All posts for the month April, 2011

Well, I haven’t gotten quite as much done in April as I’d hoped.  Such is life, eh?

I got some work done on the Sotling Pump Wagons.  The third one is about halfway done.  Here’s a group shot!
This third one has a little bit larger upper deck area, and the walls are a bit differently constructed.  I’m not sure what I’ll do to make the fourth unique.  Ideas?
On the Skorne front some skin was painted!  I started with wash of Ogryn Flesh over Codex Grey and then I went back over everything with the original Codex Grey.  I think it looks sufficiently dirty and crusty:

Lastly, I meandered a bit and started a test scheme for some GW High elves.  Forgive me.

I’m not terribly happy with the red and yellow that’s seeping into my photos.  I desperately need new bulbs for my little lamps.  The blues on the High Elf are the same hues I used for my Cygnar.  They look much darker here.
Ah well.

Well, if you’re a regular on the PP Forums, you may have seen the Tutorial Finder thread in the Modeling and Painting section.  One of the big hits is the section on how to magnetize the plastic ‘jack kits.  However, there’s always been a missing tutorial.  One for Cryx ‘jacks!

Luckily for me, when I gave away a magnetized kit for celebrating my 100th blog post, the winner (Tha Brotha of Can A Brotha Get A Six) chose Cryx!  This gave me the perfect opportunity to write what you’re about to read!

For this kit, I used only one type of magnet: 1/8″ diameter x 3/32″ thick Grade N42 magnets by KJ Magnetics.  Leftovers from my menoth kit.

So without further adieu, the tut.
First, the unboxing.  This kit contains everything needed to make a Slayer, Reaper or Corrupter.

As you can see, you get one torso, a pair of legs, a pair of shoulders, and for each ‘jack, a head and pair of arms.  Pretty standard for these plastic kits.
After cleaning up the mold lines, flash and so forth, I glued on the legs.  They’re keyed specifically, so you can’t really put them on backwards.

After gluing them on, I pinned the model to the base.  I didn’t glue it on though.  I’m not sure what basing will be required, but I wanted to be sure poses would work, and putting the model on the base is the easiest way to make the model stand up.

This was done per my usual method.  Pins deep into the legs, holes into the base, insert and bend.

I started with the heads.  I drilled holes into the back of each head and stuck magnets in, making sure they all had the same polarity.  I followed that up with a hole into the center of the head cavity, again paying close attention to getting the polarity correct.

Now, on to the arms!

I started with the right arm for no particular reason.  I sticky tacked the shoulder in place about where I liked it and then sticky tacked an arm to the shoulder.  Much like I did on the Menoth ‘jack and Khador Battle box, I marked on the shoulder the outline of the joint.

After that, I drilled a hole for a magnet.  I picked a random polarity because this is the first side.  I’ll swap polarities for the other side, that way arms can’t be accidentally put on the wrong side.

Now, the Cryx ‘jack arms have really shallow cuffs – those rings all the ‘jacks seem to have where they join to the ball part of the shoulder.  They’re too shallow to house an entire magnet.  So, I drilled the shoulder hole deep enough for the magnet to be recessed a bit.  The holes into the arms were then fairly shallow.  Here’s what I mean:

You see how the magnet isn’t flush with the outer surface of the ball?  That’s because I can’t make the magnet in the arms flush with the concave surface of the joint.  By allowing the magnet in the arm to protrude a bit into the shoulder, I don’t have to order new magnets specifically for this kit.

Now, to get the magnets into the shallow arms, I had to do some slow drilling.  Like usual, I drilled using a small, 0.85mm drill first.  Then I stepped up through 5/64″ to 1/8″.  At each drill level, I went as deep as I could until I saw the plastic turn white.  This happens when the plastic is stressed, like when a drill bit is about to break through.  By doing this, each magnet in the arms is as deep as possible.

I then rinsed and repeated for the other side, switching polarities so arms can’t be put on the wrong side.






Since I finally have Greenstuff, I was able to start with some gap filling and scales.  Nothing ground breaking, but hey, progress is progress!

I’d love to get more done, but the more Greenstuff I add, the harder it is to hold the model without getting fingerprints all over.  1-2 more sessions of gap filling and scales, and then I can start adding the fun stuff.

I’m incredibly anxious to paint me some Eldar.  I realize I have lots to do with the Pump Wagons, Gatorgents and Skorne, but side distractions are fun, right?

So, I’m slogging through CMON, looking for Eldar armies or models as inspiration.  I’m not sure if I want to do a codex Craftworld, or make up a scheme.

For starters, here’s Games Workshop’s Studio schemes overview:  LINK.
Among the first 70 odd CMON pages of the over 200 I found using “eldar” (half of which are Dark Eldar, grr…) I found quite a few great examples of what can be done…

Craftworld Eldar

Saim-Hann Fire Prism by richardvan
Saim-Hann Tanks by Tzardauker
Saim-Hann Banshees by richardvan
Biel-Tann Autarch by nels0nmac
Biel-Tann Fire Prism by Baumkrone1000
Iyanden Falcon by SpaceMarineJunkie
Iyanden Wave Serpent by Teflon Billy
Iyanden Wraithlord by Davius Baneheart
Ulthwe Falcon by philologus
Aliatoc Falcon by Zagi

Custom Schemes

Altansar Tanks by TheIronJef
Falcon by slejer king
Falcon by Mohorc
Warwalker by Tagamoga
Eldar models by Rasko
Strike Force by MayBugM


“Leaf of Tree Vakhari” – Fireprism by Yellow One 

There certainly are no constraints on what looks good on Eldar.  With lots of smooth curves and flat open spaces, there’s no doubt it’s a painter’s army.  I really don’t want to do the yellow of Iyanden, though it looks great when done well.  I think the red Saim-Hann is overdone – it seems to be the to Eldar what Ultramarines are to Space Marines.  I think the green and white of Biel-Tann would play to my strengths, but it doesn’t seem terribly impressive.
So, what do you think?  

Should I do a standard Craftworld Scheme?  
An adaptation of one? 
Something completely different?  

Tell me your thoughts below!  Seriously, comments keep me fueled.

My first time out with Skorne, trying an extended battlebox.

The lists:

Points: 26/25

Koldun Kommander Aleksandra Zerkova (*6pts)
* Juggernaut (7pts)
* Juggernaut (7pts)
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts) (10pts)
Doom Reavers (Leader and 5 Grunts) (6pts)
* Greylord Escort (2pts)

Points: 25/25

Master Tormentor Morghoul (*7pts)
* Cyclops Brute (5pts)
* Cyclops Savage (5pts)
* Cyclops Savage (5pts)
* Razorworm (4pts)
* Titan Gladiator (8pts)
* Aptimus Marketh (3pts)
Paingiver Beast Handlers (Leader and 3 Grunts) (2pts)

Yes, I knew he was a point over going into the battle.  I didn’t think it’d be a big difference…

My opponent won the roll off and elected to deploy first.  That’s Zerkova way in the back behind both Juggernauts.  The Nyss spread out and the Doom Reavers Advanced Deploy with a bit over 2″ between them, just to be sure.
Due to Morghoul’s small Control Area, I basically just bricked up, with my Beast Masters in the back with Morghoul and Marketh.  The Razorworm Advance Deployed, and began the game dug in.  I’m using Cygnar faction tokens for my spells.  The dug in marker is obvious, but the others may not be.  The “Power” tokens mark an Abused beast, and the Shield icon represents the Brute’s no-knockdown animus.  The blue circle represented Admonition.  Other than that, the yellow bits are Fury.
The green felt were forests (difficult terrain) and the bunker parts were elevated (cost you 2″ to get up).
On Zerkova’s first turn, everything ran, for the most part.
Similarly, on Morghoul’s turn, most everything ran.  The Gladiator and a Savage were abused first for some extra speed, and the Brute tossed his animus on Morghoul.  The Beast Handlers healed most of the damage from Abuse, and Marketh felt useless.
Zerkova then sent forth the Nyss to deal with the Razorworm.  They advanced towards the bunker on the left, and a few even climbed up top.  They plinked away most of his health, but the worm survived.  Everything else basically advanced a bit and did nothing.
The Skorne herd advanced as best it could.  If I’d Abused / Enraged the beasts, they may have been able to run into combat, but they’d just get slaughtered by the Doomreaver Weapon Masters.  Instead, I did my best to gauge threat ranges and put myself just outside them.  The Razorworm however, went in to try and eat some of that elusive elf it loves so much.  (Quite the delicacy!)
The Razorwurm was able to charge, but after that was outside Morghoul’s Control, so couldn’t boost to hit against the Nyss defense.  It’s chomp missed. 
Admonition did go up on the Titan.  Why not?
Zerkova then instructed the Nyss to press forward and attack!  Unfortunately, they did and triggered Admonition.  This let the titan advance to the rear and block the Nyss line of sight to Morghoul.
Since they couldn’t get a bead on on Morghoul, they picked off all four Beast Masters instead.  Ouch.  Marketh did get some souls though!
The Doomreavers then charged the forward most Savage, but failed to kill it.
On my turn the Razorwurm frenzied and killed a single Nyss.  Morghoul healed the forward Savage enough to have all three aspects back, then cast Admonition on the Titan again.  The now refreshed Savage (with all of 5 health left) took some swings at the Doomreavers nearby, and was able to kill two of them.  Marketh then abused the rear Savage, who vaulted forward and killed another Doomreaver and their Greylord Escort (stupid tough rolls…).  The Titan chugged over, as far from the Nyss as possible, and was followed up by the Brute who kept getting is huge halberd stuck on trees.
The Nyss then advanced and focused on Marketh.  With their combined efforts, he was toast, despite his Ghost Shield.  The Nyss still engaged with the Razorwurm were finally able to get through it’s thick hide and kill it. The Doomreavers encircled the Savages and subsequently hacked both to pieces.
That Abuse token belongs on the far Savage.   Oops…

Morghoul abused the Titan, upkept Admonition on it, and then advanced so that later, the titan would be in Control Range.  The Brute closed with Morghoul,  doing his best to get in the way of the hail of arrows.  The Titan then trampled forward over the Doomreavers at the left Juggernaut.  Once there, he did some damage, but not enough.

Zerkova focused entirely on her ‘jacks and let them loose.  The one engaged with the Titan just cut right though what little armor it had.  (At straight dice for damage, it didn’t take long to kill the titan).  The un-engaged Juggernaut slammed the Brute clear across the field.  The Brute was now too far for Shield Guard range!  
The Doomreavers knew it was now or never, and charged Morghoul.  The first to hit didn’t deal much damage, but the second one would have surely killed Morghoul.  The damage was shunted to the Brute instead.
The Nyss knew that they couldn’t hit Morghoul with their arrows, so they chose to surround him and thus charged.  The few that managed to connect with their blades didn’t do much damage.  
Completely surrounded, Morghoul did what he does best.  With full fury, he was able to unleash 12 total attacks!  I however stopped at 10, since I wanted one last transfer.  Morghoul wasn’t able to kill all the infantry around him, and I ddin’t want to chance a free strike from the remaining weapon masters.
At this point, Morghoul was charged by both Juggernauts, and didn’t stand a chance.

While there were one or two order of activation things I feel I did well, I know I made mistakes.  I also think my opponents list was fairly well matched to take on my list.  He had a very strong ranged element to which I had no answer.  The anvil to that hammer was the Doomreavers, which were positioned on the other side of me, so I had nowhere else to go.
The long and short of it is, I was outgunned and outplayed.
In the future, I need fewer beasts, and more models on the table.  My Praetorian Swordsmen would have been a great thing to tie up the Doomreavers or Nyss, which means I would have had my beasts longer.  Morghoul’s small 10″ Control Range hurts, but Skorne doesn’t have a Squire like model to extend that at all.  Marketh does for spells, but that’s it.
It was a fun game and a learning experience.  I’m definitely going to have swordsmen with me next time though!!
Post your comments and thoughts below!