Posts Tagged ‘warhammer40k’

Beginner Grey Knight 500 point Army List: The Lightning Hammer

Posted on September 20th, 2017 under , , , , . Posted by

Ironically does not use hammers.We had our first session for the Warhammer club at school two days ago, and preparations have begun in earnest for the School League tournament. I have some Student Initiates now, older players from last academic year wh…

They’re Angvai, by the look of their banners…

Posted on September 16th, 2017 under , , , . Posted by

They’re Angvai I think, by the look of their banners. Belligerant warmongerers. In collusion with the cloners of the Dark Kin to bolster their forces, which has had a rather marked effect on their outlook. They maintain little of the reverance for Eldar life that other craftworlders hold. Why would you when you can just grow more? Be careful of them, cousin. Dangerous folk to associate with…or be within range of, come to think of it.


Deserters? If caught in the act they’re shot on sight. Either that or sacrificed to wake the Avatar. Alas, there are enough of us who are…uneasy…with our treatment of our vat-born clones to mean that if we catch them after they’ve deserted it’s a little less straight forwards. Usually, they’re sent on suicide missions. Sometimes, if they come to us with something of value, they’re pardoned, provided they continue to be useful. Either way, they have to prove that they are worth the life we have given them.


Yes, it’s despicable, but what precisely would you have us do? Our world teetered on the brink. Unlike Iyanden, we weren’t blessed with ranks upon ranks of wraith-shells with which to guard our survivors. Our pact with the Dark Kin has provided us with numbers, but numbers which are ill-suited to craftworld life. They must be forged anew in the crucible of war, taught stricture and discipline. Once they have proven themselves, they are granted citizenship, and all the safety the craftworld provides. The blood of a hundred thousand Eldar stains our hands, but a hundred thousand more survive because of us.


I suppose on some level they know that they are murderers. Why else would they adorn themselves with the bloody hand of Khaine?


I thought I’d introduce my craftworld next. The idea behind Craftworld Angvellaith is that they went through an Iyanden-style extinction event, but rather than Wraiths they sighted a pact with the Dark Kin to replenish their numbers courtesy of the haemonculi cloning vats, which they funnel into their warhosts and throw at their foes with little heed to their survival. If they survive, they’re inducted into the craftworld as a citizen. That one event and the events spiralling from it has coloured their whole psyche. As a people they’re brutally utilitarian, short tempered and blunt. Basically I’ve been reading up a little about laconic wit and thought it would be neat for eldar to give that a try 😉
Oh, also, do you remember this bit of fluff?
Why did I desert? I’ll tell you why. They didn’t even give me a name. ‘Warborn’, is what they called me. One of thousands upon thousands, dragged from the vats of Commorragh, dressed in the uniform of Craftworld life and thrown into the meat-grinder of their pointless wars. I gave myself my name the day I deserted. Do you know what Ilgaith means? No longer faceless… – Ilgaith who Wanders 
Well I’ve started naming a couple of my models in the Inquisimunda style, and I thought I’d follow it through on the vat-born Angvai:
This is all of the Angvai that I have at the moment, but seeing as they follow on nicely from the Outcasts I thought I’d share them :)
Next stop, Commorragh…

Quick Tip: Using Your Captain in Gravis Armour

Posted on September 16th, 2017 under , , , , . Posted by

Just a quick one, as I’ve been swamped at school. I’ve been effectively at work for the past 2 days straight, and have only just had a relatively quiet afternoon to get any of my teaching work done!I spent some time looking at this guy:In all honesty I…

Space Marine Unit Spotlight: A Hellblaster Review

Posted on September 12th, 2017 under , , , , . Posted by

The incredible truth about Hellblasters is actually the lack of nuance. Unlike the other Primaris options in the Space Marine Codex the Hellblasters have a very clearly defined role, and weapon choice really comes down to just picking the most efficien…

Apex Predator

Posted on September 11th, 2017 under , , , , . Posted by

Have you ever stopped to wonder why Harlequins travel in packs? In the darkest nights, they remember they are not the apex predator of these twisted pathways…Some say that of all the thousands upon thousands of Young Kings sacrificed to awaken the Av…

Apex Predator

Posted on September 11th, 2017 under , , , , . Posted by

Have you ever stopped to wonder why Harlequins travel in packs? In the darkest nights, they remember they are not the apex predator of these twisted pathways…Some say that of all the thousands upon thousands of Young Kings sacrificed to awaken the Av…

Thousand Sons Exalted Sorcerers Gallery

Posted on September 9th, 2017 under , , , , . Posted by

It’s been a very full on week, but we’re finally through to Sunday. I know today is Saturday, but for me the next day starts when the last boarders door closes… baring any late night bed flipping.By the way, if you are a boarding student, don’t flip …

Can you be Alpharius? How would you start in Alpha Legion?

Posted on September 8th, 2017 under , , , , . Posted by

I received a comment on a now defunct 7th Edition Chaos Space Marine Starter list, asking what I’d do if I were to go nuts with creating a Chaos Space Marine starter army. This means no restrictions on using Starter kits, and just picking what I though…

Can you be Alpharius? How would you start in Alpha Legion?

Posted on September 8th, 2017 under , , , , . Posted by

I received a comment on a now defunct 7th Edition Chaos Space Marine Starter list, asking what I’d do if I were to go nuts with creating a Chaos Space Marine starter army. This means no restrictions on using Starter kits, and just picking what I though…

Death Guard Special Rules and Psychic Powers Preview Explained!

Posted on September 7th, 2017 under , , , , . Posted by

More rules for the Death Guard have dropped, but before we get into it I just want to say a special thanks to Lemondish. Thanks to him my blog titles can only be mildly click baity, instead of flagrantly click baity.

death guard nurgle rules review
The Gardeners of Nurgle approach fresh growing grounds

On to the Death Guard, with some rules with a few but significantly powerful rules. Here are the units they get from the vanilla codex:

  • Chaos Lords,
  • Sorcerers
  • Chaos Cultists
  • Helbrutes
  • Possessed
  • Chaos Spawn
  • Chaos Land Raiders
  • Defilers
  • Chaos Predators
  • Chaos Rhinos. 
How these units interact with the rules will make or break this army, so let’s dive in!

Really quite good for. All your hell brutes and Infantry can now move and shoot without penalty, giving this army some rather quirky mobility. Although they’re not the quickest at travel, they suffer nothing for doing so. So… quirky mobility.

The rapid fire increase also gives them greater threat range, so mobility is perhaps not as important. Being able to double tap your weapons 6-inches further than the others means you can somewhat out range opponents, and actually kite some of the slower ones out there, even with Plague Marines!

Okay, so it’s not army wide Feel No Pain, but this rule falls on all of the unique units that you collect Death Guard for. Robust Plague Marines and almost unfairly tough bloat drones mean you simply absorb damage!
Unfortunately you can’t get this on cultists, which would have made them crazily overpowered in the codex. As they don’t have it, they’re merely very good! 18-inch double tap autoguns along side better heavy stubber fire make cultists arguable more shooty than Imperial Guard, despite the lack of special weapon variety.

Ouch.

No really! +1 to wound on attacks means you’ll ne wounding Imperial Knights at least one third of the time, and swamping them with Poxwalkers can mean these beasts actually die horribly to a zombie horde. Or a bunch of cultists… yes, that symbol of Imperial might can be brought low more easily by a mob armed with rusty spoons than Space Marines!

Getting those mortal wounds slowing churning out from plague weapons is a nice bonus, and in addition to all the rules discussed two days ago keeps the steady death theme going.

Where to begin? Getting Plague Marines to wound on 3s against other Astartes re-rolling 1s thanks to Plague Knives? Strength 4 cultists? Strength 5 Poxwalkers? Toughening up a unit for a whole turn? An extremely potent spell, as it affects the whole unit.

So far all these have been tremendously powerful rules, that really capture the oppressive feel of the Death Guard army. They put out steady damage, if not an amazing number of attacks, and can weather storms of fire. The may not be fast, but they are relentless in every sense of the word.

However, there are a few new units yet to be revealed, so lets just sit tight and wait for them to complete the picture we’re getting of this army.

Until next time! 

Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

 

Death Guard Special Rules and Psychic Powers Preview Explained!

Posted on September 7th, 2017 under , , , , . Posted by

More rules for the Death Guard have dropped, but before we get into it I just want to say a special thanks to Lemondish. Thanks to him my blog titles can only be mildly click baity, instead of flagrantly click baity.

death guard nurgle rules review
The Gardeners of Nurgle approach fresh growing grounds

On to the Death Guard, with some rules with a few but significantly powerful rules. Here are the units they get from the vanilla codex:

  • Chaos Lords,
  • Sorcerers
  • Chaos Cultists
  • Helbrutes
  • Possessed
  • Chaos Spawn
  • Chaos Land Raiders
  • Defilers
  • Chaos Predators
  • Chaos Rhinos. 
How these units interact with the rules will make or break this army, so let’s dive in!

Really quite good for. All your hell brutes and Infantry can now move and shoot without penalty, giving this army some rather quirky mobility. Although they’re not the quickest at travel, they suffer nothing for doing so. So… quirky mobility.

The rapid fire increase also gives them greater threat range, so mobility is perhaps not as important. Being able to double tap your weapons 6-inches further than the others means you can somewhat out range opponents, and actually kite some of the slower ones out there, even with Plague Marines!

Okay, so it’s not army wide Feel No Pain, but this rule falls on all of the unique units that you collect Death Guard for. Robust Plague Marines and almost unfairly tough bloat drones mean you simply absorb damage!
Unfortunately you can’t get this on cultists, which would have made them crazily overpowered in the codex. As they don’t have it, they’re merely very good! 18-inch double tap autoguns along side better heavy stubber fire make cultists arguable more shooty than Imperial Guard, despite the lack of special weapon variety.

Ouch.

No really! +1 to wound on attacks means you’ll ne wounding Imperial Knights at least one third of the time, and swamping them with Poxwalkers can mean these beasts actually die horribly to a zombie horde. Or a bunch of cultists… yes, that symbol of Imperial might can be brought low more easily by a mob armed with rusty spoons than Space Marines!

Getting those mortal wounds slowing churning out from plague weapons is a nice bonus, and in addition to all the rules discussed two days ago keeps the steady death theme going.

Where to begin? Getting Plague Marines to wound on 3s against other Astartes re-rolling 1s thanks to Plague Knives? Strength 4 cultists? Strength 5 Poxwalkers? Toughening up a unit for a whole turn? An extremely potent spell, as it affects the whole unit.

So far all these have been tremendously powerful rules, that really capture the oppressive feel of the Death Guard army. They put out steady damage, if not an amazing number of attacks, and can weather storms of fire. The may not be fast, but they are relentless in every sense of the word.

However, there are a few new units yet to be revealed, so lets just sit tight and wait for them to complete the picture we’re getting of this army.

Until next time! 

Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

 

We’re off to see the Nomad Prince…

Posted on September 7th, 2017 under , , , , . Posted by

“No,” the figure explained patiently, “you misunderstand. I hold no formal title. There is no governance or rulership among us Outcasts. ‘The Nomad Prince’ is little more than an epithet. Still, I suppose I am as close to a figurehead for my people as …

We’re off to see the Nomad Prince…

Posted on September 7th, 2017 under , , , , . Posted by

“No,” the figure explained patiently, “you misunderstand. I hold no formal title. There is no governance or rulership among us Outcasts. ‘The Nomad Prince’ is little more than an epithet. Still, I suppose I am as close to a figurehead for my people as …

Gardeners of Nurgle: Poxwalker Gallery

Posted on September 6th, 2017 under , , , , . Posted by

The Poxwalkers for my Gardeners of Nurgle Death Guard are now complete. The bases will all be done when I can get my airbrush up and running properly.What’s great about these models is that they were all achieved with just three base paints and selecti…

Gardeners of Nurgle: Poxwalker Gallery

Posted on September 6th, 2017 under , , , , . Posted by

The Poxwalkers for my Gardeners of Nurgle Death Guard are now complete. The bases will all be done when I can get my airbrush up and running properly.What’s great about these models is that they were all achieved with just three base paints and selecti…

Death Guard Stratagems, Relics and Warlord Traits Explained!

Posted on September 5th, 2017 under , , , , . Posted by

Starting with full disclosure on this one, I obviously don’t have the Death Guard code yet. Warhammer Community has unleashed the hype train and given us a few scraps of information to go on, and I’d like to make some observations on what I see.

Apologies for the click baity title, but “Some Stratagems a Relic or two and a Warlord trait explained but in the context of not having a full codex so there are going to be some synergies and tricks that cannot be explained now” is too long a title.

So, what have the Death Guard got that warrants them joining the Blood Angels, Dark Angels and Space Wolves in the ranks of legions with their own codex.



The Nurgle’s Gardeners set to trimming their bubonic hedges

All of the following quotes are taken from Warhammer Community.



Army Overview

In the game, the Death Guard march inexorably towards the enemy, weathering incoming fire with Disgustingly Resilient and slowly wearing down the foe with hails of fire, an accumulation of mortal wounds and deadly plague magics.

So right off the bat you know what the Death Guard are all about. Attrition and slow, but sure damage output.

Typically the ability to put out high alpha damage is key to any successful tourney army, which is why drop podding grav-devastators and centurions were a thing. Being tanky is all well and good, but if you can’t output the wounds then you’ll still loose out to glass canons. What the Death Guard bring to the table is a tremendous tank backed up with very sure damage output. Plague weapons and mortal wounds ensure a steady flow of damage, even if it is on the low side

Death Guard armies can be played in loads of ways, but a few of our favourites are swarming your enemies with Poxwalkers supported by Typhus, commanding a deadly armoured column of Daemon Engines, and enhancing Plague Marines with powerful aura abilities from characters like the Tallyman. However you build your army, you’ll want to make use of your unique kit in the codex; with careful choices of Stratagems, Warlord Traits and Relics, you’ll be able to build a powerful Vectorium of your own and dominate the battlefields of the 41st Millenium for the Plague God.

Somewhat true, the Death Guard present a surprisingly versatile force. With the tough Plague marines being one of the most flexible Troops choices you can get, with the only downside being their relative slowness, they have a great anchor to work from.

Poxwalker swarms aren’t really a favourite of mine, but they can be moved surprisingly quickly. They don’t have guns, so advancing all the time is certainly viable. They don’t have brains, so the enemy needs to kill them to the last walker, and can’t rely on morale check attrition.

The Foetid Bloat Drone is unbelievable. Ridiculous Toughness 7 on a model that has an invulnerable save and Feel No Pain, massive numbers of wounds, really quick and armed with guns that can’t miss. It’s dirt cheap for what it does… and you can certainly field a mini-swarm of them!

 So this is what you do… park your expensive units next to Poxwalkers. Instant zombie shield.

You can even use this to dilute focus fire. If you have a tough unit which is not crippled but battered, you can pop this on them and force enemy fire onto the fresh unit next to them. Since all Death Guard units are reasonably tough, you can get all of them to arrive at the enemy lines in more or less one piece.

An Un-Holy hand grenade! I don’t really like this, as it takes up quite a few Command Points, but I really like the wording. That last little sting on the end is just the kind of sacrilegious treatment of rules that makes table top gaming worthwile!

I really like this… parking your dreadnoughts, bloat drones or tanks in combat now runs some serious risks for melee tank hunters. Not only would it take them an age to break a Death Guard machine to pieces, but then it will explode all over them.

Something which may need to be FAQ’d though; does this mean that vehicles without Explodes! can explode? Because if it does, that would be just swell.

On to the warlord traits, and while I think they’re a nice bonus to have on characters to make them special, I wouldn’t be looking here for game breaking combos.

This is very good, and means you get some extra punch out of your Plague weapons. I’m a little curious though, as I think I saw that Plague Swords could re-roll wounds anyway. It certainly works well with other plague weapons, so I wonder why that is the example. 

Combine with Nurgle’s Rot to make a small bubble of pain on your enemies front lines. A good buff to your commander, but realistically 3-inches just means the unit they’re in combat with already. Even more realistically, you’ll need to get your war lord there to begin with. Pop this on a deep-striker, such as a terminator lord with cataphractii armour.

Um. So I mentioned no game breaking combos… Put this on a terminator lord, and cackle with glee as fully half the damage that manages to get through your armour and high toughness gets effectively cut in half.

Wargear now, and remember that these will cost you command points to unlock. You can get some really good combos here.

A better version of the Icon of Tzeentch in that it can knock of a mortal wound if you’re luck. Again, thinking about practical usage this is only going to be 1 or 2 mortal wounds a game on average. The real benefit here by far is that morale debuff on the enemy. Rolling two and getting the highest is going to cause massive headaches, and if you can match with other morale reducing abilities you’ll really get good mileage out of the bell.
Caveat here; this gives units like bonded T’au who auto-pass morale on a roll of 6 a 1-in-3 chance of getting their best result. Not an auto-pick, but nifty against the right enemy.

Yep, take this. Not only will it help trigger Pestilential Fallout, but it will also give you a higher chance of getting the d6 damage band of Smite.

I had a friend that played a Retribution Paladin in World of Warcraft, and would run into fights screaming “Hurt me!!”. This item is my friend. With a two plus save you’ll be making a great many saving throws, allowing you to get off those mortal wound chances with great regularity. I also can’t think of any better way to make your opponent scared of taking on your already tough and resilient Warlord in combat!

The above are actually all very strong, and I can’t think of a dud amongst them. If you can stomach the Nurgle grotty and sick theme, then you’ll have a rather fun time with the Death Guard.

Okay, I’m in full ramble mode at this point. The boys are all back in house now and I’ve been on my feet and active for the last 19 hours. Time for bed. Apologies for the spelling mistakes!

Until next time!


Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!



Death Guard Stratagems, Relics and Warlord Traits Explained!

Posted on September 5th, 2017 under , , , , . Posted by

Starting with full disclosure on this one, I obviously don’t have the Death Guard code yet. Warhammer Community has unleashed the hype train and given us a few scraps of information to go on, and I’d like to make some observations on what I see.

Apologies for the click baity title, but “Some Stratagems a Relic or two and a Warlord trait explained but in the context of not having a full codex so there are going to be some synergies and tricks that cannot be explained now” is too long a title.

So, what have the Death Guard got that warrants them joining the Blood Angels, Dark Angels and Space Wolves in the ranks of legions with their own codex.



The Nurgle’s Gardeners set to trimming their bubonic hedges

All of the following quotes are taken from Warhammer Community.



Army Overview

In the game, the Death Guard march inexorably towards the enemy, weathering incoming fire with Disgustingly Resilient and slowly wearing down the foe with hails of fire, an accumulation of mortal wounds and deadly plague magics.

So right off the bat you know what the Death Guard are all about. Attrition and slow, but sure damage output.

Typically the ability to put out high alpha damage is key to any successful tourney army, which is why drop podding grav-devastators and centurions were a thing. Being tanky is all well and good, but if you can’t output the wounds then you’ll still loose out to glass canons. What the Death Guard bring to the table is a tremendous tank backed up with very sure damage output. Plague weapons and mortal wounds ensure a steady flow of damage, even if it is on the low side

Death Guard armies can be played in loads of ways, but a few of our favourites are swarming your enemies with Poxwalkers supported by Typhus, commanding a deadly armoured column of Daemon Engines, and enhancing Plague Marines with powerful aura abilities from characters like the Tallyman. However you build your army, you’ll want to make use of your unique kit in the codex; with careful choices of Stratagems, Warlord Traits and Relics, you’ll be able to build a powerful Vectorium of your own and dominate the battlefields of the 41st Millenium for the Plague God.

Somewhat true, the Death Guard present a surprisingly versatile force. With the tough Plague marines being one of the most flexible Troops choices you can get, with the only downside being their relative slowness, they have a great anchor to work from.

Poxwalker swarms aren’t really a favourite of mine, but they can be moved surprisingly quickly. They don’t have guns, so advancing all the time is certainly viable. They don’t have brains, so the enemy needs to kill them to the last walker, and can’t rely on morale check attrition.

The Foetid Bloat Drone is unbelievable. Ridiculous Toughness 7 on a model that has an invulnerable save and Feel No Pain, massive numbers of wounds, really quick and armed with guns that can’t miss. It’s dirt cheap for what it does… and you can certainly field a mini-swarm of them!

 So this is what you do… park your expensive units next to Poxwalkers. Instant zombie shield.

You can even use this to dilute focus fire. If you have a tough unit which is not crippled but battered, you can pop this on them and force enemy fire onto the fresh unit next to them. Since all Death Guard units are reasonably tough, you can get all of them to arrive at the enemy lines in more or less one piece.

An Un-Holy hand grenade! I don’t really like this, as it takes up quite a few Command Points, but I really like the wording. That last little sting on the end is just the kind of sacrilegious treatment of rules that makes table top gaming worthwile!

I really like this… parking your dreadnoughts, bloat drones or tanks in combat now runs some serious risks for melee tank hunters. Not only would it take them an age to break a Death Guard machine to pieces, but then it will explode all over them.

Something which may need to be FAQ’d though; does this mean that vehicles without Explodes! can explode? Because if it does, that would be just swell.

On to the warlord traits, and while I think they’re a nice bonus to have on characters to make them special, I wouldn’t be looking here for game breaking combos.

This is very good, and means you get some extra punch out of your Plague weapons. I’m a little curious though, as I think I saw that Plague Swords could re-roll wounds anyway. It certainly works well with other plague weapons, so I wonder why that is the example. 

Combine with Nurgle’s Rot to make a small bubble of pain on your enemies front lines. A good buff to your commander, but realistically 3-inches just means the unit they’re in combat with already. Even more realistically, you’ll need to get your war lord there to begin with. Pop this on a deep-striker, such as a terminator lord with cataphractii armour.

Um. So I mentioned no game breaking combos… Put this on a terminator lord, and cackle with glee as fully half the damage that manages to get through your armour and high toughness gets effectively cut in half.

Wargear now, and remember that these will cost you command points to unlock. You can get some really good combos here.

A better version of the Icon of Tzeentch in that it can knock of a mortal wound if you’re luck. Again, thinking about practical usage this is only going to be 1 or 2 mortal wounds a game on average. The real benefit here by far is that morale debuff on the enemy. Rolling two and getting the highest is going to cause massive headaches, and if you can match with other morale reducing abilities you’ll really get good mileage out of the bell.
Caveat here; this gives units like bonded T’au who auto-pass morale on a roll of 6 a 1-in-3 chance of getting their best result. Not an auto-pick, but nifty against the right enemy.

Yep, take this. Not only will it help trigger Pestilential Fallout, but it will also give you a higher chance of getting the d6 damage band of Smite.

I had a friend that played a Retribution Paladin in World of Warcraft, and would run into fights screaming “Hurt me!!”. This item is my friend. With a two plus save you’ll be making a great many saving throws, allowing you to get off those mortal wound chances with great regularity. I also can’t think of any better way to make your opponent scared of taking on your already tough and resilient Warlord in combat!

The above are actually all very strong, and I can’t think of a dud amongst them. If you can stomach the Nurgle grotty and sick theme, then you’ll have a rather fun time with the Death Guard.

Okay, I’m in full ramble mode at this point. The boys are all back in house now and I’ve been on my feet and active for the last 19 hours. Time for bed. Apologies for the spelling mistakes!

Until next time!


Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you want to support me directly, use the affiliate links below. I get a small percentage of purchases you make her, and you get cheaper miniatures! If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!



Project Club Room: First Pictures

Posted on September 4th, 2017 under , , , , . Posted by

Whilst I think a Physics lab is quite possibly the best place to hold a Warhammer Club (easy access to water, clamps, power sockets, burning flames and water bottle rockets), my Head of Department is starting to grumble over the small horde of toy sold…

Project Club Room: First Pictures

Posted on September 4th, 2017 under , , , , . Posted by

Whilst I think a Physics lab is quite possibly the best place to hold a Warhammer Club (easy access to water, clamps, power sockets, burning flames and water bottle rockets), my Head of Department is starting to grumble over the small horde of toy sold…

Spartember Update #2

Posted on September 4th, 2017 under , , , , , , . Posted by

Well folks, I have managed to get a few hours in over the weekend on the Spartan, but progress has been slightly slow due to the expected problems I have hit.As you can see in the pictures below, the cast has not been perfect. As well as the usual bubb…

Spartember Update #2

Posted on September 4th, 2017 under , , , , , , . Posted by

Well folks, I have managed to get a few hours in over the weekend on the Spartan, but progress has been slightly slow due to the expected problems I have hit.As you can see in the pictures below, the cast has not been perfect. As well as the usual bubb…

Finished! Lord of Contagion

Posted on September 2nd, 2017 under , , , , , . Posted by

Man I love the new Death Guard models. Every time I paint some Nurgle goodness I’m entertaining the idea of an army. This time around was no exception, coupled with the onset of a new edition I was thinking about it double. But who has the time? I do, …

Finished! Lord of Contagion

Posted on September 2nd, 2017 under , , , , , . Posted by

Man I love the new Death Guard models. Every time I paint some Nurgle goodness I’m entertaining the idea of an army. This time around was no exception, coupled with the onset of a new edition I was thinking about it double. But who has the time? I do, …

Spartember is Upon Us!!!

Posted on September 1st, 2017 under , , , , , , , . Posted by

Oh yes you read that right folks. It is now the glorious month of September, where we all dig out those unassembled Spartans (and/or any other large tank you have lying in the hobby cupboard of doom) and pledge to join us in the great assembly challeng…

Spartember is Upon Us!!!

Posted on September 1st, 2017 under , , , , , , , . Posted by

Oh yes you read that right folks. It is now the glorious month of September, where we all dig out those unassembled Spartans (and/or any other large tank you have lying in the hobby cupboard of doom) and pledge to join us in the great assembly challeng…