Juggernaut of Khorne

Image courtesy of GW.
Steed of Slaanesh

Image courtesy of GW.
Disc of Tzeentch

Image courtesy of GW.
Palanquin of Nurgle

Image courtesy of GW.
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Archive for the ‘CMO news’ CategoryChaotic MountsTuesday, February 7th, 2012There’s something to be said about the Chaos Lords and Heroes selection over at Games Workshop: the models are beautiful. In fact, it’s part of what drew me over to the Warriors of Chaos, along with their sharp-looking infantry. You might be surprised to see a limited number of the awesome mounts actually fielded on the table though. Whereas cavalry and mounts owned 7th Edition Fantasy, the horde formation and rank bonus rule 8th. As a result, some of the awesome models don’t get much love. Let’s see if we can figure out how to field them without shooting ourselves in the foot:
Juggernaut of Khorne![]() Image courtesy of GW. How could you not want to use this guy?! Well, maybe because you have to buy the Mark of Khorne, meaning you’re already at 65 points in addition to what you normally get. At the very least though, this likely gives your Hero or Lord a 1+ armor save, as well as MR1. Causing Fear isn’t that great, speaking strictly from a tabletop definition. The sheer size and majesty of such a model makes your opponent way more likely to target him. You can use this to your advantage, although you have to be careful of shooting attacks. Generally speaking, any template or war machine that hits your Juggernaut rider will be hitting him — you don’t get a Look Out Sir save if there’s less than 5 rank-and-file troopers of the same troop type with him. Unless you’ve got a slew of other Monstrous Cavalry hanging around (hint: you don’t) then he’s vulnerable to such attacks, which your opponent will likely know. Having Frenzy will give you an extra attack, and make you Immune to Psychology, but it may also cause any unit he’s attached to wander out of their way with bloodlust. Keep a BSB nearby to minimize unwanted charges.
Steed of Slaanesh![]() Image courtesy of GW. The Steed of Slaanesh is often left at home, perhaps because of its explicit nature or maybe because the Mark of Slaanesh isn’t that popular. It’s a pretty economic solution: for a mere 30 points you get a Cavalry model that can move 10″ per turn. This guy’s mobility can be used to make a pretty mobile BSB, and his Immune to Psychology status can make him a decent rover. March him towards units that need to rally, because he won’t care about the Panic tests. This is a great way to add some maneuverability to the backfield.
Disc of Tzeentch![]() Image courtesy of GW. The Disc of Tzeentch is super popular, for a few reasons. First of all, Mark of Tzeentch is useful on any unit because Ward Saves are almost always worth having. Secondly, it’s a powerful Lore of Magic that synergizes well with the Mark, so people have a ton of Tzeentch-marked units running around anyways. Finally, it flies. What does this mean in game terms? For 30 points including the Mark, you get a Flying model that will let you zip across the battlefield at 10″ per turn, like the Steed of Slaanesh. Unlike the Steed, however, this allows you to ignore cover. It allows you to charge 10 + 2d6 inches if you want your Disc in combat, but more likely you’ll want it to get good positioning on spells, or to zoom a Leadership support unit around where needed.
Palanquin of Nurgle![]() Image courtesy of GW. Why did I save this for last? Because I think it’s underrated and intriguing. The Palanquin of Nurgle looks like a sickly horse, but Papa Nurgle gave us a gift with it: it counts as Infantry and it’s got 6 poisoned attacks. Now, let’s remember that since his rider still counts as Infantry, he gets a 2+ Look Out Sir save. Since it comes on a 50×50 base, it displaces 4 Warriors (effectively lowering his numerous attacks). It’s quite pricey, coming in at 70 points including mount and mark, the most expensive of the bunch. Still, you have an option to charge out of a unit with it, taking some opponents by surprise. With his low movement they may get to Stand and Shoot in response, but that confers a -1 penalty to hit in addition to his Mark of Nurgle. This sneaky tactic can really catch an opponent off guard, freeing up the Palanquin’s bunker unit to charge something else in the following turn.
Force Org: Fast Attack — Space Marine Land SpeederThursday, February 2nd, 2012Pound for pound, the space marine land speeder is one of the best fast attack choices in the game. Its skimmer status and versatile armament makes it tactically useful for any army build. Here’s why you should seriously consider including them.
Space Marine Basics:
Advanced Tactics:
War Gear For land speeders, it’s all about guns!
Off the Sprue The space marine land speeder is a love-it-or-put-up-with-it model. It isn’t sleek, to scale, or glamorous, but I suppose it’s pretty much on par for the space marine style. The kit does come with seated marines, which could be in demand for other projects, as well as weapons easily magnetized. I’d like to see something in the way of extra gear, fins, wings, etc. to allow players to make their speeders more their own, but for now we’ve got to make do. My biggest complaint is that the model is clearly open-topped, but land speeders lack the rule in the codex. It’s tempting to WYSIWYG jerky opponents sometimes. Chaotic LoresTuesday, January 31st, 2012Having messed around for a few games with different Sorcerer loadouts, I’m absolutely thrilled with the variety that the Magic phase adds to WHFB. Whether you want to radically shake up your army or just tweak a character’s role, swapping out your wizard’s Lore can give you the extra flavor you need. The Chaos book has some very distinct options that will allow you to follow in the footsteps of your Dark God of choice. They all have a certain focus, and require you to take the respective Mark of Chaos. Thus, I thought it would be good to highlight the uses of each Lore: Lore of SlaaneshSpells:
With an average cast value of 8.2, this lore is relatively easy to cast. Many of the spells rely on enemy Leadership directly (Hellshriek) or need enemies to fail Leadership tests for their true value to come out (Aura of Acquiescence). Two of the spells are Remain in Play spells, which can be countered during the enemy’s magic phase. You can use some of the spells to redirect or force enemy troops to move. This lore is really good against low-Leadership armies that like to stay still and shoot, or whose magic phase may clash with your Remain in Play spells. The mark you get makes you Immune to Panic, Fear, and Terror, which doesn’t necessarily complement this Lore. Lore of NurgleSpells:
With an average cast value of 8.5, Nurgle is more difficult. While the Mark of Nurgle doesn’t synergize well with the Lore, it does make you immune to certain Nurgle effects, and also makes you hard to hit. Many of the spells ignore armor saves or punish enemies with good armor saves. Low initiative troops will be hurt by Cloying Quagmire, and will also have to grapple with a war of attrition in Fleshy Abundance. These spells are great against an army like Dwarfs, whose low Initiative and heavy armor will be a liability if not ignored outright. Lore of TzeentchSpells:
Ok, this is a pretty impressive spell list. Combine that with the Ward bonus that the Mark of Tzeentch gives you, and it seems like a good buy. Nevermind that the average cast value is 9.2 for this Lore, because Mark of Tzeentch gives you another +1 on your cast attempts, making this effectively as “cheap” as Slaanesh to cast! There are some great synergies with Leadership, such as casting Pandaemonium and then Baleful Transmogrification. Direct damage is an option with Treason, Call to Glory, or Infernal Gateway. This is a great all-around Lore, although you will find yourself in trouble if you roll the Leadership spells against an army with good Leadership or a lot of Immune to Psychology units. ConclusionSome Sorcerers have access to main rulebook Lores, which are very competitive. If you’re looking for some variety, or to keep with a certain theme, the Chaos Lores will treat you just fine. Just remember that your magic should never be relied upon. The Gods are fickle, but when you manage to get some spells off the results are just devastating. Taking Up Arms With the DeathwatchThursday, January 26th, 2012For a dedicated role-playing game fan like me, getting this was really only a matter of time. Deathwatch is an pen-and-paper RPG by Fantasy Flight Games that puts the party into the roles of Space Marines, neck deep into the fires of the 41st millennium. As a whole, the game is exceptional, brilliantly capturing the themes and mood of the setting. As an avid 40K player, it is very exciting to add life and excitement to a universe that until now was confined to six turns of wargaming. If you’re a fan of games like Dungeons and Dragons, and especially if you’re a fan of Warhammer 40K, I highly recommend getting involved; however, if you’re on the fence, maybe my veteran RPG opinion may sway you one way or the other. The Book: Overall, the Deathwatch Core Rulebook is gorgeous. It’s big, thick, fully illustrated, and useful in almost every way. The rules are, for the most part, very clear and easy to find. It’s a much better experience than trying to find rules in the 40K rulebook, but in general I think that any WOTC product is easier to read. Some of the art is recycled from the 40K codices, but the vast majority is unique and very high quality. The content is top-tier, across the board. It seems to me like the perfect amount of content vs. flavor has been incorporated, making it fun to read and useful. Deathwatch not only gives you the rules, but a ready-made campaign backdrop, complete with detailed personalities and settings. The setting is actually quite good, incorporating a little bit of everything for GM’s to grab hold of and run with. Characters: The steps for building a Deathwatch character are straight forward, and do a good job of trying to make Space Marines different from one another. This I feel is one of the biggest challenges of the game, since equipment, stats, and skills are very similar for most characters—especially early on when the characters don’t have much experience to purchase upgrades. The biggest element of character creation is choosing a chapter, which forms the basis for background and roleplaying style. These choices are interesting, but require a lot of effort on the part of the player to make their marine anything other than a one-dimensional caricature that emphasis only their chapter’s traits. This I think is largely a limitation of the source material, and perhaps my group’s preconceptions about space marines. Deathwatch’s descriptions of the chapters is interesting, but the language distances the player from this background by making it seem like it has happening “out there”, rather than to the character. Using language directed more to the player may have made the chapter’s style more applicable to their character. To sum– roleplaying a space marine well is hard if you don’t have experience playing this sort of game. Finding reasons for space marines to roleplay AT ALL may be a challenge for new GMs. There are six space marine specialties, which work like classes in other systems. Apothecaries are dedicated healers, assault marines are melee specialists, devastators use heavy weapons, librarians psychic powers, tactical marines their leadership abilities, and techmarines access to interesting gadgets. Each class offers only a paltry selection in regards to specialized abilities, but as the characters gain experience many new options open up. As characters gain experience, they are given total freedom to purchase upgrades—a great system for “leveling up”. This means that players can get the features that they want, so long as they are associated with their specialty. As a D&D player, this system is very appealing. It opens up the door for more complete customization and playing characters “against type”, which makes for interesting characters. Additionally, it lets players choose between stat increases as well as new abilities, making upgrading especially flexible. In general I think that the specialties are a good mix, but wish that there are more inherent differences between them from the get go. The Game System: Deathwatch’s core system is percentile based. If your Ballistic Skill is 65, you have a 65% chance of hitting something. Pretty straightforward, but the situational modifiers add up quickly. For the most part you’ll be counting up or down by 10’s, so it’s easy to wrap your head around the numbers, but learning where the modifiers come from takes lots of time. On the whole though, the core system is easy to understand, and fits into character building well. One thing I think is especially inspired is Deathwatch’s “Squad Mode”, which allows the Marines to synchronize their actions for special abilities. This is absolutely brilliant. It encourages different players to become the “team leader”, since new abilities unlock based on the specialty and background of that character. Going into melee-heavy, fight? The blood angel assault marine is the perfect leader. Need to help hold the line from an invading horde? The ultramarine tactical marine will give you morale buffs and defensive tricks. Squad Mode encourages teamwork and gives the Kill Team tools to overcome especially challenging situations; a great inclusion to the system. Combat: This is where my biggest complaints about Deathwatch’s game system come from. On the surface, it’s use of the game’s core percentile-based mechanic seems easy, but there are a staggering amount of modifiers and arithmetic necessary to accurately run a fight. While deciding what characters can do in a fight is quite easy, since the game follows the d20 standard of standard action, move action, minor action, figuring out what happens is time consuming. For example, here’s how a simple melee attack is resolved.
[(Damage rolled) + (Strength or other modifiers)] – [(Defender’s Armor - Weapon’s Armor Penetration) + Defender’s Toughness]) = Damage Taken This means that there are sometimes four rolls per attack in combat, and many combatants have multiple attacks. In the event of firing a fully automatic weapon, there may be nine or more rolls just for that character’s turn. Compare this to a typical attack in D&D 4th Edition:
[(Damage rolled) + (Strength or other modifiers)] = Damage Taken Much easier, but admittedly simplified. Deathwatch accounts for specialty armor and weapons, giving players more situations to overcome and weapons to chose from. A balance between a game like D&D’s streamlined rolling and Deathwatch’s realistic portrayal of armor would be great. After playing for a while, I can see that this is a big part of combat and is something carried over from the wargame, but the RPG would move much faster if it didn’t the player to calculate so much math. Usually this level of calculation is important only for the PCs, since they are often capable of killing most foes with a single hit, which leads me to my next point. Feel: Deathwatch does an awesome job of making the PCs feel very, very badass. Space Marines have many special abilities and traits that it makes them equivalent to characters of about 10th level in D&D. In our first campaign a beginning group of four characters laid waste to hordes of kroot skirmishers, shot down tau vehicles, and pacified powerful groups of enemies with intimidation. They survived missile bombardments, being outnumbered 10:1, utilize inspired special abilities, etc. All in a days work. In short, Deathwatch’s rules makes Space Marines WAY more awesome than you have probably ever imagined. At first I found it challenging, and even a little frustrating to make encounters because the Kill Team overcame everything I threw at them with ease. Once I gained a little more understanding of the system though, I found this to be a great change of pace. In my usual games of D&D I challenge players with realistic struggles that make them feel human, but also very capable. In Deathwatch, the challenges are over the top and huge; larger than life so much so that it makes the PCs feel almost like super heroes. As a DM, this gives me the ability to stage unique and explosive encounters that would easily kill any not wearing power armor. In Deathwatch encourages you to go huge or not at all. The Verdict: With the exception of a few clunky rules, Deathwatch is an excellent game. It brilliantly captures the 40K spirit and puts players into the power-armored shoes of the universe’s ultimate heroes. It requires more thought on the part of the DM than games like D&D, which make it very easy to make adventures and enemies, but is more intense, grisly, and flavorful. I wouldn’t recommend Deathwatch to those who haven’t played RPGs before, because the rules are somewhat complicated, but for fans of 40K willing to slug through some experimental sessions—and especially for 40K fans who’re experienced roleplayers, Deathwatch is excellent. You can order the core rulebook here at Chaos Mail Order under the Roleplaying section. Have fun! Chaos KitbashingTuesday, January 24th, 2012Let me come right out and say it: I don’t like a lot of the models in the Warriors of Chaos range. Despite being some of the oldest models in the Fantasy range, the Warriors look amazing when ranked up. Outside of that and some Lords and Heroes though, you’ll quickly find that a lot of the models aren’t too enticing, especially compared to their artwork and rules in the Army Book. So what’s a warlord to do? Kitbash! Counts-as! There are plenty of options around, and as long as you use appropriate base sizes there shouldn’t be any in-game impact. These ideas come with a caveat that you should ensure your regular opponents are cool with these substitutions and replacements. Rolling Beastmen units in your Chaos army might irritate some tournament players (or organizers!) for example. With that in mind, here are some neat ideas to give your Chaos a more original, thematic look…and even save a few bucks! Item #1: Trolls for TrollsLet’s start with one of the more interesting and viable Special choices: Trolls. The Chaos Troll line is a bit underwhelming, as you’ll be looking at $22.25 per model. While the aesthetics of the models are up to individual taste, I think we can all agree that the models look a bit…dated. You’re actually paying a premium for metal, which is difficult to customize. The Orcs and Goblins line has River Trolls, however, on the same 40mm base. $45 for a box of 3 plastic, beautiful sculpts with plenty of bits to spare is a much better bargain. With a proper paint scheme and some other Chaos bits, these trolls are a huge upgrade in my book. Item #2: Ogres for OgresSeem familiar? We have the same problem — really old, expensive model in metal. Or, you can look to another line. Both the Chaos Ogre and the Ogre Kingdom core Ogres share a 40mm base. The question is whether you’d rather pay $22 for one model, or less than $7 per model for a box including extra bits and accessories to make the command. I’m not going to comment on the competitiveness of Chaos Ogres on the table, but you can bet that in terms of customization and sheer price point they lose out. Item #3: Dragon Ogres for…Ok, now you can see why I wanted to write an entire article on this. This is the third special choice for Warriors of Chaos whose models are outdated, expensive, and metal. The tragedy of it is that Dragon Ogres may be the most viable of the three, and their models may be the least passable. Luckily, they share the same 40mm base as many other gorgeous models, including the Beastmen Minotaurs. Sure, these Minotaurs don’t have the crackling lightning of the dragonborn as described in the Army Book. Nor do they even look part dragon. Then again, neither do the actual Dragon Ogre models. Instead, you can buy an 80-piece plastic kit of 3 Minotaurs for the price of 2 Dragon Ogres. This one may require opponent permission, but with creative conversion and modeling you can end up with a unique unit that looks far better than the GW options. In ConclusionThe Warriors of Chaos have some really cool models available to them, but that just makes some of the other models stand out that much more. If you’re willing to poke around in the other sections of GW’s website, you can find some great inspiration for kitbashing ideas. Stay tuned for further ideas on supplementing the Chaos range with additional minis. Don’t be afraid to peruse other lines — look at 40k, or even non-GW models — you may find something truly unique! vs—Chaos Space MarinesThursday, January 19th, 2012From the twilight gloom of the Charon Stars to the maddening vortex of the Hadex Anomaly come the traitor legions, those damned souls who have forsworn the Emperor for the blasphemous gods of Chaos. Chaos Space Marines are among the most powerful villains in the 40K universe, and certainly its most iconic. While their codex is showing its age, it still packs enough murderous punch to stand fast against most opponents. If you’re finding the heretic marines grinding your army to bloody tatters, take in the following advice—it might just be enough for you to blind the Eye of Terror once and for all!
Agents of Evil
Tactics
WHFB: Battle Royale thoughtsTuesday, January 17th, 2012The WHFB rulebook contains a specific scenario to account for games with more than two players: Battle Royale. The rules diverge heavily from standard WHFB, namely in the way that turns are sequenced and units are deployed. I played my first actual game of Fantasy this week, using the Battle Royale as an opportunity for my Chaos Warriors’ to hone their craft. I came out with a few key lessons about the system in general, but also learned a fair bit about the Battle Royale scenario and its limitations. Let me start by saying that GW concedes that Battle Royale isn’t a perfect scenario. In a game designed for two players, shoehorning a 3rd (or 4th or 5th!) is bound to create some problems and inconsistencies. The scenario does its best to address these problems up front. The magic phase, for instance, has been overhauled. One player rolls for Winds of Chaos, and then casts all of his spells. The scenario dictates the order and rules for which other players may dispel, allowing you to dispel attempts from each player. This is one of many such adaptations made from the standard fare. The biggest problem you’ll see with Battle Royale is how the deployment works. One player deploys his entire army in a 16×24 inch box centered around the middle of the table. The remaining 2-4 players then deploy within 6″ of a table edge of their choice. You can immediately see the problems with this setup: the player in the middle is at a disadvantage with his positioning, but also with deployment order. This player has to place his entire army without knowing where or on which edge the enemy will be! The only concessions he gets are that he gets the first go in each movement, shooting, and combat phase. He also gets to dictate the order in which combats are resolved. In the magic phase, this player has to declare his spells and use his power dice first. This strikes me as a crippling rule, because the other players still have a full stock of dispel dice, and can take turns dispelling if they choose to. As you may have gathered by now, I was the player in the middle. My first Fantasy game was a rough awakening — I was surrounded by Empire war machines and Savage Orcs, my 700 points of Chaos Warriors trembling as they scrambled to re-face the nearby enemies. Moreover, I had to skirt around units with the Frenzy special rule. Despite not wanting to attack me, the Orc player had to watch his units get kited around because my Marauders were trying to steer him towards the Empire. Nonetheless, we all agreed it was a broken scenario, especially with a first-timer taking the middle deployment. With that in mind, I’d like to propose a few changes that would make the Battle Royale scenario a little more viable, for beginners and experts alike:
The end result is that you have a middle player who’s ready to fight anyone and everyone. Gameplay is funneled toward the middle of the table in vanilla Fantasy, and with the standard Battle Royale rules they’ve only added juicy rear/flank targets. If you and two or more friends want to mix it up, I’d be prepared to institute changes like the ones outlined above…or at least give the man in the middle a few extra points! WHFB: Chaos WarriorsTuesday, January 10th, 2012![]() Image courtesy of Games Workshop US Last week I took a look at the Chaos Marauders, but I’d be remiss if I didn’t do an article on the glorious Warriors of Chaos themselves. The Warriors of Chaos boast what is arguably the best core troop. With access to an easy 3+ armor save, high strength and toughness, and solid initiative to boot, the Warrior of Chaos is a fearsome fighter. All of this close combat prowess comes at a cost — they mostly skip the shooting and magic phases, and they bring a hefty points cost with them. Let’s examine what uses they can have in a Warriors of Chaos army though: The All-Rounder: 17 pointsSeventeen points is a steep cost for your basic troop, with extra points buying you a shield and halberd. While you can’t use both in close-combat, the shield provides an essential boost to your armor save against missile fire while you’re getting there. Halberds will give you two S5 attacks per Warrior in the front rank, three for your Champion. The end result? A couple of ranks five-wide with full command will net 16 S5 attacks at WS5 and I5. That is downright menacing. Including the Mark of Khorne on the unit will up the ante to 21 S5 attacks. The Brick Wall: 16 points + Mark of TzeentchFor a more defensive-minded unit, forego the halberd and give the unit a Mark of Tzeentch. This will give you a 3+ armor save and a 5+ parry save in close combat. At range, you have a 3+ armor save and a 6+ Ward save. This means you will shrug off 92.5% and 90.7% of S3 hits in combat and at range, respectively. Those numbers are still very respectable at 83.3% and 79.2% if you’re looking at S4 hits. Such an expensive anvil will require proper protection to ensure they don’t run off, as you will not have steadfast. Nonetheless, they will take a licking and keep on ticking. The Meatgrinder: 16 points + Mark of KhorneYou could forego defense entirely and just buy an extra hand weapon. With the Mark of Khorne, you now have 4 attacks per front model. It’s worth noting that this doesn’t really boost your second rank, but if you’re running a wider frontage (like a horde, if the situation warrants it) then you’ll be in for a treat. Even in most situations, running 6-wide is an option, meaning you’ll have 25 attacks from the front tank with a Champion, all striking at S4. This build can work well if you know you’ll be facing a lot of weaker troops, where S4 (and its corresponding -1 Armor Save penalty) are sufficient to inflict casualties and numbers are more important. Other Thoughts:There are a few things I’d like to point out about the Warriors’ options. Great Weapons strike me as a total waste. While you do get an awesome S6, you’re wasting your Warriors’ I5. Sure, they’re armored enough to withstand a round of combat and then strike back, but you’re already paying for that I5. Even with Mark of Khorne, there are better and cheaper ways to fit Great Weapons into your list (see: Marauders). Mark of Nurgle is a promising idea if you know you’ll be facing a heavy shooting phase. Keep in mind that the -1 to hit only applies in the shooting phase, and becomes a WS modifier when being hit in close combat. This means that you’ll rarely see the benefits in combat, but it can be useful to keep your boys alive until they get there. Of course, it should be weighed against Mark of Tzeentch, which will reduce all casualties by 1/6 anyways with its free Ward Save. The Blasted Standard should be used in any decent-sized army, and the Warriors are a great candidate. It works well with Knights as well, but having Blasted Standard and Mark of Tzeentch gives you a 4+ Ward Save against all attacks made in the shooting phase, which is huge. In Summary:Your Warriors are tough as nails, but they’re not indestructible. Using other units like Marauders, Warhounds, and mounted units will let them get into combat quickly and do what they do best. Your number one goal should be to get them stuck-in combat and protect them from shooting. Even against enemy combat specialists, the Warriors will put up a respectable fight. If you manage to get the drop on an unsuspecting squishy unit, sit back and let the fireworks begin! Force Org: Elite — XV8 Crisis BattlesuitsThursday, January 5th, 2012The Crisis Battlesuit is the backbone of the Tau army, and an immediately recognizable touchstone to an entire genre of sc-fi action. Visually striking and tactically flexible, there is a lot to like about battlesuits despite they and the Tau being a demanding army to command. Even with their shortcomings though, battlesuits can own the opponent’s advancing line by raining down fire.
Crisis Suit Basics:
Advanced Tactics:
![]() Battlesuits count as jump infantry, so you can get a cover save thanks to defending units. For the Greater Good! War Gear Few units in the game still come with as many options as XV8 suits, but most of this gear has become obsolete or is too expensive for practical use. Here’s a quick rundown of what’s available:
Off the Sprue Battlesuits have a solid model, suitably dramatic and tough looking. The kit comes with almost every weapon choice available (except for the ion blaster and airbursting frag), as well as the primary wargear options. The suits limbs are very easy to convert, letting you give your suits some great poses. Overall the kit is very paintable, so long as you’re good at painting smooth coats; there are lots of broad surfaces. Magnetizing weapons is easy, given its size. Overall a good kit, though more variants for heads, etc. would be great. Here’s hoping for an update to accompany the next codex. Painting Warriors of ChaosTuesday, December 20th, 2011Now that I’ve consistently been putting paint to minis, I figured it’d be a good idea to do a quick tutorial on how my Warriors of Chaos come to be. I’ve gotten a few compliments on them, which is always great because they’re quick to whip up to a tabletop standard and look really sharp as a regiment. This is what we’re going to make: Step 1: Base CoatsThe first step is to get the main colors down. Take a hefty amount of Scab Red and thin it down a bit. You’re going to slather it on most of the mini: the head, armor plates, and the front/back of the cape. Next, take some Calthan Brown and hit the horns, shoes, weapon handle, and fur. Carefully get the belt as well, don’t worry about painting over the metal buckles. Finally, take some Boltgun Metal and do the blades, chainmail, and shields. Make sure to get the edges and back of the shield too! Here’s where we are so far: Step 2: Red StripeTake some Blood Red and start lining the edges of the armor. Make sure to get thigh plates, shoulder plates, gloves, and the helmet. A thin line will suffice. I’d also advise you get the collar piece, as that’s what will really make the model pop. Keep a steady hand and if you mess up, you can come back later with more Scab Red. Here’s what we’re looking for: Step 3: Orange LineNow take your finest brush and some Blazing Orange. You’re going to want to edge the areas you just painted red so that they have a slight line of orange on the outside. Edging is easiest when you tilt the brush at an angle against the edge you’re highlighting, although this isn’t always possible. Don’t worry if your edging looks too thin. Less is more here, and we don’t want the orange to dominate the highlight: |
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