Wednesday, July 22, 2015

Chaos Daemons/Chaos Space Marines/Inquisition vs Imperial Fists, 21.07.2015

In preparation for the coming tournament, I am back to fighting my old opponent, with each of us trying new stuff on the tabletop.

Mission: Cloak and Shadows

Map: Hammer and Anvil

Lists:

Chaos Daemons: Combined Arms Detachment

  • 10-man Pink Horrors, with Instrument
  • 3-base Nurglings
  • Daemon Prince of Nurgle, wings, armor, exalted gift, greater gift, Psyker level 1 (Portalglyph, Touch of Uncreation, Summoning, Stream of Corruption)
  • Daemon Prince of Nurgle, wings, armor, 2 greater gifts, Psyker level 1 (Greater Etherblade, Touch of Uncreation, Summoning, Stream of Corruption), warlord (Lord of Unreality) 
  • Soul Grinder of Nurgle with phlegm bombardment 

Chaos Space Marines: Allied Detachment

  • Be'lakor
  • 5-man Chaos Space Marines

Inquisition

  • Ordo Xenos Inquisitor, power armor, Psyker level 1, Conversion Beamer, Force Sword (Perfect Timing, Prescience)
  • Inquisitorial Henchmen: 2 Crusaders and 3 Daemonhosts


Imperial Fists:

  • Combined Arms Detachment

    • Techmarine with Servo-harness, warlord
    • Venerable Dreadnought (Storm Bolter, Assault Cannon) in Drop Pod
    • 10-man Tactical Squad (Heavy Bolter, Plasma Gun) in Rhino (Dozer Blades)
    • 10-man Tactical Squad (Heavy Bolter, Flamer)
    • Land Raider Redeemer
    • Thunderfire Cannon
  • 1st Company Task Force

    • 2x  5-man Assault Terminator squad, 3 Thunder Hammers + 2 Lightning Claws
    • 5-man Vanguard Veterans, Jump Packs, 2 Power Swords, Relic Blade on the Sergeant

Deployment

I won the deployment roll-off, so I put my stuff in place. From top to bottom: the Chaos Marines are ready to sprint forward to hold the objective, with the Warlord behind to offer support. Horrors in the ruin with Be'lakor. The other Prince behind the Grinder. Inquisitor at the edge of the table in the back row, 3 Bloodletters posing as Daemonhosts, with the other two figures in the front rank being the Crusaders.


Top to bottom: Tacticals, Terminators, Rhino with Tacticals, Techmarine in Land Raider, Terminators. Thunderfire cannon in the ruins. Nurglings infiltrated in the ruined tower, out of line of sight.

Chaos Daemons, turn 1.

 
Be'lakor moved up in swooping mode, with the other two Princes gliding ahead. The Nurglings occupied all 3 tiers of the ruin, firmly entrenched.
Some shooting occurred as the Grinder and the Inquisitor let fly with blasts, killing 2 Tacticals and 1 Terminator. 
I scored 2 Objective points.

Imperial Fists, turn 1. 

The massed troops on the center of the table moved up. The Dreadnought dropped in behind enemy lines. It unloaded into the Daemon Prince along with the Land Raider, scoring 1 wound despite 2+ Jink. The Thunderfire cannon decimated the Inquisitor's band, leaving him alive with 1 Daemonhost and 1 Crusader.

Chaos Daemons, turn 2.


I moved in for the kill. Be'lakor landed in the ruins next to the cannon; the Warlord prepared to charge the Rhino (while still holding Objective 2) and the other Prince prepared to assault the Dreadnought...

 ... and promptly died due to S10 Instant Death. 6 attacks, hitting on 3s, S6 Armourbane vs AV12 resulted in 1 penetrating hit, inflicting a Shaken result. The Soul Grinder charged the Land Raider, inflicting 1 glancing hit. So miserable failures all across the board. At least the other Prince popped the Rhino... failing yet again in another way. I had 2 Hold Objective 2 cards, and the Marines that piled out now held Objective 2, being a troops choice in a CAD. At least I had First Blood.

Imperial Fists, turn 2.

 Vanguard Veterans, arriving from Deep Strike behind my own Marines.

The Raider and the Tacticals unloaded into the Warlord, opening up the charge for a squad of Terminators (1 is missing due to my earlier Conversion Beamer shot). Naturally, I failed to inflict any wounds due to 3++ Storm Shields (even with WS9/Fleshbane), got a few wounds myself, and promptly dissolved due to Daemonic Instability.




The other squad of Terminators charged Be'lakor (rerolling charge range due to Formation bonus), and got locked in endless combat.
The Dreadnought charged the Soul Grinder. At least I got lucky there, and the Grinder emerged victorious, with 1 HP remaining.

Chaos Daemons, turn 3.

Reeling from the previous turn's losses - both Daemon Princes in one fell swoop, I tried to hatch up a desperate counter-attack.
I retreated with the Chaos Marines, and managed to shoot off 1 Vanguard Veteran - luckily, a Power Sword.
The Grinder charged the Tacticals, made them run away, but failed to catch them.
I got 6 Daemonettes out of the Portalglyph, which ran towards some objective.

At this point, I was holding Recon and 2x Hold Objective 2. With Objective 2 out of reach, I made a move with my Nurglings towards Objective 6 in the far off corner. However, it was a long way to go, so I threw away Recon.

Imperial Fists, turn 3.

The Veterans charged my Chaos Marines. Due to exceptionally bad rolls, they only managed to kill 1, and made them run away.

The Land Raider managed to take off the last Hull Point of the Grinder.


Chaos Daemons, turn 4.

 The Chaos Marines ran off the board.

I managed to clear my side of the board - somewhat. The Inquisitor shot into the Veterans - killing none. But then I though - hey! my Daemonhost has random powers. Maybe he can do something. I got the AP3 Blast and killed 3 out of 4. The last one was killed in a most ignominious way - in close combat, by Pink Horrors. Of which I got another 2 out of the Portalglyph, somewhat offsetting the Psychic loss of the Princes.

Another exceptional roll - 12 on the Warp Storm table - got me a squad of Bloodletters. They successfully arrived near Objective 6, and stayed there for the rest of the game. Sadly, I already threw away Recon.

Imperial Fists, turn 4.

The Land Raider poured its firepower into the two small squads, killing off the Horrors. The mass of Marines retreated towards Be'lakor, giving me an opening at Objective 2!

Chaos Daemons, turn 5.


This took a fair amount of maneuvering, but here goes. The Horrors stretched out into a Konga line. The goal was to hold Objective 4 (due to Objective Secured), but also get close to Objective 2 for a tactical Summoning. And I did get it off, bringing a squad of proxied Daemonettes. With that many Objectives held, I also got Ascendency, bringing me back into the game at 7 points.

In the back, Be'lakor had finally killed the Terminators. The combination of Invisibility and 4++ really saved him.

Imperial Fists, turn 5.


Bolter fire from the tactical destroyed the Daemonettes.
Concentrated firepower shot off my Horrors from Objective 4, leaving it held by the Drop Pod. Thus scoring Ascendency (among other things), the Fists also came up to 7 points. It was now a tie. But the game continued.


Chaos Daemons, turn 6.


More Horrors out of the Portalglyph. More Summoning (Bloodletters up there). More points, getting me to 10. At points like this, scoring all 3 Tactical Objectives in my hand was a Godsend, with the Nurglings getting their points value back in Victory Points by holding Objective 1.
Be'lakor charged and destroyed the cannon, reducing the number of Objectives possibly held by the Fists.

Imperial Fists, turn 6.

 The Land Raider, and the Techmarine which got out, unloaded into the Nurglings. Despite all those Flamers, I got off with only 2 wounds scored on the bottom one.
The surviving Terminators moved in to charge Be'lakor.
After 5 rounds, the Crusader in front of the Inquisitor finally failed a save and died to Stormbolter fire from the Drop Pod.

At the end of turn, we counted up points, tallying at 10-8. The game would have continued to turn 7, but we both drew our Objectives, and concluded that it would be over at 13-11. At this point, my opponent called it with an epic handshake.

Conclusion

  • This game made for the most interesting comeback. After turn 2, I was ready to concede, but decided to carry on just in case. Summoning was a lot of help; though, to be honest, my summoned troops didn't kill anything; they just held objectives. However, in an Objective-oriented game, that was enough.
  • Be'lakor is awesome! Obviously, I knew that even before fielding him for this first time; however, holding off a squad of Terminators (unlike the Warlord Prince, which crumpled in a round) made me realize just how awesome he is.
  • The Inquisitor with the Conversion Beamer was a failure. He barely killed anything, even with Perfect Timing (although, to be honest, he mostly targeted 3++ Stormshield Terminators). The Come the Apocalypse deployment restriction was crippling, although I realized that I could have put him in the other corner of the table.The squad wouldn't have made back its points, if it wasn't for the hero Daemonhost killing 3 Vanguard Veterans in one shot.

Monday, July 20, 2015

Stripping paint from miniatures

As an enthusiast of buying second hand miniatures, I have often got my hands on partially (or badly) painted models. Even if unpainted, the models needed work to prepare them for mounting on magnetized bases. 


For specifics on what I've bought so far, take a look at Buying miniatures on eBay.

Preparatory steps: removing the base

First off, how to un-base miniatures. There are plenty of reasons to do this. It makes removing paint easier, since the miniature is smaller without its base. If the base had already been flocked, that might get ruined when applying the needed chemicals. If the model is really old, its base size may no longer fit the rules. Or you would like to port it from a square base to a round one. Or you would like to magnetize its base.
Anyway, a hobby knife is needed! With some luck (and old and dried up, possibly lower quality glue), you can wedge the knife between the miniature and the base, and push it through. Applying some vertical pressure with the blade will slowly, but surely separate the two pieces. Be very careful! Too much pressure can break the miniature or the blade, so don’t get your fingers in the way.
If you’re out of luck (or the used glue was of very good quality), you will not be able to wedge in the blade, and the miniature will refuse to budge. I did not see any other solution than to actually cut through the plastic. Hold the knife as close as possible to the base, and use small, saw-like movements. I’ve got pretty good results. The miniature doesn’t show damage (maybe if you look very closely you can notice something). The base has some leftovers on it, but that doesn’t matter anyway since I’ll be mounting something on it during games. I’ll stress again how careful you have to be when doing work like this. Applying pressure or cutting through plastic using a thin blade can be extremely dangerous for your fingers (or even worse, for the miniature!). By gripping the miniature tightly, you may also apply pressure where it wasn’t needed. I managed to break off an arm and a sword like this, but I could glue them back afterwards.

Stripping paint: early attempts

If you can't get your hands on industrial grade chemicals (or would like even lower budget solutions), go ahead and read this.

Before reading up on anything on the internet (even before buying second hand miniatures), I’ve already tried to remove the paint from an Ultramarine. I’ve looked around the house - I’ve found some acetone. I applied some to a piece of cotton a stick, and I rubbed it all over the miniature. The paint went off of all the large and flat areas, but I couldn’t remove it from the eyes, joints and other finer details. I’ve later read that you can actually leave the figure in acetone over the night, and the paint comes off by itself - but it will also melt the plastic!
Later, when I started repainting used miniatures, I’ve read through a couple of blogs and forums in search of a better solution. I’ve found lots of suggestions which I couldn’t apply, because I couldn’t find the mentioned chemicals (which were mostly available only in the US). So I looked up some local forums instead. Everybody was extremely helpful, and I received a load of advice. I immediately noticed two substances which are available in most households here: dishwashing detergent “Fairy” and medicinal alcohol (a.k.a. “Mona”).
I first applied the detergent. As a rule, you have to leave the miniatures in the substance over the night for softening, after which you need to rub it using a toothbrush. The first brushing removed most of the paint (again, from the large and flat areas). I applied two more brushings (each after another night in detergent), which successfully removed about 80% of the paint. Much like acetone however, it didn’t really touch the crevices which make up the fine details. Moreover, some colors (probably due to the type of paint used) did not react at all to the brushing - a shade of white and a bronze proved completely resistant. The entire process was also pretty uncomfortable, as a couple of brushstrokes immediately transformed all the detergent on the miniature into foam, and I just had to brush on without actually seeing what I am doing. This also resulted in not seeing what I’m holding, so, due to the tight grip needed to keep the miniature in my hand, I’ve my hand cut and pierced all over by the spiky bits of the miniatures. So I’ve decided to try out the alcohol.
Once again, I’ve let the minis soak over the night and then went at them with the brush. I’ve removed another 10% or so of the paint, mainly the colors that were resistant to the detergent. However, the job was still not finished. Worse, when I stuck my hands into alcohol to fish out the minis, I got stung all over due to the cuts in my skin. Talk about the dangers of the hobby!

Stripping paint off plastic miniatures

After the above adventures, I got really tired of everything, and decided to apply the final solution: brake fluid. This was the substance recommended by the most people.
Brake fluid is more expensive and harder to get than detergent or alcohol (try the nearest gas station), but it’s also a lot more efficient. After a single night of soaking, the paint basically fell off at a gentle brushing. I’ve successfully removed all the paint, even from the smallest crevices! I can warmly recommend to just start out with this for anybody who wants to start such projects.
(I’ve later heard that some break fluids can melt plastic - it did not happen when I gave it a try.)

Coming up: an illustrated guide.
 Any break fluid will do.
You'll need an empty box for soaking the miniatures. The more break fluid you pour in, the better the results. I've tried using a plastic bag; that way I saved on break fluid, but was eventually forced to repeat the procedure, for not all the paint had come off.
Make sure to cover all the plastic fully with the fluid.
For extra safety, I've wrapped a plastic bag around the box. I don't know whether the fumes themselves help, but I'm not taking any chances.
Leaving them to dry after scrubbing on an empty pizza box.

Notes

Break fluid has a very strong odor. If you can, do all your work outside; or at least, in a well ventilated area. In either case, you definitely want to leave the miniatures for soaking outside.
If it eats paint like that, I don't think it's good for other surfaces either (or your skin, for that matter). Make sure to wear rubber or plastic gloves while working. Make sure not to drip the fluid on anything.
Brushing paint off is very messy; small particles of paint will fly off in every direction. Work in a cardboard box, or at least cover the table you're working on with paper or cardboard.
The fluid has an oily consistency. Some of it will remain on the model after brushing. After brushing, I usually put the model under running water to clean it off, then leave it in the open for a couple of days. That way, both the water and the liquid evaporates. Again, this is a heavy fluid; don't put leave the stuff to dry on a thin piece of paper, as it will quickly soak through.


Stripping paint off metal miniatures

Ever since discovering brake fluid, I've used it for every occasion to strip off paint. In one case however, it failed. Fortunately, it was a metallic model, so I could take extreme measures.

I still have no idea what kind of industrial grade paint job covered this model. Two nights in brake fluid and two vigorous rubbings barely managed to get off a portion of the paint.

After the first soaking, most of the paint had come off of these miniatures. A second session did the job - except, of course, for this guy.


Being made of metal, I knew I could safely dip it in all sorts of chemicals not safe for plastics. Once again, I tried out whatever I could find around the house. First off, acetone!
I followed the same procedure (soaking, rubbing) and it got most of the paint off. But I was far from happy. There were still huge globs of paint in the joints and recesses. Some of the paint was barely scratched. In other places, it was coming off in huge flakes, partially still attached to the model.

Enter industrial grade paint remover.

This stuff is hardcore. I used a medical facemask to ward off most of the fumes. You can also see my other gear in action: rubber glove for the hand that holds the miniature, plastic glove for the hand which holds the brush, and the brush.
Obviously, I trusted the substance too much; I filled a container (that ashtray) with the liquid and left the model in it for 30 minutes. There was some progress, but not enough.
I had to go the old route. I filled an expendable container with the liquid, and left the model to soak for the night.
Sure enough, it worked:
And after a vigorous brushing, my Bloodthirster is finally ready for assembly:

Notes

This stuff, besides smelling nasty, is also volatile. You definitely want to do this outdoors.
Do not, under any circumstance, use any containers that store food.
Do not, under any circumstance, do this in the kitchen.
Wash the model with running water (as above) and leave it to dry in a well ventilated area.


Wednesday, July 15, 2015

Chaos Daemons/Chaos Space Marines vs Tyranids, 14.07.2015

This battle kind of started off on the wrong foot.
We had made an appointment for a 2v1 2000 points battle. My opponents were supposed to be Tyranids (from last game) and Necrons. I know our local Necron player usually brings Decurion, for which I have 0 sympathy, so I put together the best (worst?) list I could think of: CAD of Chaos Space Marines including Be'lakor and a flying Nurgle Prince with the Black Mace; CAD of Chaos Daemons including Kairos and two flying Princes with Grimoire and Portalglyph. Unfortunately, when arriving at the gaming store, I found out that the Necron player couldn't make it. So we decided to go for a 1500 point game with the Tyranid player. I would have brought a less powergame-y list for that; alas, I only had a limited selection of models at my disposal. I actually asked my opponent to choose between the Black Mace and Be'lakor - not that either choice would have been a lot better... So on to the match.

Mission: Contact Lost

Map: Dawn of War

Lists: 1500 points

Chaos Daemons: Combined Arms Detachment

  • Kairos, warlord
  • flying Nurgle Prince with armor, Grimoire, Balesword, lvl 3 Psyker
  • flying Tzeentch Prince with armor, lvl 2 Psyker
  • 10 Pink Horrors
  • 3 Nurglings

Chaos Space Marines: Allied Detachment

  • flying Nurgle Prince with armor, the Black Mace, lvl 3 Psyker, spell familiar
  • 5-man Chaos Space Marine squad

Tyranids:

  1. Combined Arms Detachment
    • flying Hive Tyrant, warlord
    • Tervigon
    • Hive Guard
    • Warriors
    • 2x 15 Termagaunts
    • Zoanthrope and Neurothrope
  2. Sporefield
    • 3 Mucolid Spores
    • 3 Spore Mine Clusters
  3. Living Artillery Node
    • 1 Exocrine
    • 3 Biovores
    • 1 Tyranid Warrior Brood 


Deployment

I won the roll-off for deployment, so here goes (top to bottom): the Black Mace threatening the right flank; Nurglings infiltrated into a forest to hold an objective; Marines holding an objective in cover; everything else is behind the ruins. The painted model is the Tzeentch Prince; the unpainted model is the Nurgle Prince; Be'lakor proxies Kairos.



Tyranid deployment, bottom to top: Gaunts, Hive Guard (warrior + genestealer models), Exocrine (carnifex model), Biovores (brown genestealer models), Warriors, Tervigon (crowned Gaunt on huge base), Flyrant (my Bloodthirster model), Warriors, Zoanthropes and Gaunts. Lots of infiltrating Spore Mines and Mucolids (everything beyond the deployment zone).



Chaos Daemons, turn 1.

Kairos and the Tzeentch Prince swoop up to unleash some psychic shooting; the Nurgle Princes keep in gliding mode, prepared to do some charges next turn. Of course I failed most powers, or failed to do real damage. Kairos even got a wound from Perils. I annihilated most of the spore mines, but they 1) don't award victory points (so no first blood or Overwhelming Firepower) 2) all went back to ongoing reserves.



I threw away my objective - the only shooting I had was the Marines.

Tyranids, turn 1.

Everything moved up and unleashed a lot of shooting. The fliers weathered all the shooting, while 3 Marines and a couple of Horrors died. (Go to ground in ruins gives 3+ cover save, rerolling 1s because Tzeentch. Just as planned.)



The pulled objective was Demolitions, so that was thrown away.

Chaos Daemons, turn 2.

All of Kairos' psychic shooting killed 1 Biovore and wounded a Hive Guard. The swooping Tzeentch Prince had to turn back to deal with all the Spore Mines deep striking / landing from the Biovores near the vulnerable Nurglings.
At least the two Nurgle Princes got of charges. I successfully slaughtered the Warriors (Instant Death from the Balesword did wonders), while the other Prince murdered a lot of Gaunts, pulling them from the objective.


I scored First Blood and 2 out of 3 objectives.

Tyranids, turn 2.

No objective cards for the Tyranids.
Out of synapse, the Gaunts fled back towards the table edge.



The Flyrant turned around to provide them synapse; it also got to shoot at the Horrors with great effect, leaving 2 alive.



I rolled a 1 on the Black Mace, hitting myself, and not killing enough Gaunts. 1 remained alive.


Chaos Daemons, turn 3.

Having nowhere to turn and not wanting to get bogged down in combat by Gaunts, Kairos flew off the table.
Tactical summoning by the Nurgle Prince to contest the objective held by the Zoanthropes.



The other Nurgle Prince murdered the other Warrior Brood. The Tzeentch Prince spent all its energy destroying Mucolids and Spore Mines.



I scored two more objective cards.

Tyranids, turn 3.

My solid objective denying paid off. 1 more objective card was pulled, Big Game Hunter. This was a final blow to morale - all my Monstrous Creatures seemed unkillable.



Still, the Tyranids tried everything possible, with all out shooting. Spirit Leech and Warp Blast was denied with a bucketload of dice. The Balesword Prince failed 3 2+ jink saves (statistics was bound to come back and bite me some time), but he only took 2 wounds thanks to Kairos. Still, that was it. As a final push, a Mucolid assaulted my Nurglings and installed 2 bases - but I still held the objective with the last one.

At this point, the shopkeeper kicked us out; it was well past 10 p.m. The score was 5-0, so my opponent agreed to call it.

Conclusions:
  •  Sporefield is the most annoying formation I have encountered so far. Not the best; not the most powerful; but certainly the most annoying. I have spent a ridiculous amount of energy to destroy those puny mines, before they insta-kill all my Nurgling Swarms and Marines.
  •  A powergame-y Flying Circus stomps a less competitive list. The end.

Friday, July 10, 2015

Magnetized weapon arms

Introduction


In Warhammer 40k (and, to a lesser extent, in Warhamer Fantasy), there are many models with multiple weapon options or other upgrades that are visible on the model. Of course, you can always just glue on the best looking one, and then proxy an axe as a sword (or the other way around). However, there are several reasons why you would like to go WYSIWYG on your models. It might be required by a tournament or a gaming club, or maybe you just like to get things done right and proper.

Magnetizing large models

The bigger, the better - it's a lot easier to magnetize large things. Take the Soul Grinder as an example.

Soul Grinder

The Soul Grinder can hold a sword in its right hand, or it can have a huge claw instead of a hand. Obviously, the sword is the default choice in Fantasy, and the claw is the default in 40k.
I’ve glued a magnet to each hand option, and another on the arm, such that it would be as close as possible to the magnet on the mounted hand. The magnets don’t actually touch, but they attract each other with enough force such that the mounted hand does not fall off.  The model is large enough to use my 5mm magnets - the same ones used for the magnetized bases.
 You can't really tell the difference between the magnetized right hand and the glued-on but ill-fitting left arm.

Magnetizing small models

This is where things get mucky.
Magnets can no longer be just glued on anywhere; you need to drill holes to fit them (and you probably need small magnets). So here's some tools that come in handy:
A battery operated drill is excellent. However, the smallest drill head I could find for mine was 3mm thick. So I bought a 1mm thick drill head, and used it manually, by twisting and pushing it with my fingers. It goes surprisingly well; however, my fingers tend to hurt after long work hours.

Magnetize Space Marine hands

I got a squad of 5 Chaos Marines. I decided to magnetize the champion for WYSIWYG weapon options.
Tools: 1mm drill, 1mm magnets.
I have already prepared all the pieces. I've got a hand holding a bolter and an arm holding a sword. I cut the hand off the bolter and the arm off the sword hand using the hobby knife.
Use the 1mm drill to make the small holes, then put magnets in them. Everything is so small, I didn't even use glue directly from the tube; instead, I pushed out a small amount on a piece of cardboard, then used a tooth pick to put some glue into the holes, before pushing the magnets in.
There was no way I could take a picture of the work in progress, as superglue dries quickly. Here's the end result:
And here's the guy holding his new toys: