In keeping with the up close and personal approach to Imperial tactics the demolisher besides it cannon has a hull mounted heavy flamer as its principal defensive weapon.
The Lady mascot/icon on the turret comes from a spare Brettonian knights helm.
The rebreather mask was added to the commander to fit in with the Belisimar Imperial Guard theme. I am working my way through 4 squads of these conversions.
Conversions, specialised minis exploring Sisters of Battle, Astra Militarum, Imperial Knights and Inquisition themes
Monday, 1 March 2010
Sunday, 28 February 2010
Sisters ( of Battle) and Magnets
First experiment with magnets. 2 inside the hull of the rhino and two glued to the arms of the bulldozer blade. Magnets from ebay!
The bulldozer blade that comes with the Sister's tanks is so weedy that I decided to attach a spare IG blade using the magnets. Here is the rhino all together.

It is still a work in progress. Exterior paint job to finish and the interior to start.
Here it is with an immolator completed previously
Sunday, 14 February 2010
Demolisher Progress
Here are the latest photos of the paining progress. There is still a bit to do but so not much.
The Mordian with the meltagun is one of my Inquisitorial retinue that is also in progress.
Monday, 8 February 2010
Steel Legion Meltaguns
Meltaguns are in vogue with the current Imperial Guard Codex and 40k rules. The Steel Legion range of models special weapons - only in collectors on the GW site is limited to plasma guns and grenade launchers. I wanted a meltagun for my command HQ. Here is the conversion. First I used a sergeant body. The one with the detachable laspistol arm and the chain sword. The chain sword arm was amputated just above the elbo.
Next the melta gun was constructed and then 2 composite arms from the Warhammer militia bits. Gaps wer filled with green stuff. All the composite bits were pinned together for strength. The model needs a bit more trimming and tweaking. The pose is not comfortable but is acceptable, I think. But not now. The mini has had a rework here : meltaguns v 2
Next the melta gun was constructed and then 2 composite arms from the Warhammer militia bits. Gaps wer filled with green stuff. All the composite bits were pinned together for strength. The model needs a bit more trimming and tweaking. The pose is not comfortable but is acceptable, I think. But not now. The mini has had a rework here : meltaguns v 2
Sunday, 7 February 2010
Penal Legion and Demolisher
A new project - some penal legionnaries from the bits box. Mainly Cadian, with some transplanted boots and heads from the Warhammer Militia. Heads mainly trimmed to be bald as the codex informs us the penal legionnairies are shaved bald as well as having explosive collars or torcs. The figures still need some work including green stuffing collars before painting bald heads with tattoos and faded uniforms.
Painting progresses with the Demolisher as well : -
Mud washes are on, highlighting and dry brushing dust to follow
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?
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
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