Wednesday, 24 December 2014

Little_Lano Tutorial: Alien Themed Paint Job

Having posted some photos amongst the Ethernet, I have been asked by those amongst the Tyranid Facebook page for a "How to" on my Alien inspired painting.

It's actually fairly easy, and can be done in a few easy steps.

Step 1: Base coat in Tamiya Black Vinyl Paint

Don't worry, if you don't have access to Tamiya Black, it's fairly pricey pot of paint. I detail below a way around it! 


Tamiya do this acrylic shiny glossy stuff which dries shiny. Like below...


Step 2: Drybrush LeadBelcher/ Necron Compound

Don't do it too heavily, you really want the black to stand out.

Step 3: Pick out the talons in thinned out red.
Remember, afterwards, go back over the red with 'Ard Coat. Gives it the shiny gloss finish 

Afterwards, I go back over in the Tamiya Black in places where I want the the pitch black to really hide areas. That way it gives the perspective that they are jumping from the darkness!

Also, Nurgle Rot technical paint from GW does a wonderful job for slime! I applied it to the tongue and some joints to mix up the colours a bit! 

This is the end result of the Tamiya Black base.



So, what if you don't have access to Tamiya Black, well, instead of using Tamiya Black, the answer is to replace Step 1 with a base coat of normal Black. 
Then afterwards, just apply the 'Ard Coat to the whole model! 

Here is how it looks, 


Be careful though, too much and it won't dry properly leaving you with foggy layers on your models. 

There you have it! 

Also, obviously, base your model as you wish. 

Merry Christmas All!! 
I will blog up tomorrow for a Christmas special!






Saturday, 20 December 2014

Little_Lano Paints: Warhammer 40k Tyranids: Deathstorm

So, with my two week break, I am finally able to get back to painting miniatures. 

Exam season at university meant that all gaming and painting had been on back burners. But it didn't stop me from picking up some miniatures, specially the ones from the relatively new box sets!

So, out from my insane mind of exam periods, I came to the conclusion that I needed Alien themed tyranids and "MechaNidz". I managed to get some of the alien tyranids painted earlier today so have some photo porn!

"The Beast of Phodia"

Alt shot

The Spawn of Cryptus

Alt shot



Let's just hope they do well on the table top!

Saturday, 6 December 2014

Little_Lano Plays: Warmahordes 35pts Part 2

So... The scene was set, Anthony rode in on his mighty steel horse, I think he referred to it as a "bicycle"... I stared him down... Both silent, as he brought out his box of trolls... After a deathly stare, he opened his mouth... And said....

"I'm kinda hungry from work, wanna order pizza?"

AND THE STAGE WAS SET!! 
Another night of WarmaHordes, Tea and Pizza!!!

Here is how the table played out, elevation on both sides, the mission was simple, Central zone and two flags for either side.

Anthony brought a similar army to what he brought last time, although he had brought Hoarlock instead this time!

My general idea was to hold my own with Carver, push into the zone with an alpha strike, use the Brigands for shields, and send Rorsh and Brine as flankers to take the enemy objective.

Deployment was straight forward, in going to try push hard to the right, using the Brigands and anchors and Warbeasts to punch through.  


After turn one movement, everything does there mandatory running!

Rorsh and brine *ahem* I mean, Batman and Robin, race around the flank getting ready to attack from un expecting angles!
So it begins, my Warhog charges Lug... And with a great swing of his huge Axe...

Misses all the time and deals a measly 9 damage... Stupid pigs...

Robin does the same... Batman looking on and thinking, what a twat...


Making matters worse, the Burrowers come up and let loose on my Brigands, I haven't dug in either and the subsequent shots blow though me! I'm looking control of the left flank!
To our surprise, my ONE Brigand toughs 4 rolls and defiantly doesn't go down!

Meanwhile, on the right, with the Warhog missing and floundering like a wet fish... The Brigands watch as Lug bends him over and Cragback anally rapes him. To make matters worse, the Feralgeist which I learnt him takes over, and turns around to slap two of my own infantry!
Reinforcements arrive in the form of Spicy Beef and Extra Cheese, with a little slop, the Pigs are rejuvenated and ready to go! 

After popping my feat, the pigs get stuck in... I miss pretty much all my Attacks again... Leaving Lug on 2 HP, and Cragback on 1... Fuck the bear... 

Hulk Pig gets angry... And kills the Impaler only for the Feralgeist to take it over! I'm never going to capture this zone!

Photo porn...

Between Lug and an Inpaler and their undead counterparts, most of my Infantry are decimated!

All is nearly lost :(
My Left flank fails and Batman is left without Robin trying to hold the enemy flag. 

Having seen a gap, Carver goes after to vulnerable Hoarlock, but a little to no surprise, Carver slips and doesn't hit Hoarlock ... He does hit his second but rolls a Triple 1 on damage... What can you do..
Sometimes the dice gods just don't want to be your friend!



Monday, 1 December 2014

Little_Lano Plays: Warhammer 40k 5000pts Exhibition Game

I'm So the local gaming club had asked to run an exhibition game showing off 40k.

Since I had a vastly painted 40k army, I teamed up with another Tyranid Player for do a 5000pts Game.

The other side consisted of a lot of newer people to the hobby and loads of fortifications. 

Anyway, here is my photo porn of the game.


Tyranid Deployment

 The allied deploy into bunkers and fortification!

My army of red tyranids, trying to re create the Star Ship Troopers scene!

Some Orks prepare to hold the middle line. 


My allies of green tyranids
The swarm moved forward

 Man of the match, pops a Wave Serpent the first turn

The Tyranid Aerial Assault comes thick and fast.

A meteorite crashes and squishes a lot of the Tyranid infantry. 
A Trygon appears from behind the lines and starts to make its way through the impwrial guard infantryman 
Meanwhile, the Winged Tyrant starts to work its way through the second Ork line. 

The Eldar Wraith Guard stand tall and hold a line to cover their allies behind. 

After a couple of turns the tyranids have masses of infantry still making its way to the keep.
Lastly in the last turns, some Space Marine Terminators with their Chapter Master arrive, feeling brave, he takes a challenge from the Swarmlord, lol.


If anyone is interested, I game at Basildon Warboyz, Sunday evenings at 5-10pm. 
Check out the facebook group for more information :)

 

Saturday, 29 November 2014

Little_Lano Plays: WarmaHordes 35pts Part 1: List Build

I have been challenged, again by my good friend Anthony with, what I assume to be, his mighty troll army. 
I on the other hand will go different and play with my Farrow army.

So, what do I seem to be taking...
Let's take a look!

The Golden Horde (Tier 4)

Lord Carver, The Bringer Of Massive Destruction, Esquire III (+6pts)  
Warhog (8pts)
Warhog (8pts)
Razor Boar (2pts)
Rorsh and Brine (9pts)
Max Brigands (7pts)
Max Brigands (7pts)

The general idea of this list is to dig in, and make it extremely difficult for you to remove me. The two Warhogs and two Max Brigands allow me to play two different cases of "Hammer and Anvil" while Rorsh and Brine flank as needed. Meaning, if this becomes a two objective game, we can hold both effectively as well.
Well this is rough planning, what actually happens with the mission etc we'll have to wait and see.


Battle Group: Tanks, Hammers
So, the battle group will fill two different roles.
Firstly they can act as Tanks, under Carver's Mobility and Batten Down The Hatches, these guys all go up to 20/21 with  17 the exception on the
 razor Boar. Mobility makes them incredibly mobile with +2 SPD so they'll be advancing as quickly as a Legion army!
Needless to say, Carver himself will be quiet for the first two turns, handing out these spells cost 5 Fury and since they aren't up keeps, he is dangerously low. 


The RazorBoar will stick close to Carver as a transfer target, and if needed, can be a mini rocket for a problematic solo. 
The Warhogs will attack as needed, they can help each other to cast Massacre and then Fury themselves up to gain possible +8 Strength... I've never gone that high but could be a laugh!
Hopefully The Pig Joker and Pig Hulk will hit something this time as it seems they hit a barn door recently. 

Group 2: 2x Max Brigands

Under Carver's tier list they come a point cheaper, with Combined Range Attack and Fearless while in his CMD. I'm going to use these guys to clog up charge lanes, contest objectives and be a general nuisance!

Hopefully, they'll be able to hold the enemy in place while my Warhogs go in with Quagmire from Carver, or, they'll be able to deal a lot of damage during feat turn. With Hog Wild, they can CRA then charge, with effective POW10 weapon masters. 

Pretty handy if done correctly! 

Group 3: Rorsh and Brine

  
Batman!!! Robin!!!!! Yea these guys are going to be a nuisances and flank to hit some back row support and objectives. 

So that's the rough plan, got pretty much everything sorted. The game will take place Monday so keep an eye out for the Bartle report!

Wednesday, 26 November 2014

Little_Lano Talks About: Warmachine Hordes List Building Part 2

Now, previously I talked about "hammers, anvils and supports"

Now let's into what they actually are.

So most games require some form of strategy. 
The most common of these is "Hammer and Anvil" and will explain how this works.
Your "Anvil" is typically a unit which will take the majority of the opponents damage, and will hold an opponent in place while other aspects of your army does what is needed. This can be due to high defence, high ARM or sheer volume of models. What ever you use, they have to have the ability to stay on the board! So how would they be used in game? Let's see...

Firstly we have a staggered approach. By only presenting your opponent a fraction of the unit at a time, you can potentially hold them there for much longer and only fully commit when you absolutely need them to be held in place.  As seen above, "Anvil" units can be very helpful in contesting zones, as there staying power should have to force your opponent to direct more resources in removing you. 

The other way to use them, is to use them as a "Jamming Anvil". Look at the placement below to get an idea.


By running you unit beyond the zone, it will allow other aspects of you army to capture zones or objectives, or even allow slower aspects of your army to advance. If doing there job well enough, they should help stem the flow of models into the zone you are trying to dominate/control and allow you to easily pick off the stragglers who do manage to break through to the circle. 

The same this able to be done with objectives by forming a perimeter around the objective. 


Hammers. Now these guys are your damage dealers. You want them To be fresh and ready to go at the slightest opportunity. Because of the savage nature of WarmaHordes, it's not easy to shield things and you might find you are being targeted early. 


Now above is an example of Hammer and Anvil. The first line is there to provide the buffer, now that they've taken the hit, the Hammer is free to either skate around the flank, or join in and take out priority targets.

An army can have any number or "Hammers" or "Anvil". But don't delegate the wrong role to the wrong unit. 

The second tactic is Refused Flanking.

This is where, during deployment, your create a flanking attack with the more powerful units. Hoping to punch through a flank first then "sweep" the rest of the army as they have the rear and can target supports every easily. 

Units can be any number of things here.

I'm our case we have 2 maximum units of Ogryns they can provide as both Hammer or Anvil, a term we refer to as "Tanking"

Supports you add to you list as you need to.  These are self explanatory since you'll end up always taking the same stuff. 

Now, game plan. 

I think of this in 3 Stages. Early Game, Mid Game, Late Game.

What I your plan for early game? You need to think about how you are going to approach the enemy, do you want to give away board control, do you want to dictate control, do you run forward, do you have an support which can help you? In Thagrosh case, everything will run forward with the help of Fog of War. Draconic Blessing support and death shroud in case lol.

Mid game, I think of the primary damage dealing. Ideally ive placed my Ogryns in a way that I'm just out of charge range and 
I will get the charge off first. 
Mid game is where the war of attrition Will start for my list.  At this point I'm looking to start clearing objectives and skill Back field support. So like artillery. 

So this is where people lose there games on , the end game. You've now dealt damage and taken loads in return, your caster may nearly be dead now after taking a hit or two. So what's the plan? 
There is either, push with scenario, keep clearing for points, or attempt assassination. In the end game, with both armies having lost majority of forces, there should be gaps showing in the line. The end game is quite stable because Thagrosh is a very good late gamer. His feat allows for a respawned warbeast which can really swing the game. 

Now you've come up with a plan. 
In our case,
We have 2 fully Tanked up units. 
1 support unit in the Spawning vessel.
Thagrosh with his battle group down middle. Two Ogryns either side advance either side while benefitting from Fog and Death Shroud!
Always remember point effectiveness. 
You are spending 10pts on a "hammer", that unit should then kill at least 10pts. Similarly,  you don't expect much killing in forms of "Anvils" but they should still be able to pull down a few models.

So that is pretty much my thinking for Warmachine and hordes.
Remember your strategy and don't stray from it. Always identify your "win condition" and you're priority target.