army (points wise) being alive at the end.
Game 2: Ronnie's Tyranids
Hive Tyrant w/ wings and tl devourers
Genestealers 2x5
Carnifexes x3 w/ tl devourerers
Mawloc? w/ tl devourers
With a 12 inch deployment and 5 objectives on the board going first I felt good as guard tend to do better when it comes to multiple objectives. I knew that the Devourers would murder a unit at a time so I had to play the feeding game and hope that I could do enough wounds taking full advantage that Tyranids have not been bio-engineered to have the equivalent of frag grenades.
Highlights:
-Hive Tyrant attempting to cast power Perils of the Warp a wound off, assaulted my platoon command. Only manages to kill one model, I follow up by actually getting through his armor and causing a wound. Due to Regimental Standard won combat, no retreat stripped another wound off of him. If that wasn't bad enough for 3-4 rounds of combat the Platoon Command held the Tyrant up at one point the Commander even rolling double refractor field saves!
-Mawloc assaulting two survivors from a platoon command squad through a building, he only had one wound died to 2 attacks from the survivors.
-My high AP weapons failed to do any real damage to his army, yet the humble lasgun and even a few stray close combat attacks did more damage to his army!
-Autocannons failing to hit once with 6 shots at a lone genestealer holding an objective! drat!
The result was a tie and I was quite happy though had the auto cannons HIT there would of been a good chance that I could of walked away with the win. At the end of the game he had a Tyrant with 2 wounds (he gained 1 back with spirit leech?) and a lone genestealer. I believe we ended the game on turn 5, had the game gone on another turn I would of gotten the game regardless since he would not be able to contest/kill off all my units on objectives.
Game 3: Space Marines
Shrike
Assault Marines x10 sergeant w/ power fist
Scouts 2x5 w/ sniper rifles
Predator x2 w/ heavy bolter sponsons and autocannon turret
Dreadnought x2 w/ multi melta
Again the mission was 4-5 objectives, deployment was quarters, I won the initiative the only exception was that my opponent could only get 5 turns in so we entered a gentlemen's agreement that it would cap out at 5 turns. This is both a good and bad thing since I did not have to wonder if I had to gamble on the game going on, that and I was started to get tired and wanted to head home as soon as possible.
I have played this opponent before whose name escapes me at the moment, friendly guy that doesn't mind thinking competitively so my favorite type of opponent. Though he did not have many scoring troops he did have a lot of armor... and despite having many heavy weapons I have little to no luck taking down vehicles for good...
Highlights:
-After Shrike and assault marines anhiliated a squad, good thing my good old "mop up team" AKA Special Weapons Squad came to clean up the Assault Marines with a demo charge.
-My heavy weapons cannot get through armor, despite twin linking via orders etc he either made every cover save OR I kept stunning/shaking his vehicles. I only managed to destroy a rhino and immobilize a dread despite firing heavy weapons at vehicles EVERY turn!
-Sly Marbo let me down threw a perfect demo charge at his two units of scouts that were bunched up... Rolled TOO high for scatter only managed to kill two of the scouts before they all unleashed bolt pistols at point blank range.
-Opponent needing a 3+ on a fleet roll to get another objective and managing to roll a one. Mid way through his turn there was nothing either of us could do to really change the outcome of a draw once that happened.
Lessons Learned:
-Of all the games played I saw that my guardsmen were lucky to pass most of their leadership checks. Off the top of my head all tournament I failed maybe two morale checks and ran. This could be because I failed some orders and got some "bad dice" out of the way or the Regimental Standard allowing re-rolls when needed.
-Using infantry to herd enemy models, simply move up and surround the enemy, with ten models you can cover a lot of ground and most enemies can ONLY deal with them during shooting/assault.
-For enemies that have jump packs or other movement tricks simply have another unit not too far behind so they have no safe place to "land". Dictating where and how an enemy moves I have learned to be a great benefit to guard where I can just keep tossing bodies in the way.
-Need more practice with Sanctioned Psykers... though I do have to chalk a lot of it to bad dice. I would say I easily botched 50% of the tests to cast Soulstorm though I never periled. On the positive side they never went below half even when they managed to get off their powers.
Unfortunately I was not able to snap any mid game pictures as my opponents turns were quite short and I had to move/deal with a lot of models on my side. I did manage to snap a few photos during the last game's deployment though.





With the tournament done for now and the Guard being relatively complete for now minus a few odds and ends for units it is time to focus on my Dark Eldar and other projects. I am slowly getting models painted up and churned out to bring about more battle reports filled with painted miniatures. Stay tuned everyone!
HQ
Company Command Squad (50) Officer of the Fleet (30), Bodyguard x2 (30), Regimental Standard (15), Grenade Launcher x2 (10)
135pts
ELITES
Sly Marbo
65pts
Psyker Battle Squad x10
110pts
TROOPS
Platoon Command Squad (30) Grenade Launcher x2 (10) Bolt Gun for Commander (2)
42pts
Infantry Squad (50) Plasma Gun (15)
65pts
Infantry Squad (50) Plasma Gun (15)
65pts
Platoon Command Squad (30) Grenade Launcher x2 (10) Bolt Gun for Commander (2)
42pts
Infantry Squad (50) Plasma Gun (15)
65pts
Infantry Squad (50) Plasma Gun (15)
65pts
Special Weapons Squad (35) Flamer x2 (10) Demo Charge (20)
65pts
Special Weapons Squad (35) Flamer x2 (10) Demo Charge (20)
65pts
Heavy Weapons Squad (60) Lascannons x3 (45)
105pts
Heavy Weapons Squad (60) Lascannons x3 (45)
105pts
Heavy Weapons Squad (60) Missile Launcher x3 (30)
90pts
Heavy Weapons Squad (60) Missile Launcher x3 (30)
90pts
Heavy Weapons Squad (60) Autocannons x3 (15)
75pts
1249/1250pts
Looking over the list I imagine most of you are asking "hey where are the tanks?!" quite rightly so you will see I don't run vehicles for 3 reasons.. 1) I don't own army 2) city fighting/light infantry theme 3) I hate transporting vehicles. With that said the second question that may pop up is "why not have heavy weapons INSIDE of squads?". Being a relatively new guard player (my cult used to run the Lost and Damned list from the Eye of Terror codex), it didn't make much sense for me to mix weapon fire.
After all why always keep a static position while one weapon fires at a tank having the rest of your fire patter off uselessly? So far in all the games I have played my Heavy Weapons Teams seem to survive the most, I can deploy them deep behind swathes of infantry. Not many opponents are used to guard advancing towards the enemy unless they are in a vehicle and even then its a rare occasion. I send masses of infantry to tie up or narrow an enemy's plans for movement.
With that said I will move on to quick summaries and thoughts of my games, note that lists are roughly off the top of my head.
Game 1: Nestor's Dark Angels
Sammael in land speeder
Landspeeder w/ assault cannon and heavy bolter
Landspeeder w/ typhoon missile launcher and heavy bolter
Ravenwing Bikes x3 w/ flamer, sergeant w/ power weapon
Ravenwing Bikes x3 w/ melta, sergeant w/ power weapon
Deathwing Terminators x6? w/ assault cannon
Tactical Marines x10 in Rhino (which he split into combat squad)
The mission involved Kill Points not exactly my favorite as I tend to play high Kill Point armies. But c'est la vie I attempted to at least trim 2 Kill Points by combining two infantry units and let them screen my army as Dark Angels won the roll to go first.
Highlights:
-After being shot at and assaulted one of the 20 man blobs managed to pull down all of the bikers in combat!
-Failing to take out an immobile/weaponless land speeder, getting three penetrating hits followed by two shaken results and a stunned result!
-Only failing 1 morale check all game! May not seem like a lot but when you are guard you wouldn't exactly call your leadership stat that dependable.
-It was a tense close fought game though I had no real answer to the terminators without hoping that the psykers getting a lucky roll and wiping them out, I felt I could of tied to the game as his marine units were quite low on models and taking the speeder out would of made it a possible tie.
Result: Loss 7? vs 4? With about 500 points left alive on my side and easily 50% of Nestor's army (points wise) being alive at the end.
Game 2: Ronnie's Tyranids
Hive Tyrant w/ wings and tl devourers
Genestealers 2x5
Carnifexes x3 w/ tl devourerers
Mawloc? w/ tl devourers
With a 12 inch deployment and 5 objectives on the board going first I felt good as guard tend to do better when it comes to multiple objectives. I knew that the Devourers would murder a unit at a time so I had to play the feeding game and hope that I could do enough wounds taking full advantage that Tyranids have not been bio-engineered to have the equivalent of frag grenades.
Highlights:
-Hive Tyrant attempting to cast power Perils of the Warp a wound off, assaulted my platoon command. Only manages to kill one model, I follow up by actually getting through his armor and causing a wound. Due to Regimental Standard won combat, no retreat stripped another wound off of him. If that wasn't bad enough for 3-4 rounds of combat the Platoon Command held the Tyrant up at one point the Commander even rolling double refractor field saves!
-Mawloc assaulting two survivors from a platoon command squad through a building, he only had one wound died to 2 attacks from the survivors.
-My high AP weapons failed to do any real damage to his army, yet the humble lasgun and even a few stray close combat attacks did more damage to his army!
-Autocannons failing to hit once with 6 shots at a lone genestealer holding an objective! drat!
The result was a tie and I was quite happy though had the auto cannons HIT there would of been a good chance that I could of walked away with the win. At the end of the game he had a Tyrant with 2 wounds (he gained 1 back with spirit leech?) and a lone genestealer. I believe we ended the game on turn 5, had the game gone on another turn I would of gotten the game regardless since he would not be able to contest/kill off all my units on objectives.
Game 3: Space Marines
Shrike
Assault Marines x10 sergeant w/ power fist
Scouts 2x5 w/ sniper rifles
Predator x2 w/ heavy bolter sponsons and autocannon turret
Dreadnought x2 w/ multi melta
Again the mission was 4-5 objectives, deployment was quarters, I won the initiative the only exception was that my opponent could only get 5 turns in so we entered a gentlemen's agreement that it would cap out at 5 turns. This is both a good and bad thing since I did not have to wonder if I had to gamble on the game going on, that and I was started to get tired and wanted to head home as soon as possible.
I have played this opponent before whose name escapes me at the moment, friendly guy that doesn't mind thinking competitively so my favorite type of opponent. Though he did not have many scoring troops he did have a lot of armor... and despite having many heavy weapons I have little to no luck taking down vehicles for good...
Highlights:
-After Shrike and assault marines anhiliated a squad, good thing my good old "mop up team" AKA Special Weapons Squad came to clean up the Assault Marines with a demo charge.
-My heavy weapons cannot get through armor, despite twin linking via orders etc he either made every cover save OR I kept stunning/shaking his vehicles. I only managed to destroy a rhino and immobilize a dread despite firing heavy weapons at vehicles EVERY turn!
-Sly Marbo let me down threw a perfect demo charge at his two units of scouts that were bunched up... Rolled TOO high for scatter only managed to kill two of the scouts before they all unleashed bolt pistols at point blank range.
-Opponent needing a 3+ on a fleet roll to get another objective and managing to roll a one. Mid way through his turn there was nothing either of us could do to really change the outcome of a draw once that happened.
Lessons Learned:
-Of all the games played I saw that my guardsmen were lucky to pass most of their leadership checks. Off the top of my head all tournament I failed maybe two morale checks and ran. This could be because I failed some orders and got some "bad dice" out of the way or the Regimental Standard allowing re-rolls when needed.
-Using infantry to herd enemy models, simply move up and surround the enemy, with ten models you can cover a lot of ground and most enemies can ONLY deal with them during shooting/assault.
-For enemies that have jump packs or other movement tricks simply have another unit not too far behind so they have no safe place to "land". Dictating where and how an enemy moves I have learned to be a great benefit to guard where I can just keep tossing bodies in the way.
-Need more practice with Sanctioned Psykers... though I do have to chalk a lot of it to bad dice. I would say I easily botched 50% of the tests to cast Soulstorm though I never periled. On the positive side they never went below half even when they managed to get off their powers.
Unfortunately I was not able to snap any mid game pictures as my opponents turns were quite short and I had to move/deal with a lot of models on my side. I did manage to snap a few photos during the last game's deployment though.





With the tournament done for now and the Guard being relatively complete for now minus a few odds and ends for units it is time to focus on my Dark Eldar and other projects. I am slowly getting models painted up and churned out to bring about more battle reports filled with painted miniatures. Stay tuned everyone!
Monday, February 20, 2012
The life of a sell sword..
I promised I would put up a few pictures of my Warmachine army up a while back and I am back to make good on that promise. Here are the first three miniatures I painted for Warmachine, they are from Mercenary faction.
Always a fan of those who work for coin and the ability to "mix" units if I decided to play another faction Mercs seemed an easy choice to get into the game. Here is a group shot of the three.

Magnus- AKA Ash from Evil Dead one of my fave all time movies was an easy choice to pick up... that did not directly translate to how easy/hard it was to play with the warcaster for a newbie though. But hey style points are more important to me! Magnus rarely does any heavy lifting in the army but his "resourceful" ability is amazing to buff any jacks he runs.


Renegade- If you want something assassinated at range or want to lay a world of hurt on enemies nothing says lovin' like an obliterator bomb dropping on you. Great range to begin with Magnus usually casts "Snipe" just so the Renegade can aim his weapon. The most notable moment to my Renegades long list of kills was shooting into combat at my own Halberdier in combat with Deneghra just to kill Denny with the blast!


Nomad- Known in my group as "Captain America" as most times it is his shield that causes the most damage. The Nomad is a pretty cheap jack for a heavy with some great hitting power and armor, though it doesn't have any special abilities or weapons like other jacks. You can't ask for a better jack at the points especially for Mercs.

Always a fan of those who work for coin and the ability to "mix" units if I decided to play another faction Mercs seemed an easy choice to get into the game. Here is a group shot of the three.

Magnus- AKA Ash from Evil Dead one of my fave all time movies was an easy choice to pick up... that did not directly translate to how easy/hard it was to play with the warcaster for a newbie though. But hey style points are more important to me! Magnus rarely does any heavy lifting in the army but his "resourceful" ability is amazing to buff any jacks he runs.


Renegade- If you want something assassinated at range or want to lay a world of hurt on enemies nothing says lovin' like an obliterator bomb dropping on you. Great range to begin with Magnus usually casts "Snipe" just so the Renegade can aim his weapon. The most notable moment to my Renegades long list of kills was shooting into combat at my own Halberdier in combat with Deneghra just to kill Denny with the blast!


Nomad- Known in my group as "Captain America" as most times it is his shield that causes the most damage. The Nomad is a pretty cheap jack for a heavy with some great hitting power and armor, though it doesn't have any special abilities or weapons like other jacks. You can't ask for a better jack at the points especially for Mercs.

Tuesday, February 14, 2012
A very first!
Well everyone had a pretty good gaming weekend our group recorded our first YouTube/video battle report pitting my Genestealer Cult/Imperial Guard versus Mike's Grey Knights. We are currently experimenting with how to put everything together so feedback, comments and criticisms are always welcome.
We here at The Wasted Warrior are hoping to amp up our updates as well as quality so let me know what you guys are looking for! Without further delay here is the YouTube link:
Also this weekend is another mini-tournament at the local Games Workshop I am painting/converting like a maniac to bring up the cult to 1250 points. Quite a task when running an all infantry company.. color me a masochist! Wish me luck and more updates hopefully this week!
We here at The Wasted Warrior are hoping to amp up our updates as well as quality so let me know what you guys are looking for! Without further delay here is the YouTube link:
Also this weekend is another mini-tournament at the local Games Workshop I am painting/converting like a maniac to bring up the cult to 1250 points. Quite a task when running an all infantry company.. color me a masochist! Wish me luck and more updates hopefully this week!
Friday, February 10, 2012
The second wave.
Hello there everyone! I am back as promised and I am glad to say that I have actually been quite busy working on some models. Looks like both Warhammer Fantasy and 40k are in full swing of course 40k being more common than fantasy but that is nothing out of the norm.


Nothing too fancy a few subtle conversions and bits pulled off of Helions and Reavers mixed in with whatever I thought would fit the aesthetic of the model.I have painted any "special" weapons in the units a neon green color which makes identifying them a lot easier on the table top without a big fuss.
Here is a picture of two models I am about finished with for my Genestealer Cult/Guard army.

No real conversion just an old Necromunda Pyromaniac model who will fill the role of sergeant in a unit. Accompanied by an old guard standard bearer model from the 80s, I use this model as a regimental standard when I have the points. Otherwise he is regulated to the duty of a veteran guardsman guarding the company command.
As you may have noticed yes I do like both purple and blue on a lot of my miniatures, they are just colors i'm quite partial to. Though I do have a bunch of other miniatures that do not have any of those colors. Tomorrow I may have time to take pictures of other work I have completed. Though I am no great painter I love painting models and paint anything within arms reach when I am on the computer passing time.
Anyways the hour is quite late and I should be heading to sleep soon hopefully better pictures or more coming shortly!
Since the last update I have gone to a small 1k tourney at the local Games Workshop, I took my Genestealer Cult/Guard army though i didn't do great all of my games were quite fun and very close. I have never really played guard so it was quite a learning experience, I have never been a shooting fan but I really like how an infantry horde of guard work.
I have also managed to finish a second squad of Wyches for my Dark Eldar who have also seen quite a few games in the last couple of weeks, mainly at the 1k level of points. Ever the fan of close combat my Wych cult themed army has seen some reasonable success even against the dreaded Grey Knights!


Nothing too fancy a few subtle conversions and bits pulled off of Helions and Reavers mixed in with whatever I thought would fit the aesthetic of the model.I have painted any "special" weapons in the units a neon green color which makes identifying them a lot easier on the table top without a big fuss.
Here is a picture of two models I am about finished with for my Genestealer Cult/Guard army.

No real conversion just an old Necromunda Pyromaniac model who will fill the role of sergeant in a unit. Accompanied by an old guard standard bearer model from the 80s, I use this model as a regimental standard when I have the points. Otherwise he is regulated to the duty of a veteran guardsman guarding the company command.
As you may have noticed yes I do like both purple and blue on a lot of my miniatures, they are just colors i'm quite partial to. Though I do have a bunch of other miniatures that do not have any of those colors. Tomorrow I may have time to take pictures of other work I have completed. Though I am no great painter I love painting models and paint anything within arms reach when I am on the computer passing time.
Anyways the hour is quite late and I should be heading to sleep soon hopefully better pictures or more coming shortly!
Monday, January 30, 2012
Return to the motherland..
Hello everyone and thanks for tuning in lately as I may have said in earlier posts the Games Workshop bug has bitten in my core gaming group. In the past two weeks I have actually played 2 games of Warhammer Fantasy and 6 games of 40k. Mind you I have not touched either game in almost two years! All games were great fun to play especially when I wasn't facing anything over the top list wise just a few casual gamers.
It had my thinking that 1k battles of 40k were quite tactical making armies take the bare essentials with one or two things for fun. Where as in fantasy I have to find a way to magnetize my Dark Elves, I still have not faced a proper "horde" unit to test against my some what MSU (multiple small unit) style that was so popular for Dark Elves pre-8th edition.
I have also been very busy painting up a storm of models lately though the picture is quite late here is a Wych unit I painted up for my Wych Cult 1k army:

I am quite happy how these models turn out, the only real pain was gluing them onto the base. With such a small contact point with the base it was a little hard at first to get them to stay on till I learned a little trick. As always my armies tend to wander into the purple/blue color palette as they are my favorite two colors.Don't worry guys I have not given up on my strong skirmish roots, in fact I am thinking up of a list for a Brood army for the game Dark Age. Infinity is also going to get some attention as soon as I strip my current Yu Jing army and repaint them (I have a bad habit of doing that...) yet again! Till then folks!
Saturday, January 21, 2012
The bore of court life...
Sitting on his throne of trophies Goethe sighed as he drank the last of his wine, here he was in his own keep surrounded by his court of sleeping concubines and retainers. Surrounded by wealth and success should of been more fulfilling but Goethe found civilian life even if it was a high born position menial at best. The tricks and schemes of the royal court were but a child's game compared to the raids on villages the heat of battle and the glory of riches won over blood and sweat.
As he looked down into his cup he saw the last few ruby red drops of wine almost the color of blood. Or has it been that long that he has forgotten what blood even looks like... he deftly grabbed his dagger pristine as reflective as a mirror and stared at it as if in a hypnotic daze. He stabbed the dagger into his palm and laughed as the blood gushed onto his blade. "Now that is what a blade SHOULD look like!" he said to no one in particular and looked at the blade no longer pristine but covered in his own blood. It all became clear to him in an instant he shot up out of his throne and shouted "prepare the fleet! we sail!". One of his retainers stood up as if to question his authority but before a word left his lips Goethe threw his dagger at quicksilver speed into the elf who hit the floor screaming. With a smile Goethe declared loudly "HE will lead the assault! Strap him onto the hull of the ship and make sure he is still alive when you do it!".
Without question his guards jumped up and grabbed the dark elf from the floor dragging his body away to carry out their master's orders. It was all falling into place now, no more political scheming and avoiding an assassin's blade. This mundane existence was over Goethe belonged on the seas raiding and pillaging feeding his vain glory for more. Goethe was on his way to lead his armies back to war against the lesser species. Goethe was alive again.
Well it's been quite some time hasn't it? Recently it seems a bug has been going around.. the Games Workshop bug. It seems out of nowhere a bunch of like minded individuals want to start playing both 40k and Warhammer Fantasy. I had always enjoyed playing Fantasy and just when 8th edition hit my group stopped playing any Games Workshop game and we started playing other skirmish games.
I'm not complaining the others games are a lot of fun but sometimes you just want to play on a platoon/massive army level with a bunch of random strangers. So with that said I am bringing back both my Fantasy army and I am starting/finishing my Dark Eldar army for 40k.
With Fantasy my dark elves can easily hit 2500 with the addition of a handful of troops that need to be painted. While my Dark Eldar I had 1000 points roughly assembled into a themed Wych Cult list. I hope to flesh out all of the cults up to 1k and just pick and choose units when I need them.
Don't worry everybody this doesn't mean that I am JUST going back to playing these two game systems I will still play: Warmachine/Hordes, Dark Age, Pulp City, Infinity, AE WWII, Secrets of the Third Reich, AE Bounty, Hell Dorado etc. It will just mean during the week I will most likely be playing a GW game and on the weekends the skirmish games.
In other news my group is thinking about recording our gaming sessions and making battle reports to put up on YouTube. So hopefully we can bring our group to that next level of gaming. Till then folks! stay tuned!
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