Showing posts with label Space Marine. Show all posts
Showing posts with label Space Marine. Show all posts

Tuesday, March 1, 2011

Counts-As Mephiston


I posted a bad picture of this a while ago, figured I'd add a higher quality one. Parts are from the Death Company kit, a Dark Angels sword, random plasma pistol, and cloak from the Dark Elf Corsairs. Psychic Hood built from an extra shoulder pad and some green stuff.

SF

Saturday, January 29, 2011

Counts-As Sergeant Telion

Because I just love this guy. The grizzled old war veteran who insists on teaching the youngsters. It's almost a trope. Anyways, I spent quite a bit of time cutting and filing away at the Ultramarine symbols on this guy (the right bracer and the shoulder were the most irritatingly difficult), and then used greenstuff in an amateur fashion to put my chapter badge on his left shoulder. As with all my scouts, I replaced the head with a Pig Iron helmet. Because I'm pretty sure they should go over wearing your helmet in Space Marine Basic Training.

Tuesday, January 18, 2011

Scout Squad Complete

Here's the Space Marine Scout Squad that I've been working on for a while, finally complete. The helmets are from Pig Iron Productions and work wonderfully with the scout models (because as I usually insist - a dude without a helmet is just asking for a bolter round to the face).




Saturday, October 2, 2010

Gorgon Knights Scouts

Here are a couple of Scouts from my Gorgon Knights chapter. Rather than go with the usual gold, I decided to make it a much darker scheme than usual, while simultaneously making a subtle reference to the Iron Hands (their parent chapter). They are after all Scouts, they infiltrate and tend to rely on stealth. Wearing bright colors doesn't help that at all. A subtle detail that I'll be incorporating is (with the exception of the Sergeants) is the fact that the Scouts don't bear the chapter emblem, a right that they earn when they become full battle-brothers. The most noticeable thing is the use of Pig Irons' Heavy Infantry heads. Even though they're space marines, they still wear helmets into battle. Doing anything else mere combat stupidity.

The paint scheme was heavily inspired from the Halo series of video games - mainly on the Orbital Drop Shock Troopers (the best of non-augmented human soldiers). I have a hard time painting with darker pallets. I find that trying to stick to it creates a rather boring model. Fortunately, it allows me to play with metallic paints much more than I'm usually able to and try to simulate a True Metallic look. The helmet visors were definitely a nice contrast to the rest of the model. 





As usual, C&C welcome.

Cheers,
Squirrel_Fish

Monday, September 20, 2010

Counts-As Commander Dante

Throwing up some pics of my counts-as Commander Dante.







Cheers,
Squirrel_Fish

Monday, September 13, 2010

More Gorgon Knights

The latest model I've finished for my Gorgon Knights Space Marine chapter - an Honor Guard Veteran wielding a Thunderhammer. I had to paint the legs, torso and backpack before entirely assembling the model, otherwise the giant hammer would've gotten in the way of brushwork.


Cheers,
Squirrel_Fish

Sunday, June 27, 2010

Centerpieces

So it's been a month since my last post, but i haven't been sitting on my hands the entire time.

I've completed painting two Tactical squads (nothing exceptionally new in those guys), assembled some more Death Company and Assault Marines, have prepped my Scouts for priming and finished (for the most part) a few models that are certainly centerpieces of the Gorgon Knights chapter. 

First up, is Chapter Master Kelzax (my Counts-As Commander Dante). I wanted to make my army commanders models that are truly mine and no one else's. Seeing as how I'm terrible with greenstuff or scratch building, I went with kitbashing. For this guy, I used the glaive from a Grey Knight, Legs and Jump Pack from an Assault Marine, Chest, Cape, Left Shoulderpad and Iron Halo from the Commander box set, and the Helmet and Infernus Pistol from the Death Company box. 


Due to a wedding I had to attend, I wasn't present for the Fantasy Flight Games Event Center's "Malleus Imperator" event. However, I did have this model submitted into their painting competition and lo and behold.



Here's Chief Librarian Diomedes (Counts-As Mephiston). Once again, I wanted a model that would be mine and did very little converting other than kitbashing. The left shoulder pad, torso and legs come from the Death company box set (blood drops shaved off and filled with green stuff). The cape comes from the Dark Elf Corsairs, while the pistol and right shoulder are from the tactical sprue. The sword comes from a Dark Angel's kit. The Psychic Hood was made using a shoulder pad that I carved out with a hobby knife and the cabling was done with green stuff. This is one of the only models that I will have that isn't wearing a helmet...


I learned quite a few things while painting these models. 

First, patience pays off. Being a good miniatures painter is knowing that you'll have to touch up constantly and techniques such as blending and gradual highlighting are only achieved through patient work. The lightning on my Librarian's left shoulder and the weapons on both model are testament to that. 

Second, I've come to the conclusion that I don't really enjoy painting an ultra-realistic miniatures. Don't get me wrong, I think it's highly impressive work and absolutely fantastic art. But I found out after perfecting my gold technique and attempting some non-metallic metal that it really doesn't work for me. I like that comic book-esque, cell shaded art over the photo-realism approach. Neither way is wrong, it's just a matter of taste.

Monday, April 12, 2010

Kitbashing is the Best Bashing

So I picked up a box of the Blood Angels Death Company for purposes of kitbashing a Counts-As Death Company as well as various other projects.


This is my Company Champion, using a lot of parts from the Death Company kit, including the legs, torso, head and the winged blood details on the shoulder pads and then the sword and combat shield from the Assault Squad. For both models, I was very careful to clip off any and all blood drops from the models. I feel that the shoulders are probably the best part of the model. I clipped away the blood drops and shaved it down to look like a wing and simply glued them to the model.



This would be my Gorgon Knights Reclusiarch (for the occasions that I field my Space Marines as Blood Angels). I took one of the running robed bodies and a power mace from the Dark Angels kit, the skull helmet from the Chaos Marines kit, an Infernus Pistol and shoulder pad from the death company kit and used various other bitz to round off the conversion (such as the Terminator Laurel as a crozius head). While compared to the previous model, he looks rather plain, I plan on doing a lot of freehand painting on those robes to make him really pop off the table.



And of course, the power of magnets allow me to swap backpacks.

So what kinds of kitbashing have you done? How do you do it? Post links to your kitbashes!

Thursday, April 8, 2010

Still Alive

This was a triumph.


I'm still alive, just been buried under a mountain of school work, work and now bronchitis. But hey, sickness allowed me to work on some hobby stuff and post some pics that should've been posted a while ago.

Here's the completed Terminator Sergeant from my Painting Gold tutorial

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Saturday, March 6, 2010

How to Paint Gold

Following up on my last post, here's a tutorial on how I paint my gold.

1) Prime black and basecoat your gold sections in Bestial Brown. This doesn't have to be a perfect coat.


2) Add several thin layers of Dwarf Bronze. Metallic paints tend to have odd textures when layered on too thick. Be patient and don't use TOO thin of a mix of paint or else the glitter will separate from the binder and pigment of the paint.


3) Using a 1:1 ratio of Burnished Gold : Dwarf Bronze, add several thin layers to your metallic sections.


4) Paint several thin layers of pure Shining Gold


5) Mix a 4:1 ratio of Burnished Gold : Mithril Silver and apply to your higher sections, leaving the lowest recesses pure Burnished Gold. The goal is to lighten up the gold to really pop.


6) Mix a 1:1 ratio of Burnished Gold to Mithril silver. Highlight the parts of the model that will reflect in the light. For a more advanced technique, use the same principles of non-metallic metals using metallic paint.


7) Highlight with pure Mithril Silver for that super polished effect.






Sunday, February 21, 2010

What I've Been Painting

So I haven't been sitting on my hands for the past two weeks. Here're the fruits of my labors.






Tuesday, February 16, 2010

Apocalypse Battle Report - Seize and Slaughter Pt 2


So the teams were set and the battle lines drawn. It was time to wage war.

For ease of writing, Team A will be Space Wolves/Eldar/Imperial Guard/Tyranids and Team B will be Chaos/Chaos/Tau/Space Marine/Orks

Turn 1 - Team A
With three Land Raiders filled with assault troops, two defilers, a Stompa and a plethora of other nasties lined up at our doorstep, we knew that so much depended on this first shooting phase.

Logan Grimnar and his Wolfguard Terminators drop podded right in front of the Tau Hammerheads and nearby the Green Tide. Between the Cyclone Missile Launcher and Arjac's Thunder Hammer, they only gained a stunned result on a single gunship. The Tyranid carnifexes and Genestealers on the right flank moved up, under cover of the spore chimneys (they would also run in the shooting phase).

The Seer Council cast Fortune on themselves and attempted to Doom the enemy possessed but was nullified by the enemy Inquisitor's Psychic Hood. The flew up 12 inches in front of the center Chaos Land Raider and threw spears into its hull, doing nothing thanks to Daemonic Possession. Eldrad cast Fortune on his Wave Serpent and Guided the Falcon, while Doom was once again nullified, and moved 12" away and fired it's twin-linked bright lance at the Imperial Land Raider and immobilizing it, while concealing most of its hull behind the Space Wolf Land Raider. The Falcon would move 6" to the left flank to gain full view of the Slaaneshi Daemon Prince. After a torrent of fire, the Prince fell. My Vypers would move 24" towards the middle of the board to prepare to assist where the battle needed them.

The Imperials sent their orders out to fire on the two biggest threats - the Stompa and the Defiler. The Leman Russ Vanquisher, the Land Raider, and the Lascannon Teams (who failed their Orders check) would fire at the Stompa and disable both the Dethkannon, the close combat weapon and the Supa-Gatla (a victory, if you ask me). Meanwhile, autocannon teams would fire at the Defiler, miraculously destroying it. A Rune Priest and Long Fangs would split their fire at the second Defiler and the Stompa, destroying the former and doing nothing to the latter, while Grey Hunters would wait for the moment to strike. Meanwhile, one Chimera with Melta Veterans drove for the Stompa, while the other began making for one of our secondary objectives. Basilisk fire rained onto the Noise marine Rhino, wrecking the vehicle. The Manticore would hold its fire until the time was right.

In the assault phase, the Seer Council would fearless ride into the throng of Land Raiders, laying blows onto the middle one in hopes of stemming the flow of melee warriors ready to disgorge from it. The vehicle was wrecked, but all but one Berserker managed to get out of the vehicle...

Turn 1 - Team B
All on our left flank, Khorne Berserkers and Plague Marines would exit their transports and prepare to slaughter the four Eldar in their midsts. Only a single Warlock fell in the shooting phase to a torrent of Boltgun and Sonic Blaster fire. The rest are cut down in the ensuing melee while the Farseer fails to flee the combat and is slain as well. The possessed and Chaos Lord slowly advanced up the field, with even softer prey in mind... The Vanguard Veterans and Pedro fearfully remain in their immobilized Land Raider.

Towards the middle field, the Inquisitor and the Vindicare Assassin would do nothing. Grot mechanics scrambled to get the Stompa's Dethkannon back online, readying it to fire on the next turn. The Green Tide would shout their praises to Gork n' Mork (or perhaps Mork n' Gork...) and charge Logan and his Wolf Guard, who met them head on in a counter-attack. After the corpses were tallied, all of the the Wolfguard (including Arjac) were dead, Logan suffered a single wound and a little over a dozen Ork boyz were killed.

The Tau lit up the Paskquisher and the Space Wolf Land Raider with Markerlights and after three Railgun shots to each, the mighty tanks were nothing but burnt out husks. The Chaos Land Raider would unload its Lascannons into the Falcon, but only shook the vehicle.

Turn 2 - Team A
None of our reserves came in to support us, so we were on our own for now. Eldrad's Fortune was nullified by the Psychic Hood, but his second casting of it went through. Guide went to Vypers, who would move 6 inches towards the left flank to unload their firepower into the Inquisitor and his Retinue, slaughtering all but a single mystic and the Inquisitor Lord. The Wave Serpent would move 12" closer to our secondary objective and fire its Bright Lance at the Stompa, once again disabling the Dethkannon. The Guard's Manticore and Basilisks would fire into the conglomeration of Cultist Marines - slaying all of the Plague Marines and Noise marines as well as several Khorne Berserkers. Mortar fire and Lasgun fire would pepper the the possessed and surviving Berserkers, but with no results. The shaken Falcon would move 18" away to get a Cover Save.

The Chimera carrying Meltavets drives forward, unloads its squad who fire into the Stompa for a drive damaged result and a weapon destroyed. The second Chimera parks onto the secondary objective.

On the right side, the Genestealers and Carnifexes surged foward into the melee. Out of that entire swarm, only two Carnifexes did not make it into combat. Commence the flinging of body parts. Nearly 40 Ork Boyz and the Warboss were killed between the Genestealers, Carnifexes and Logan Grimnar, while only 7 Genestealers and Logan suffered wounds. Another 20 plus Boyz would die to No Retreat! wounds.

Turn 2 - Team B
Due to the Imperial Guard Officer of the Fleet, none of the enemy's reserves came into play.

The Possessed, Terminator Lord, and both squads of Khorne Berserkers surge forward, colliding gloriously into a Mortar Team and an Infantry Squad. Needless to say, it was Team B's turn to commence the flinging of body parts. Both the Mortar Team and the Infantry Squad were butchered to the man. The Stompa decided to just unload whatever weaponry it could at the nearby Chimera, shaking it, while the Broadsides turned their sights on it and, with the aid of Markerlights, sent it up in flames. The Tau Command Squad moved to fire into the melta vets, slaying several of them due to effective cover save rolls. The squad decides to stick around rather than run like pansies. Hammerhead gunships turn to fire on unengaged Carnifexes, dealing two wounds to one and a single wound to the other.

Even more body parts began flying around as another 20 some orks fall to the Genestealers and Logan, with only a few wounds being dealt to Team A's forces, as two carnifexes take a wound and 3 genestealers fall. With less than 20 Boyz standing by the end of this turn, this combat would be over by the end of the next turn.

Keep an eye out for the next post...

Squirrel_Fish out


Sunday, January 24, 2010

The Gorgon Knights

For various reasons, I'm doing some painting and repainting and would like to proudly reintroduce my Space Marine army - the Gorgon Knights. 





The main reason why I did this is because I felt that by painting my marines as Salamanders, I would feel obligated to use Vulkan He'Stan in every single army list I wrote. This way, I can field other HQ choices or even field using different Codexes. I still need to figure out an interesting chapter badge, but that'll come to me eventually.


Tuesday, January 19, 2010

Apocalypse Battle Report - Seize and Slaughter Pt 1


The teams were drawn and on the 9th of January, they met full force.

Team 1 consisted of Chaos Space Marines, Chaos Space Marines, Crimson Fists, Tau and Ork forces while Team 2 consisted of Tyranid, Imperial Guard, Space Wolf and Eldar forces.

Chaos 1's army consisted of:
Daemon Prince of Slaanesh
Khorne Berserkers
Plague Marines in Rhino
Noise Marines in Rhino
Defiler
Land Raider
His Strategic Asset was Corrupt and Despoil

Chaos 2's army:
Terminator Lord of Khorne w/ Daemonweapon
Khorne Berserkers
10 Chaos Terminators
Possessed
Land Raider
Defiler
His Strategic Asset was Daemon Shell

Tau's army:
Battlesuit Command Squad
Fire Warrior Team x2
Hammerhead x3
Broadside Battlesuit Team
Strategic Asset: Network Markerlight

Ork army:
Da Green Tide
Stompa
Strategic asset: I don't remember

Space Marine Army:
Pedro Kantor
Inquisitor Lord with 2 Mystics and a Sage
Culexus Assassin x2
Vindicare Assassin
Big Decked out Vanguard Veteran Squad
Land Raider
Strategic Asset: The super orbital bombardment

Team 2: Eldar Army
Farseer with Three Warlocks on Jetbikes
Eldrad Ulthran
Autarch with Jump Generator
5 Dire Avengers
Wave Serpent
6 Fire Dragons
Falcon
2 Vypers
8 Warp Spiders
Strategic Asset: Hammerfall

Tyranid Army:
Broodlord
Genestealer Brood x3
Carnifex x4
Trygon
Raveners
Strategic Asset: Chimney Spores

Imperial Guard:
Company Command Squad
Inquisitor Lord with Mystics and Sages
Veterans with Meltaguns
Veterans with Meltaguns
Platoon Command with Commissar and Priest
Marbo
Several Infantry Squads
2 Mortar Teams
Autocannon Team
Lascannon Team
Leman Russ Battle Tank
Leman Russ Vanquisher with Pask
Manticore
Basilisk x2
Strategic Asset: Giant Orbital Bombardment

Space Wolves:
Logan Grimnar
Rune Priest x2
3 Wolf Guard in Terminator Armor and Arjac Rockfist
Drop Pod
Grey Hunters in Rhino
Grey Hunters in Rhino
Long Fangs
Strategic Asset: Vortex Grenade

The scenario that we played was Seize and Slaughter. We rolled the scatter die to find the no man's land and set our objectives, each side putting their primary objective in their territory and a tertiary objective in enemy land and in the no man's land. Contrary to regular apocalypse suggestion, we decided to do the standard roll off to decide who got to deploy and take first turn, with no stealing of the initiative. Us (Team 2) won the roll and decided to deploy first, knowing that destroying or disabling the Stompa was our only hope of surviving.

The IG Player set his ordnance behind cover where it would remain untouched for most of the game and scattered his infantry squads and heavy weapons around and in cover whenever possible to provide support. SW Long Fangs sat inside cover with two Rhinos filled with Hunters to back them up. The Tyranid Player set his spore chimneys up on the right flank to try and completely cover his advance of Carnifexes and Genestealers. One squad of Genestealers and the Broodlord would be outflanking. I set up my Seer council, Wave Serpent with Eldrad/DA, Vypers and Falcon with Fire Dragons towards the middle, knowing that they'll probably be re-deployed due to Eldrad's Divination ability. Autarch/Warpspiders, Marbo, the Trygon, Raveners and Logan/Wolf Guard in Reserves to deep strike into play.

The enemy team decided to go for a two pronged deployment. The Tau and the Green Tide would deploy on our right flank (Broadsides up high for full LOS to the entire battlefield), the Stompa stood in the middle of their line to support either side and all three Land Raiders (filled with Berserkers, Pedro and Vanguard Vets), Possessed, Terminator Lord, Rhinos filled with cultist marines and a Vindicare assassin sat on our left flank ready to roll over some guardsmen and Space Wolves. Next to the Stompa sat both Defilers ready to tear into squishy guardsmen. The Inquisitor Lord sat in the middle of the table behind the Stompa for safety. The Culexus Assassins and chaos Termies would stay in reserve.

Seeing the entire left flank ready to fall, I rolled to redeploy up to 3 units. Seeing that the left flank would need reinforcing, I moved the Falcon, Seer Council and Wave Serpent there.

The lines drawn and the forces deployed, we prepared to wage war......



Catch part two next time!

Wednesday, January 13, 2010

Everyone Eventually Moves On - The Space Marine story



Pictured above is my Salamanders Dreadnought, the most recent model that I've completed. What's wrong with this? This model was finished at least a month and a half ago and I haven't had the will to paint anything else.

Now, during the Apocalypse game last Sunday, two of my friends (who play space marines) stated their intention to switch to Space Wolves and Chaos Marines. After thinking about it a while, I understand why.

The Space Marine is the poster child, it's the "easy army" to play, easy to make an effective list and has a very forgiving learning curve. The drawback? Once most people learn the game and delve into more advanced tactics, they see that the current Space Marine codex is garbage. It's boring to write a list, reasonably boring to play one and it feels that every other army in the game keeps getting more and more toys that allow it to lay waste to your 10 man tactical squads, your Land Raiders, your Dreadnoughts (I'm looking at you new Zoanthropes!) and what have you.

Heck, even from a hobby stand point, it's relatively boring. You paint dozens of dudes are intended to look exactly the same (props to the new Space Wolves kit for breaking the cliche of a power-armoured face in the crowd). Most of your vehicles are based on the Rhino-chassis, meaning you have a box, a box with a gun in front, a box with a gun on top, or a box with a bigger gun on top.

The Space Marines are indeed the poster child - it's how people learn the game. But once they reach another level game play, do they still find satisfaction in using those men in cans? I know that after playing Necrons, then switching to Eldar, then Space Marines as my latest army, I'm finding them very lacking in unit selection, model appeal and play enjoyment. I really should've saved the $300+ I spent and gotten more Eldar. :-/

I know that most players start out the game playing Space Marines or some other MEQ equivalent. If you're one of these players, have you changed your principle army? Did you play another army and then switch to Space marines for whatever reason? What are your thoughts?

Squirrel_Fish

Thursday, December 3, 2009

Wisdom of the Ancients

First post in a long time - college has been kicking my ass there and back again. The next two weeks will probably be even worse, so my posting will be finicky.


Anywho, everyone knows that I love dreadnoughts.




Pictured above are my three dreadnoughts. The middle one was made from the standard Dreadnought box set. The one on the right is an Assault on Black Reach dread with the stormbolter swapped out for a heavy flamer.

The one on the left is yet another Assault on Black Reach dread that I converted to look like the Forgeworld Mk. IV Dreadnought that I oh so adore. I trimmed down the front of the sarcophagus, used a terminator chest piece and converted a "beakie" helmet to fit inside the headpiece. I then used some guitar wire to run some power cables from the Terminator chest piece into the base of the sarcophagus. There is yet another heavy flamer conversion and all that is left to do is to devise some sort of covering for the cabling.

Now for what I'm most excited for and what will probably be the centerpiece of my Salamanders army. I found a deal on eBay that I could not pass up and miraculously won. While it isn't the Mk. IV Venerable, it still a gorgeous model.

The Forgeworld Chaplain Dreadnought




Game wise, I'll probably end up running it as a Venerable Dreadnought. Modeling wise, I have the Chainfist arm from the Ironclad dreadnought arriving in the mail and all I need is a right arm to slaughter foes from afar. More than likely, I'll just use the assault cannon from my Dreadnought kit in order to get use out of the Venerable's BS-5. Having never worked with resin before, I'm kind of excited but know better than to jump on in. I'm doing my research and will definitely have to work slow.


Cheers,
Squirrel_Fish

Thursday, October 29, 2009

Dead Man Walking




As my last post suggested - I love Dreadnoughts.

To me, there is nothing more fantastic than a warrior who has been maimed, crippled or should otherwise be outright killed but refuses to die. Instead of euthanasia or accepting a non-combat role (a much worse fate than death), the Space Marine takes on the mantle of the Dreadnought - a machine weighing several tons, more heavily armored than most APC's, and armed to the teeth in deadly weapons. Sure, there's the drawbacks of having to essentially hibernate for centuries at a time or risk going insane due to being kept alive in a near death state and not being able to enjoy things like food or drink, but hey. For the Emperor.

I always find a way to field one of these things - even when it's tactically sound to field a different unit (like more Terminators or another Land Raider).

Vanilla Dreadnoughts

They're cheap and they have plenty of options for varied roles. These are similar to tactical marines in that they can be flexible in all aspects of warfare but can specialize to a degree.

1) Dreadnought with Multimelta, Heavy Flamer and Drop Pod - 150 Points

This is a fairly common set up. Having both a Multi-melta and Heavy Flamer allows your Dreadnought to engage either infantry or armor after exiting the Drop Pod. The short range of both weapons is largely negated by the Drop Pod. It's a fantastic (and relatively cheap) Dreadnought to use if you need an "In Your Face" anti-everything unit that your opponent will be forced to deal with.

2) Dreadnought with two Twin-Linked Autocannons - 125 Points

The Rifleman. This thing is made to slaughter light vehicles (Rhinos, Land Speeders, Raiders, etc) and man it is good at it. Against AV 11 or 10, you can expect it get 2 or more glancing or penetrating hits. Field two or three of these things and you can pretty much guarantee your opponent will be walking across the board. You won't be able to kill squat in CC, so stay far away and just unleash flak. Once you start facing AV 13 though, you're at an uphill battle, which brings me to the next choice.

3) Dreadnought with Twin-Linked Lascannon and Missile Launcher - 145 Points

This is the Dreadnought to use (at range) against heavier armor. It's less effective against lighter armor due to having less shots, but you're more likely to do something against AV13 or 14.

4) Dreadnought with Twin-Linked Lascannon and Heavy Flamer - 145 points

This is actually my favorite vanilla dreadnought. You have the power of a longer ranged anti-tank weapon as well as a crushing close range anti infantry weapon. Keeping the close combat weapon allows you to use this Dreadnought as a jack of all trades - if you need help in any field, this is there to help you out (but is not likely able to handle it all alone).

5) Dreadnought with Assault Cannon and Heavy Flamer (125)

Cheap and slaughters infantry gloriously. Try to aim him at heavier targets.

Ironclad Dreadnoughts

AV13 and Move Through Cover go a long ways to helping this thing survive. Unlike the other Dreadnoughts, a Drop Pod is practically mandatory or else you will spend most of the game running towards your target. Due to the close combat leanings of this guy, there is only one way I would field an Ironclad.

Ironclad Dreadnought with Heavy Flamer, Seismic Hammer and Drop Pod - 180 Points

This is the most common (and in my opinion) the most effective Ironclad. Have this baby drop down turn 1. If you are within the 6" melta range against a critical vehicle - do it. Otherwise, pop smoke launchers and wait for a turn. If your back is against the drop pod, it becomes exceedingly difficult to kill this Dreadnought while smoke launchers are up. If you survive, then charge forward, melta/flame whatever is juiciest and start tearing in with your giant fists o' fury. Frankly, vehicles should be your priority target. S10 and +1 on the damage chart from the Seismic Hammer makes a mockery of just about every piece of armor. If you have extra points, consider adding Ironclad Assault Launchers. Grenades are nifty for everyone.

Venerable Dreadnoughts are the expensive, survivable and more skilled big brothers of the vanilla Dreadnought. Due to a higher BS, I can easily encourage using some of the non-twinlinked weapons. You can field any of the vanilla dreadnought builds with this guy, but he can get really expensive, really quickly.

1) Venerable Dreadnought with Plasma Cannon and Heavy Flamer - 185 points

BS5 Plasma cannon is mmm delicious. The Heavy Flamer (notice a trend?) allows you to crush anything that gets too close to your lines. This guy should gladly tear into elite infantry and has the option of firing into light vehicles. Keep him near the middle of the table so he can lend his might wherever needed.

So that's Dreadnoughts in a nutshell. I hope you consider fielding one of these armored behemoths next time you play. I know I am :P

Squirrel_Fish

Thursday, October 8, 2009

My Jawaballs' Contest Submission

Hey folks, just throwing these pics out for your judgment.