Warmongers


Terrain is everything - Sanctum Imperialis - TO DONE!

Aah the Sanctum Imperalis… It's taken a while to get the opportunity to take pictures but I needed some to add to last season's hobby review.It's a big piece and so it's a struggle to fit it into my homemade light box but I got there in the end.As you may recall this was a project not without challenges, in particular the 'bold' choice of full verdigris on buttresses, supports and skirting boards.The red glass lighting also suffered from a lack of contrast that I repeated on my Ravenwing Dark Shroud - sometimes Tamiya Clear Red X-27 is too good.But the colour choices were made to stretch me, to do something more challenging than just the weathered brassy bronze and as you can see the Ferron Proxima background finally gives it the context it needed.On the full red/orange background the verdigris provides the ideal framework to break up the monotony of the red rockcrete walls.With the cream interior adding another dimension.I can't wait to eventually see these used on my Realm of Battle board, although that cou

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Dark Angels - Ravenwing Dark Shroud part 10 - TO DONE!

And here we are the Ravenwing Dark Shroud is complete. I think I'm satisfied with the result. As usual there are elements that exceed my expectations while there are others that fall short, or are compromised.But I'm not overly fussed about the result, which I appreciate sounds a little underwhelming. This is a model I need in my army to make the Ravenwing more effective. Their function/inclusion is a key element of taking Ravenwing so he had to be done.And the result matches my existing Ravenwing so all those boxes are ticked. The black highlights are exactly as expected which is good but as predicted the varnish did show up some brush strokes, but I'll not lose sleep over them.Almost everything else went to plan, although I didn't take any pictures with the plasma battery.The red glass windows are another area that falls a little short. A lot of the preparatory shading/highlights have been neutralized by the Tamiya Clear Red X-27, which is a shame. I should probably go super contrast next time, probabl

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Angels - Ravenwing Dark Shroud part 10 - TO DONE!

And here we are the Ravenwing Dark Shroud is complete. I think I'm satisfied with the result. As usual there are elements that exceed my expectations while there are others that fall short, or are compromised.But I'm not overly fussed about the result, which I appreciate sounds a little underwhelming. This is a model I need in my army to make the Ravenwing more effective. Their function/inclusion is a key element of taking Ravenwing so he had to be done.And the result matches my existing Ravenwing so all those boxes are ticked. The black highlights are exactly as expected which is good but as predicted the varnish did show up some brush strokes, but I'll not lose sleep over them.Almost everything else went to plan, although I didn't take any pictures with the plasma battery.The red glass windows are another area that falls a little short. A lot of the preparatory shading/highlights have been neutralized by the Tamiya Clear Red X-27, which is a shame. I should probably go super contrast next time, probabl

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Painting Guide on Faces and Skin

I done another YouTube, but the summary for great skin is here:Ceramite WiteWash with Reiklnd FleshshadeHighlight with flesh tone of choiceFor eyes and detailed faces, remember to not be afraid about going back and fixing any mistakes with your highlight colour (with a demonstration in the video).As a blog reader only tip (because you guys are awesome), when using your contrast paints instead of the above method, make sure you always highlight in a traditional way. This will let you clean up any detailing errors without having to do the whole section again.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

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Warhammer Underworlds - Ylthari's Guardians - TO DONE!

Ylthari's Guardians - TO DONE!Lets start with Ylthari, admittedly my least favourite, and still so, but she came good in the end. The tree sprite is cute, vines were defined and the dark wood is alright but her face didn't quite work for me and I couldn't quite get the detail I was after.Still, I'm far from disappointed, in fact I'm really quite pleased with the result as she was so far behind compared to the other 3 and I just couldn't see the vines working.Admittedly I haven't done much to them to make them 'work' but just the basic application of the highlights to the washed and glazed base coat has managed to lift it out of the realm of mediocrity. The Silver Birch bark markings on her wand/staff worked out nicely too.Horny Dude aka - Skhathael. What works - sword, [possibly] horns, hair and skin. What I'm dubious about is his bark loin cloth and his face. The horns are reminiscent of Silver Birch thanks to the bark splits but because they're obviously horns it's a little confusing - like p

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'nids part 269 - Rippers - Forgeworld inspired conversion

I'm continuing my Big Build theme and finally plucked up the courage to do my next three Ripper bases in the style of the Forgeworld ones. As you can see they got built and are considerably bigger and more representative than my first press-mold prototype.I had been struggling to work out how to build these up, then I just started gluing chunks of hardboard to a 40mm base with the press-mold Rippers coming out of the base [plus one Warrior face pushing through the ground].All in I think there are 12 Rippers on the base, 4 of which are the plastic ones.  The next base I tried to use some of my Ripper side pieces glued to a vertical strut but it looked really odd and I ended up with the three heads running up the spine of the strut to try and hide it. Hopefully it won't be noticeable that those two halves are different.I'll need to blend them in with a bit of ground material as they burst through the dirt. I think there are 14 on this base.The last one, I think there are 15 or 16 on this, including 4 plast

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Kill Team Guide: Tips and tricks for Veteran and Zealot Specialisations

I was initially cool on the idea of the Veteran, blinded as I was by ogling the higher tier abilities. However, on further examination of the tactic I think it will be one of the most used Specialisations and is destined to get calls for a nerf bat. Zealot… well, it sounds cool?Here are some of the ground rules before we go into discussing the Specialists. I’ll only be talking about them in terms of Matched Play, which means the following:Tier 1 only, so only the first ability and level 1 TacticOnly 4 Specialists per teamOne must be a LeaderEach specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)VeteransThe one specialisation I would go cowboy with, having supreme first turn mobility when paired with an assault flamer weapon. They’re also slightly more resistant to the fear caused by going solo.Grizzled: This model ignores penalties to is Leadership characteristic and Nerve testsNot as exciting as some of the other Specialist abilities and probably not all that helpful to yo

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Bonus article: Blood Angel Anti-armour for Spoonlamp

I’m trying to stick to a lower but consistent blog schedule, usually taking Tuesday, Thursday and the weekend off. However, I’m always eager to respond to reader requests and Spoonlamp had this question:"I know you've been concentrating on Killteam lately,  but any thoughts on scalable anti-armour for Blood Angels? Hellblasters v Dev squad?Redemptor Dread v Pred?"It’s a good question, and the answer is largely the same for any Space Marine force. As of now Hellblasters are your best bet for anti-armour, but that comes with a few conditions. In general with Blood Angels your best options are going to be melta-gun Assault Marines or any close combat unit with a power fist. However, we'll look at the traditional anti-armour options with this post.HellblasterHellblasters with their plasma incinerators offer the best balance between offence and defence for a Blood Angel player. They’re twice as tough as Devastators (quite literally… double the Wounds), and can be more damaging for their points. They’ll also p

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Kill Team Guide: The surprising uses of the Scout and Sniper

Happy Monday everyone! Here we look at the Scout and Sniper, both of who evoke images of sneaky ninjas, spelling death from the shadows. However, one is better at being a big meaty wall and tackler, and the other is better as a machine gunner!Here are some of the ground rules before we go into discussing the Specialists.I’ll only be talking about them in terms of Matched Play, which means the following:Tier 1 only, so only the first ability and level 1 TacticOnly 4 Specialists per teamOne must be a LeaderEach specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)ScoutNot a great specialisation at first glance but has its uses when you’re better at the game. This really comes into its own in campaign and higher tiers, so if you’re a new player and only sticking with Matched play it might be a good idea to skip.Swift: You can re-roll Advance rolls for this modelWoo? Okay, not the best ability, but I’m hoping this had synergies with factions when we investigate them later. In all

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