Sunday 31 January 2010

Army Build

Off topic but, how should sentinel scouts be armed. The emphasis in anything I read is always on autocannons or lascannons, or now a plasma cannon. The ability to move and shoot, take out tanks and terminators. Yet in the days when I played in this way the sentinels were always too fragile to stand in the gunline against tanks or autocannon equivalent armed terminators. IG guard shooting was also then as now apalling. When push came to shove a critical miss was more likely than a game winning hit. The maximum armour on sentinels was 10. A squad of bolter armed spacemarine equivalents could take a sentinel out the game with a few well aimed rapid fire shots. The special scout move seemed most useful for taking cover. And why get up close and personal when the sentinels had ranged weapons.

Then I realised what sentinels were actually for. They were diposable. They were not for taking out tanks but for mayhem during the first 2 turns. Ranging in front of the gunline and causing pain to the enemy. Armed with a heavy flamer the ballistic skill worries were gone. A strength 5 hit on the rear of a rhino had a good chance of causing pain. There were no cover saves. The scout move could be used to get up close and personal and flame the space marines instead of hiding. In the absence of power fists a strength 5 attack in close combat could also sometimes cause pain and disruption by popping a rhino or space marine or 2. Hence I used a cloud of basic sentinels armed with heavy flamers to scour space marine heavy weapons teams from cover before they could dominate the battle or to disrupt the rhino rush.

Nothing has changed with the new aroured sentinels. Heavy flamer is still best. The extra armour gives greater survivability. What do you think autocannon or heavy flamer. Range attacks or close and personal?

Sunday 24 January 2010

Some more Demolisher Progress

Tracks are on now after some drybrushing. Next steps are highlighting and detailing and then adding the mud and grot that tanks accumulate. Note that I have decided to shorten the gun barrel back down to the original GW size. It looks cooler possibly.

Next step is to finish the tracks. I always find that the last gap for the last single link is always too small for the part. So I create a custom linke from one of the track parts.
I always try to put this weakest link under  the tank. After that high lighting the two base colours which are astronomicon grey and rotting flesh over a sand base coat.



The commander has no left arm yet as its not possible to insert and remover him from the turret with this in place. The sponson mounted plasma cannons are gun metal washed with devlan mud. The other project on the go is the penal legion squad. Deviant abhumans plus a custodian transferred from the Cadians. Finally back to the Inquisition there is a penitent engine to finish painting.






Sunday 10 January 2010

Monday 4 January 2010

Trying out spray painting

No pictures as yet. I have been trying the GW spray gun. Being careful I used it outside. What I found is with the propellant getting cold as the spray gun is used and outside temperatures sub zero the spray gun did not work so well. A halo of ice crystals formed on the spray nozzle, the paint blobbed and the propellant can had to be shaken to give the spray some oomph.

The Demolisher was sprayed, blobbiness removed with a high lighting wash. Secondly the stripped steel legion were given a base coat. Pictures to follow