The dreadnought base being worked up.
Thursday, March 18, 2021
Giant Forbidden Cookie
Saturday, February 20, 2021
Forbidden Cookies
Wherein I document how to make the bases for my army.
A quick backstory: I originally picked Sector Imperialis bases from GW because they looked great and I was just getting back in to the hobby. For 2021 part of my goal is to bring my existing force up to a "final" (har har) methodology of painting that uses some edge highlighting and oil washing. The models I've completed look really good on their temporary bases. They don't look good on some of the SI bases. I tried a bunch of variations to see what I could come up with, using blu-tac to attach one of the new-final models to various bases with various color tones and combinations. Nothing was as good as the simple dirt base in the set with a dark undercoat and drybrushed texture.
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| The eventual winning prototype from the Sector Imperialis set |
While this was a fun set of experiments to see what kind of metallics I could create, nothing clicked. Adam Fasoldt helped me understand why: the I chose for the pauldrons is a cold color, and I want a very netural grey, so the bases should be warm. An important part of the SI bases is that they have a pavement-esque texture in them, and no matter how hard I try that's never going to feel both like pavement and warm.
So, back to the drawing board entirely. I spent a few hours looking at other various pre-textured solutions from the usual suspects (Secret Weapon, Fallout Hobbies) but nothing matched the simpler style I wanted in my head. The other problem with pre-textured solutions is that oddly sized bases aren't well supported. There is no Redemptor Dreadnought sized base in any of GW's pre-textured lines, and now that Outriders are on yet another size base, it was increasingly appealing to make my own.
More trial and error ensues. Using multiple sizes of stones and sand (which train hobby guys will call ballast or aggregate) makes the base look more realistic, so I picked up a couple varieties from Michael's and some molding paste and made a test base. I was hoping to create a relatively barren landscape littered with skulls and debris. My test base didn't use multiple sizes, just the bigger chips, as I wasn't sure how it would look next to a model. I put the stones down at the same time as the modelling paste, and no base is complete without a skull.
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| Yup |



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| Forbidden Peanut Butter Fudge Cookies |
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| Stylinrez Black |
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| Rhinox Hide |
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| Doombull Brown |
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| Baneblade Brown (the wrong pot is in the photo!) |
At this step the bases look really good, but are all very uniform. I used a couple of washes to try to change the tone of the soil, finding Nuln Oil and Carroburg Crimson to be effective at darkening and waming the tone of the soil.
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| Spot washes left to right: Carroburg Crimson, Druchii Violet, Nuln Oil |
I also painted the rocks slightly different colors, or used washes over top of Baneblade Brown. Larger stones like you see in nature are "uniform" in color compared to the erratic colors of soil or gravel, so they need to be basecoated to feel natural. I was pleasantly surprised by how much one wash made the rocks feel like they were accent pieces, and I think I'll be able to mix and match contrast and washes to make a huge variety of rocks that feel "right" with the soil color and texture.
And of course, the almost-final product (missing transfers on knees and a victory lap of black around the base rim). Pinning is an absolute must on this texture, and drilling was no problem. Finding the right place for the feet is the only real challenge.
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| This poor Aggressor broke at the knee for the fourth time when putting him on the base. |
Sunday, February 14, 2021
Wednesday, January 13, 2021
Aftermath: The Trial of Resolve
+++TRANSCRIPTION NOTES+++
SCRIBE IDENT: Scriptorum Helot Zangrene
CLASSIFICATION: NONE
It has been one hundred and thirty two years since the arrival of the Primaris gene-seed to our chapter from the messengers of the blessed Lord Guilliman, and one hundred twenty eight since the invasion of the accursed servants of the dark gods. I am blessed to have never seen the traitors who dared despoil our world with my own eyes, yet the echoes of their vile work still linger. The successful defensive campaign is now known to those within the chapter as the Trial of Resolve, and is believed to be the sign that the chapter was worthy to recieve the Primaris gene-seed.
When the Great Rift opened and the minions of the Dark Gods issued forth, the forge world of Velarus, whose forges are said to have never gone dark in ten thousand years, was assaulted by the behest of the Despoiler. Charged with the defense of the sacred manufactorus above all other vows, the Adeptus Astartes of the Granite Fists met the servants of the Great Enemy in battle. Millions of lives were spent to hold the planet, but none so precious as those given by the Granite Fists. Nearly two thirds of the entire chapter were rendered combat ineffective by the campaign's conclusion, with more than half of the survivors being counted among the reinforcing fleets responsible for ending the naval confrontation above the planet. The gifts of Cawl were still being deciphered when the planet fell under siege. Faced with a critical reduction in fighting strength, chapter master Attorum had no choice but to enact the Rubicon Primaris en masse on those whose injuries would have otherwise relegated them away from the front lines. Of the two hundred and eighty six brethren who undertook the journey, one hundred and eighteen did not survive. A further fifty seven were entombed within Dreadnought sarcophagi, their slumber haunted by battles of which many do not yet know resolution.
In total, five hundred and forty six Granite Fists were consigned to the Emperor during the Trial of Resolve. The standing force of the chapter numbered a scant two hundred and eighty nine warriors on the day the Trial was declared complete.
With great foresight, Attorum sent more than a score of the Velarus survivors to Mars even before the Rubicon Primaris surgeries had completed. Though the chapter has always had a substantial contingent of dreadnoughts, the heartbreaking influx of bretheren reduced to a semi-existence during the Trial risked overwhelming the chapter's Techmarine contingent. They returned from their time with the servants of the Machine God with greater understanding of the war machines bestowed upon the chapter by Cawl, and began bending the machine spirits of the planet's manufactorums to their large-scale production.
Likewise were the ranks of the Apothecarium strengthened, though by hardship rather than by choice. So numerous were the concurrent Rubicon Primaris surgeries that the chapter had no choice but to conscript healthy survivors to assist in the delicate procedures. The knowledge gained in saving so many of their brethren was immediately put to use in reinforcement of the chapter. Over the last century the chapter's strength has been renewed by the abundance of the Primaris gene-seed and aggressive recruitment from the surrounding systems. Those worlds nearest Velarus know that should the Granite Fists have failed in their duty, their worlds would surely be plundered and ravaged by opportunistic traitors and xenos, and have given their finest recruits over to the chapter's apothecarium.
Over the subsequent decades the chapter's might has been restored. The Primaris brethren now account for the majority of the chapter, led by the survivors of the Trial who have crossed the Rubicon Primaris. Though the surgery could never be called routine, the wisdom of the Apothecarium has grown and many of the Firstborn have volunarity crossed in the time since the Trial. The forges of Velarus now roar and howl in their labors to replicate the works of the Arch-Magus, their surplus given over to chapters in nearby systems or to passing Adeptus Astartes fleets.
With the chapter's strength finally rising above the essential level necessary to defend their charge, a handful of crusade fleets have been dispatched to reinforce the systems surrounding Velarus, lest the Great Enemy gain a foothold from which to strike at the Granite Fists again.
+++END NOTATION+++
Monday, June 10, 2019
Strike on Ragnarok
+++Priority Transmission+++
Adeptus Mechanicus
Somnium Stars Campaign game, June 08.
Mission: Disruptive Signals
Deployment: Hammer and Anvil
First Turn: Waaagh Grekmawg
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| Terrain Layout |
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| Deployment Overview. The Orks deployed first on the line, and the Space Marines hunkered in cover to maximize the distance between them while leaving enough room to retreat once the melee began. |
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| The Granite Fists form a defensive line against the green tide. Hellblasters and a Dreadnought secure each flank. The characters and Aggressors screened in the midfield by Intercessors. |
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| Waaaaagh Grekmawg prepares to swarm da 'ard 'umies. The Boyz get riled up, and the Nob Bikers prepare to rush the left side of the board. |
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| The secret MVP of the Ork list: Kannons line up behind Boss Klampkrusha and some boyz. |
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| The right flank of the Astartes deploy to tempt the Ork No Bikers in to a charge by placing the company's banner atop objective 5. |
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| Warboss Grekmawg prepares to lead da boyz in to the fray with a gang of Biker Nobz at tip of the spear. |
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| Dem boyz is muckin' about! |
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| More muckin! |
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| The grey line holds the bikers back, but only just. Paragons of Dorn return fire from the Hellblasters picks off one bike and wounds another before the Orks can fully engage in melee. |
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| In the midfield, the giant block of Boyz piles in and gets to work on the Intercessors, hoping to consolidate in to the Aggressor squad and prevent them from firing. |
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| The Nobz hidden in the mob wipe out one Intercessor squad, but the second squad holds. Lucky Maelstrom draws to claim uncontested objectives put the Orks in an early lead. |
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| In the bottom of turn 1, the Intercessors fall back to clear the line of fire for the big guns on both sides. |
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| The grots do their best to slow the advancing heroes and claim objectives as the Kannons continue to inflict casualties on the Hellblasters. The center and right of the Marine line is reduced to four lone operatives: two sole survivors of the Intercessor squads, one Hellblaster, and the Bearer Kazal. They move to cover three objectives, and between them clean up one of the two remaining grots to secure objective 4 and score three cards in one turn. |
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| The final Maelstrom draw leaves the orks with no opportunity to score while the Granite Fists squeak ahead. The game ends with two Kannons and a Big Mek and eight Space Marines left on the board. Victory for the Imperium! |
The act that signaled the real end for any fight was, in Brother Terhon's experience, when he cycled the plasma incinerator's furnace down from its maximum setting. Today the weapon had run hot indeed, spitting atomic death at a mob of whooping Ork bikers that had rode full throttle through the rubble-choked streets. Their bikes and the massive trike their leader rode had plowed in to the building were riddled with puncture marks from bolters and plasma shots. Ancillary fires ignited during the shootout sparked spare fuel canisters in the wreckage. Tangled with the wheels and piping of the Warboss' trike was the bulky form of Venerable Evato's combat sarcophagus, its weapons ripped from their housing and one leg blown off at the knee. Evato's angry rumble over the vox at being unable to close on the xenos artillery confirmed his survival, and Terhon could see other ceramite-clad shapes move in the debris field.
The ork attack had been swift and brutal, and only the discipline and sacrifice of his Intercessor brethren had allowed the Granite Fist gun line to drive the greenskins away and secure the cogitator repositories. From the next block over, the staccatto roar of sustained bolter fire had been deafening even through the building that separated Terhon from the rest of his force. Crimson and amber status runes showed that the point-blank fighting had been costly for both sides. Artillery fire still boomed in the distance, but the cogitator bank in this building had been saved and Terhon was under orders to ensure it remained secure. He would have to trust his brothers could deal with the primitive hard-shelling guns. Between the tremendous bangs of large-caliber fire, Terhon could hear the piggish sound of orks in full retreat, or whatever passed for it among their simple intellect.
In the ruins ahead he caught a glimpse of Bearer Kazal impaling a squirming gretchin using the haft of the company's bannerpole. Kazal offered him a curt nod before firing a bolt shell in to the skull of another squirming greenskin. With an irritatingly pleasant chime, Terhon's tactical display declared his immediate vicinity free of xenos activity. After performing one additional visual confirmation that he was clear of the fight, he ejected the core of the plasma incinerator to vent in the open air. Steam hissed from the weapon, and he gently offered a prayer of thanks to its machine spirit before stowing it and tending to his wounded comrades.
+++
A very fun game and a good practice matchup for both of us. A few highlights to note in gameplay:
- The big Ork mob did not fight twice at the end of turn 1, missing their chance to potentially consolidate in to the Aggressors if they'd managed to fully wipe out both Intercessor squads between the two combats. This would have definitely swung the game.
- I did not apply the +1 to hit from the Crimson Fists chapter trait rules during the first round of shooting and didn't use the +1 to hit ork Strategem on my Aggressors when I used Bolter Drill, causing me to allocate much more fire to the 40-ork mob than was necessary to kill it. Notably this meant my Eliminators were not shooting at a Weirdboy, who then Da Jumped another mob of boyz the following turn.
- The second Ork mob failed their charge, as one die was re-rolled to the same result. Hank realized later that the other die could have been re-rolled via CP to potentially still make the charge, though it was 1/6 for him to do so at that point.
- When I retreated from Grekmawg's bike, I did not fall back far enough and he Heroically Intervened back in the fight phase. This was a painful lesson, but well-learned.
- Splitting the Hellblaster squad down from a full ten is probably a bad idea if I have the firepower advantage; the Paragons of Dorn strategem can be used in the first shooting phase before anyone can possibly be in base combat with them. With only two Hellblasters left once the Nob Bikers had finished shooting, a lot of firepower was lost and using the strategem didn't feel great.
- Field Commander once again paid dividends, giving me a very powerful reroll bubble on both flanks.
- Dreadnoughts are glass cannons, but I did forget that I ran them as Venerable and didn't utilize 6+ FNP that might have caused them to hold on a little longer. Flat 3 damage in close combat is very, very strong despite their low attack count and hilariously low wound count. If nothing else they provide a good target for anti-tank guns to draw fire away from Aggressors and Hellblasters.
- The list I ran has almost no firepower beyond 30", and despite very effectively killing all the Orks I nearly lost the game as I was completely unable to do anything about the Kannons protected by a Big Mek and a KFF. I think this is a general shortcoming of Primaris, so I am not sure that I need to solve this in the list phase. This is definitely one of the reasons Leviathans are in vogue.
- I was stretched incredibly thin on objective-taking by the end of the game, and only some small dice variance kept me from having only character models and Eliminators by the end. 15 Intercessors at 1500 points isn't quite enough to comfortably screen out everything I had, and stay alive to claim objectives in the back half of the game. At 2000 points I definitely want at one 10-man Intercessor squad at the front of my army to screen the Aggressors, and make a Bad Choice of a unit to fire at thanks to Paragons of Dorn.
- After embarrassingly whiffing with every one of his bolter shots in turns 1 and 2, Bearer Kazal rallied to claim VP from 3 Maelstrom cards in turn 5 to seal the game. Despite that heroism, I think this is probably the model I cut to get more bodies. The extra shots from Hellblasters cooking themselves feels good when it happens, but the radius is "models within", meaning you must castle with high density to get the best value. I'm not sure that it's worth almost another 5 Intercessors.
- I'm sold on Eliminators - even if the mathematical average is slightly above 2 wounds per turn for the trio shooting at weirdboyz, the versatility of their ammo kit means you can always find something to do with them.





























































