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THANK YOU FOR VISITING MY WORDPRESS SITE.
I HAVE NOW RELOCATED TO http://binxshobbyblog.co.uk
COME AND SEE ALL MY NEW CONTENT IN MY NEW HOME
I’ve some Death Guard figures since the release of the new version of 40k, and they have been living in their box ever since. They have occasionally ventured out for me to wistfully think about what I was going to do with them, and how they would go together if combined with the Putrid Blightking miniatures from Age of Sigmar.
I finally cracked and decided to build and paint one Death Guard just to see if a paint scheme I had in mind would work. I am still working my way through my Fimir, but as I had come to the end of painting the skin on the 12th of these and hadn’t moved on to the next six, this seemed like a perfect opportunity to give this a go.
After building the miniature and undercoating it black, the first paint to be applied was the Games Workshop technical paint Typhus Corrosion. This paint is quite thin, and has tiny little bits in it. These bits help when it comes to drybrushing the rust colour on, which we’ll come to in a bit.
Next I game the armour plates of the model another coat of Typhus Corrosion, to really emphasise the the decay that the armour has gone through.
Next was an all over drybrush of Ryza Rust, another of the Games Workshop technical paints. For this stage I applied two really light drybrushes, as going over the top on the first pass would have made the model very orange. Doing a number of light drybrushes allowed me to get the amount of rust just right. Starting with a large brush, and then using a smaller one to get to the parts the bigger brush couldn’t reach.
The next stage was all the metal work, which would be brass. This was the same technique I have used on my Fimir. A Balthasar Gold base coat…
Then a wash of Druchii Violet…
Next a coat of Balthasar Gold again, leaving the shaded areas alone at this point, then a highlight of Sycorax Bronze and then a final highlight of Stormhost Silver.
The areas of bone were next, these are mainly spikes that jut out of the armour. These were done with a basecoat of Ushabti Bone, a wash of Agrax Earthshade, and then highlighted up with Ushabti bone with increasing amounts of white added, all the way up to pure bone.
This particular Death Guard has a severed head hanging from its belt. This was done with a base coat of Cadian Fleshtone, Reikland Fleshshade wash, and then highlighted up adding increasing amounts of Ushabti bone to the Fleshtone base colour.
The smoke rising from the backpack was done using techniques from the Duncan video for Warpflame This began by basecoating the flame with Ceremite White, and then giving the flame a light wash of Waywatcher Green. I then gave the flame a second coat of Waywatcher, but more towards the tip of the flame. Finally the tips of the flame were done with Moot Green and a final touch of Caliban Green.
The Death Guard’s blade was done next. Base coated with Caliban Green and shaded with Nuln Oil.
The sword was then highlighted up with Warpstone Glow, Warboss Green and finally Nurgling Green. This is essentially the same way I painted the Dark Green Marine armour on the bases of my Tyranids.
The penultimate stage is the chipping on the armour, and this may be something I’ll come back to. The edges of the armour, especially the places that I thought would most likely get some wear and tear, were painted with Runefang Steel. I may go back and add a bit more metal later on when I paint up some more of the squad.
Finally, I added some Nurgles Rot, another Technical paint. This was placed in areas where the most prevalent dents and cuts were in the armour, and gives the feel that puss is running from the most damaged parts of the plates.
Well that’s how I painted my test Death Guard. I did add some Agrellan Badland to the base, but for some reason it did not crackle. I’ll look more into this when I get around to painting the rest of the squad, which I have built. But first, back to the Fimir.
I don’t normally play many games on my iPhone, I’ve downloaded a few, but usually get bored quickly or find they are sapping all my mobile data before I have chance to stop them, which means that Doomwheel from Katsu Entertainment must be doing something right for me to want to play it so much.
I first played this game at Warhammer Fest 2017 back in May, where they had the game linked up to a massive button you could press to make the Doomwheel jump. It was good fun to play, and after that I didn’t really think about it anymore.
That was until I saw a tweet from Nick Bayton from the Games Workshop Community Team, mention that he was playing it and loving it. I decided that I would give it go, and after downloading it, began on my new occupation of Doomwheel operator.
After navigating the menu screen, you are given a map of regions that you can choose from, each region is home to either rival Skaven clans, tough Dwarves or crazy Orcs. You will see that in the above image ‘Foul Peak’ has an associated number, this is how many tokens you need to unlock the region; to start with the number is pretty low, but the more you progress the harder it is enter a new location.
The idea of the game is to get your Doomwheel to travel as far as possible, whilst smashing every foe you see and collecting as many tokens as you can on the way. The only thing you need to do to do this is make your Doomwheel jump, or double jump in Mario style, to avoid obstacles, crevasses or unbeatable enemies.
Most of the bad guys you will encounter are pretty harmless, so you can run them over without issue. Some, like a Troll or Dwarf Ironbreaker may need to be run over multiple times in order to destroy them.
One of the most irritating obstacles you will encounter is a flying piece of rock or warpstone which will land in your way when fired from deep in the distance. These usually come in threes or fours and will need skillful and timely jumps to avoid, otherwise your vehicle will take hits. Once you take enough hits, shown by the rats in the top left of the screen, your Doomwheel will stop and your run is over.
Each time you start enter a new zone, you will have three challenges to complete in order to take over the region and move on to the next. These could be as simple as traveling 1000 metres over the course of many runs, up to something more difficult such as killing 10 Gyrobombers in a single run. Its amazing how often the thing you are aiming to kill just doesn’t seem to appear when you want one. Even if it is all random, or so they say!
Although each run is essentially a test of jumping skill as you negotiate the enemies, each of the three different enemies, so far, all have their own unique looking runs, and with it their own tests of skill. Will you be able to hit those jumping Dwarf Slayers without falling down a mine, will a Goblin Fanatic destroy your Doomwheel in one hit, or will you be set alight with Warpflame (see below)
As well as using tokens to unlock new regions, you can also use them to upgrade your Doomwheel. Want to add a better thruster for increased jumping height, or add more rats for more health, head over to the Workshop and spend spend spend. But make sure you have enough tokens left to unlock the next region.
If you want to brag to your friends about how many Rat Ogres you have killed or how many Eshin Assassins you have run over, you can go into the ‘Things’ menu option and see a running total of every enemy you bested. They are also fully 3D rendered, so spin them round for a full view of what you just splatted in the Badlands.
So it will be pretty obvious to you that I really enjoy Doomwheel. Yes its a straightforward on rails jumping fest, and I’m sure there are many games like it out there in the market place, but being a Warhammer franchised game makes it appeal to me more than anything else out there.
I’ve started to add my own ‘house rules’ to my runs to make it a bit of a challenge as I try to gather enough tokens to unlock the next region. Try doing a run where you are only allowed to jump if not doing so would cause you damage or kill you. Try getting a really long run by killing as minimal enemies as physically possible. If you think of any other ‘house rules’ let me know.
Right got to go, these tokens wont earn themselves!
As you may have seen I recently ‘finished’ my Tyranid army. When new 40k came out and the Indexes were released I hastily added up the points of my existing Tyranids, which were about 1750 points in old money to see how close I was to the magic 2000 points of a matched play games in the new edition.
After adding up my list under the new points, I was pleased to see that I could easily fit my in all my my current painted Tyranid collection, but would have room for some more beasties.
I decided that I would add 16 Genestealers and a Broodlord to my collection to get them to the magic 2000 points, and keep the theme of no guns in my army, just close combat and psychics.
When buying new miniatures there are a range of places to buy your toys, directly from Games Workshop of course, but there is an ever growing collection of independent retailers who will offer you a tantalising discount. My online retailer of choice is Triple Helix Wargames.
You may have seen my review of their website a few months ago and after praising their web store, I thought it would be a good idea to review the actual process of buying from them.
As I’ve previously blogged, the website is easy to use and I soon had the products I wanted in my basket (2 boxes of Genestealers and Broodlord).
Completing the task of filling in all of your details, registering or logging in is straight forward, and you’ll soon be saying goodbye to your cash and waiting for the postman to arrive.
One thing Triple Helix doesn’t have that other sites I have used in the past do have, is a live stock level indicator. However, if like me you are rarely in a rush to get those toys through your front door, Triple Helix make sure that you are fully informed if anything is out of stock and how long it will take to get to you. If they do have what you’re after they aim to get it out the door within 24 hours, which Royal Mail and Bank Holidays depending, should be with you pretty swiftly.
Everything you could want to know, is well covered in their FAQ section of the webstore, so if you’re not sure, give it a quick read.
On this occasion part of my order was not immediately available, but I received an email within minutes of my order to advise me of what would happen next.
If for any reason Triple Helix don’t have what you’re after, they place their orders to suppliers on Mondays and get their stock in on Thursdays, aiming to have it on the road within 24 hours. So for those who don’t want their miniatures yesterday, there isn’t too long a turn around before it is on its way to you.
This may be a little annoying to some gamers out there, but in exchange for the slightly longer wait, they do offer an excellent 25% discount off Games Workshop products, all year round and don’t just offer an increased discount not just on pre orders like some stores do.
So my Tyranid reinforcements arrived safe and well, and are now ready to have their first outing on the tabletop very soon. I’ll hopefully be able to report back how well it goes.
I’m hoping to take my Tyranid force to the Games Workshop 40k Grand Tournament heat 3 in February. I have my ticket and once the Tyranid Codex comes out, I’ll be hoping I don’t have to make too many amendments, but if I do I know where I’ll be ordering the extra models from.
If I don’t use my Tyranids, maybe I’ll have my Death Guard army up and running, but that depends on what plague ridden goodies turn up from Triple Helix between now and then.
This week I finally finished the 40 Lesser Fimir that I started converting almost a year to the day. The actual miniatures have been finished for a while, but I hadn’t yet tackled the bases. These took a bit of time to do as I experimented with how they looked, but once done I was able to marry the bases and miniatures together.
The bases had been made with a mixture of 1mm thin adhesive cork and bits of Dwarf paraphernalia I had in my ample bits box. I made it so that half of the bases were just cork, and the other half had bits of shield, weapon and the occasional bone.
I drybrushed up the cork with greys, and where some of the cork came off whilst being painted, I covered up the bare cork with some dark browns, and highlighted up this to give the ‘rocks’ a bit more of a realistic mix of stone and mud.
The Dwarf bits I got from my bits box were painted up silver, with a bit of oxidisation to break up the metallics.
Once all the cork and furniture was done it was time for the texture of the rest of the base. I thought I had bought crackle paint, but turns out it was actually textured paint. It didn’t matter though, as once I started to apply this, it looked better than I had hoped.
Once applied, and it had dried, I again drybrushed up the texture. This turned out to be a little more messier than I had hoped but again, not being so neat on the bases paint job gave it a much more natural look, rather than being unnaturally pristine.
After drybrushing up the initial ten bases, I continued with the remaining thirty bases, and had them finished in pretty good time. Now it was time to attached the Lesser Fimir to their bases, fingers and toes crossed that everything would come together.
It didn’t go well when the first Lesser Fimir I took off its base, came away in two parts, I wasn’t expecting to have a model with one leg to start things off. Luckily this was an easy fix, and a little bit of paint will be needed to hid the join, but I’ll do that when I get on to the actual Fimir.
The rest of the Lesser Fimir were much easier to get off their temporary bases. and with a single pin up one of their feet, the miniatures and bases were soon all together. All that was left was to add a few flowers to finish off the work.
Once built I managed to get a few good photos of the finished Lesser Fimir, with a bit of clever positioning I managed to get them photoed without getting in each others way.
Next up are 20 actual Fimir. They have been built for a long time, and are now undercoated. Will be trying to paint these all at the same time, hopefully with the knowledge from painting the Lesser Fimir, these shouldn’t take too long. We’ll see!
This past weekend I attended Blackout ran by Chris Tomlin from The Black Sun podcast, held at Firestorm Games in Cardiff. This was the first UK tournament to use the General’s Handbook 2017, which had come out a week previous.
I have been using my Bonesplitterz in the last few tournaments I have attended, but with the changes to their allegiance in the new handbook, this time I took my Slaanesh. The last time I used this army was at Age of Santa last December, which was also at Firestorm Games, where I came 6th.
Game 1: Total Conquest vs Paul Buckler’s Kharadron Overlords
For my first game I had a grudge against Paul’s Overlords. I have never played these before, so didn’t know what to expect apart from a lot of shooting. Total Conquest is about controlling four objectives, but with the added twist that if you are able to take an objective off your opponent you score 2 vps instead of 1.
We set up, with my army making sure that the Overlords were not able to unleash their firepower in the first turn. Paul gave me the first turn though, and I used this to push up on my right flank where I was still able to stay our of range of his guns. Notice the Gryph hound hiding in the top right hand corner of the board.
With the Duardin’s second turn they sent their balloon laden troops towards me doing plenty of damage to my Hellflayers and one unit of Daemonnettes. Seeing that these were the main threat on my objectives I made them the target of my turn 2 attacks with my Keeper of Secrets making light work of one unit whilst the other unit was chipped away at before they failed a Battleshock test which saw them removed from play.
In my second turn I sent everything forward as fast as possible managing to roll an 11, 11, 12 and 12 for my charges. With each of these charges having +2″ from the Slaaneshi allegiance ability, I was easily able to hit the Kharadron lines and inflict lots of damage.
Unfortunately I lost the roll off for turn three priority, and found out first first hand how good my opponent’s shooting really was, loosing the majority of my units in one turn.
The Daemonnnettes holding the objective on the left of the picture below were reduced to their final member, the banner bearer, and were about to lose the objective, when I popped a 1 for battleshock and saw 6 daemons return to the battlefield and thus hold on to their objective.
After this roll, I was still ahead in the scenario points, and with the Kharadron’s having lost their main base of mobility, I was able to retreat and hold on to the lead. Game one ended in a major win for me, in a really fun game, that I have to thank a timely 1 for.
Game 2: Duality of Death vs Nicholas Nunn’s Chaos
My second game was against a mixed Chaos army, consisting of mainly Skaven with some Plaguebearers in the mix. He had a three behemoths that could cause me some problems, as well as 6 Stormfiends who were ready to pop up at any time to take out my characters.
In the first turn I spread out as much as I could in order to restrict where the Stormfiends could deploy, but in my cautiousness didn’t manage to tag any of the objectives. Both armies got closer together in turn two with my Seekers crashing into the Skaven Clanrats, wiping them out in one combat, and then hanging about in their deployment zone giving them something to think about.
A unit of Daemonnettes got into combat with the Abomination, managing to get it down to 1 wound with their double pile in an attack, killing it in the next turn, only to see it raise from the grave, waiting to be killed again.
In the centre, the Hellflayers and Plaguebearers showed off their inability to do any damage, taking each other on for the whole of the battle.
I managed to tag both of the objectives from turn two, and with no real threats they managed to rick up the victory points whilst the rest of my army, kept the Skaven and Nurgle busy.
The Stormfiends took up residency on my right flank but the Daemonnettes that were fed to them managed to hold them up long enough, with the help of the Hellstriders, to allow me to get an unassailable lead.
By the time that Thanquol finally managed to make his way to the objective shown above, I was already 16-0 up, finally winning the game 16-1. With two wins, it was a great start to the weekend.
Game 3: Battle for the pass vs Donal Taylor’s Beastclaw Raiders
The final game of day one was against an army that was so small in number that I almost had more drops than Donal had models! Battle for the Pass is essentially Border War from the General’s Handbook 1 but done sown the length of the board instead of the traditional set up.
Having had chance to think about this game, I know I played this all wrong tactically. I set up quite conservatively, knowing that if I went second I would get charged, and if I went first I could sneak forward and get the usual first turn five points. I was given first turn and did just that, grabbing the early five points, but giving the Beastclaw a chance to charge me in the first turn, which they did. What I should have done was let Donal come towards me, and then use my speed to get round him and swamp his objective and control the central ones from behind him.
Good play and great dice from Donal, combined with a suicidal first turn charge with my Seekers and horrendous dice for both attacks and the priority meant that I was never going to win this game.
It was close until turn four with both of us scoring 5 points in each of the previous three turns, but eventually my numbers began to dwindle and with the fifth turn to come I threw in the towel and my winning streak had come to an end. Good play by an experienced player and stupid mistakes on my part gave Donal his third win.
Game 4: Scorched Earth vs Joel Smith’s Nurgle
The first game of Sunday was against Joel’s Nurgle, which was a mix of Daemons, Mortals and Skaven. I had taken more pictures, but they were a bit blurry.
The objective in this scenario is to control the 6 objectives, and if you control an opponents objective you can ‘burn’ it to gain an instant D3 victory points or take 1 for each turn you hold it.
The Nurgle force had three units of 30 plaguebearers, one on each objective, so I knew it would be hard work to break them down, therefore I decided to overwhelm the right hand objective as I looked and try and hold on to mine for as long as possible.
I gave the Nurgle the first turn, so I could get the chance of a double turn to increase the chances of sending a god portion of my army into the right hand, as I looked, of Joel’s objectives.
This could have gone terribly wrong as both the Plagueclaw catapults hit one of my units of Daemonettes, but Joel was unlucky to roll two double ones to inflict only 4 deaths instead of an average of 14. In turn two he had similar luck, failing to wound with one shot and only causing 4 damage on a double two with the second.
I managed to hit one objective hard and took control of it after one round of combat, but due to my increased numbers held of burning it straight away. As the Nurgle slithered forward, I managed to exploit a hole in his defenses and using the Seekers superior speed rand 27 inches from through his lines to take control of the left objective too, burning it straight way. As the game went on, the Nurgle numbers began to drop and the amount of attacks the Slaanesh troops were able to put out alongside the debuffs to hit that affected the Nurgle’s ability to cause damage. Once the Verminlord had dropped, the game swung in the Slaaneshi’s favour and in the last turn, the final two objectives were burnt for six points to give me an unassailable lead. I had my third win of the weekend.
Game 5: Starstrike vs Michael Vernon’s Death
My last game was against a skeleton horde. With three units of 40 skeletons, this was going to be a hard slog, although I knew I had a major speed advantage so if I played this smart I had a very good chance to get my fourth win.
The two battle-lines had a lot of infantry ready to rip into each other, my battle line had a few kinks in it to avoid the mystical terrain, I couldn’t afford to standing about while the shambling warriors made their way towards my half of the board.
Michael had first turn and shambled forwards, hoping to form a defensive line so that he could grab his meteor and hope his large amount of numbers could swamp the eventual central objective. I had other ideas and charged almost my entire force into his lines, with only the Hell Striders holding back so to only debuff the skeleton attacks and leave themselves open to redeployment once the objectives turned up.
On my left hand side I used the Damned terrain to buff my Daemonnettes, and they managed to kill 21 skeletons in one round of combat, ridding them of their useful size buffs. Elsewhere I managed to cut down the Undead numbers, whilst using my Seekers to slip through hole Michael had left in his lines.
As turn two began the first meteor landed on my right hand side, which was my weakest at present, but winning priority meant I could bolster the numbers and take the first vps of the game. the rest of my force kept whittling down the skeleton warriors, whilst slowly taking out some Black Knights at the same time. The Undead’s ability to bring warriors back meant that they too got two vps in their second turn to level it up.
Both of the remaining meteors landed in their central locations which was bad for the Undead as I was already standing waiting for the one that landed in my deployment zone, and winning priority again meant that I could swamp the one in the middle of Michael’s deployment zone. Thinning the numbers meant that I scored the maximum 9 points in my turn three, and with the Undead’s numbers down to minimal levels it was looking bleak.
A cheeky Necromancer killing the last of the Hellflayers with a 6 to hit, wound and then generate the damage couldn’t turn the tide, and with time running out, the game was over and I got my fourth win. Michael had done nothing wrong, and losing every priority didn’t help his cause. A double turn for him in any of the turns would have changed the course of the game and made it a lot harder.
So all the games were over and I had managed to get those four wins that had eluded me in so many tournament. I have come away with 3 wins so many times it was amazing to finally do it, even if I had been very lucky to miss the all the Khorne and Tzeentch forces in attendance that weekend.
As the prizes were given out I was over the moon to find out that I had finished 6th. Thanks to a single sporting vote, I had jumped from 11th up to my second sixth place finish at Firestorm Games.
I had a thoroughly great weekend and had five great games of Age of Sigmar against five great people, met up with tournament buddies, and met some new people too. Many thanks to Chris Tomlin for another great event, cant wait for your next one, presumably sometime next year.
I really enjoyed using the Slaanesh, their speed was unbelievable, and caught all my opponents by surprise, I’m sure as they’re seen more and more on the battlefield people will learn what to do to counter them.
I don’t have any more tournament lined up this year now, but if there is something in December or even late November, I may be able to get out to one of them. Failing that I’m sure there will be plenty of things on in the new year, and fingers crossed my Fimir will be ready for South Coast 2018 in some guise or another.
Talking of Fimir, hopefully my next blog post will have an update on their progress, as the forty Lesser Fimir I have finished get to stand on their own bases.
Last week I finally ‘finished’ my 2000 points of Tyranids. Of course everyone knows that an army is never truly finished, and in fact I do have some other painted bits that aren’t shown in this post, which when the new Tyranid Codex eventually gets released, I expect I will end up adding things to this force. That is as long as my single pot of Solar Macharius Orange paint still hasn’t dried up.
So lets go through what is in my army:
First up are two units of four Zoanthropes. I originally only had two units of three, but once the new Index books came out and I saw that having four in a unit gave them a decent boost to their ability to Smite, I immediately bought another box to bulk up both units. On the Battlefield, these have done pretty well, with the amount of big bugs I have in this army, they tend to get forgotten about, but with the ability to consistently pump out 2D3 mortal wounds per unit in the Psychic phase, and a 3+ invulnerable save, they have their place in this force.
Next up are my three Carnifexes. In fact my whole army began with a Carnifex, which I found at a really discounted price in Hobby Craft, when they were clearing out their Warhammer Stock. I managed to pick up two of these for less that the cost of a single one.
You may not be able to see from the picture, but one of the Carnifexes is actually painted to a much higher level than the rest; this is because I had originally intended to paint this whole army up to a really high level, but as usual when it comes to painting armies, that soon fell by the wayside and the rest of the army was painted to a decent tabletop standard. No where near the best of my ability, but good enough to put on the board.
Ah, now the Mawloc. Such a nice kit, but such as arse to put together without spikes digging into you at several points of the construction.
In the previous version of 40k, the Mawloc was a crazy, with the ability to pop up anywhere on the battlefield and nine times out of ten, wipe an entire ten man Space Marine squad off the board. Those times have now sadly gone, and thinking about it, probably for the best.
The Mawloc is now no where near as powerful as it was, but it still has the ability to chip some mortal wounds of units when it arrives, and although not amazing in combat, it does stick around for a long time.
The Hive Tyrant is the first of the creatures in my army that is magnetised. I didn’t take a picture of his alternate pose, but with the magic of magnetism you can remove his wings and replace them with scything talons, and also break him in half at the waist, so he could be used on foot.
Like everything in my Tyranid army, the Hive Tyrant has no missile weapons. I decided early on when making this force, that in my head, this Hive Fleet would fight solely with close combat and psychic attacks. Maybe they mainly fight on subterranean worlds where ranged weapons are not so practical, and prefer to charge down the tunnels slicing their foes to pieces as they go.
That said, I do have some spore mines floating about (pun intended) so could branch out to some floating bombs, and maybe if they become financially cheaper, some Biovores to propel them across the battlefield.
Next up is the Toxicrene, which is the second of my kits that is magnetised. This can also be turned into a Maleceptor, by switching the head, and also swapping out the tendrils for scything talons. I haven’t yet used the Maleceptor in a game as I prefer the rules for the Toxicrene, and that the Maleceptor is more expensive in points so doesn’t fit in my 2k list.
The newest hero model to join my army is the Broodlord. When the new index books for 8th edition Warhammer 40,000 came out I added up the points of my existing Tyranid force, and found that by adding a Broodlord and 16 Genestealers, I would get to the magic 2000 points, so that’s what I did.
The Broodlord kit has him standing on a bit of Tyranid terrain, but to match this guy into the rest of my army I changed this so he is standing on a dead Terminator. Originally I was hunting my bits box for a spare Space Marine bike, but found this, which can be found on the Mawloc Kit.
Another relatively new model for my Tyranids, is the Tyranid Prime. He was added just before 8th edition hit, as from the rumours and sneak peeks released by Games Workshop it looked like I would need at least a second hero model for my army.
With all the spare pieces I have lying around, I managed to build this guy by only purchasing a tail section off an internet bits site. He now runs around supporting my Tyranid Warriors giving them the bonus to hit.
Next up is the backbone of my army, the three units of six Tyranid Warriors all armed with Lash Whips and Boneswords. I built these back in seventh edition, and gave them these weapons, as they were really really good. Lash Whips and Boneswords aren’t quite as good in the new edition, but do allow units to fight after they die, which is a great bonus, which I haven’t actually been able to take advantage of yet.
As you may have noticed, all of my Tyranids are based so they are standing on destroyed space marine vehicles (except the Broodlord of course) Lucky for me I have an extensive bits box of random Space Marine bits, left over from commissions for friends, or old armies of my own.
I chose to paint these Dark Green, as I had seen a great article in an old White Dwarf about painting Dark Angel armour, and found the technique easy to do and it gave a great contrast to the snow and the orange and blue of the Tyranids themselves. This armour was originally supposed to be from Dark Angel Space Marines, but as I wanted the dead Terminator on the Broodlord’s base to also be dark green and not the bone colour of a Deathwing Terminator, these wrecks are now from some generic dark green chapter of your choosing.
And finally we come to the last unit to be added to the Tyranids, the Genestealers. You can tell these are an older kit as they were a nightmare to clean up and build. After a bit of questioning the Twittersphere, I decided to base these guys on 32mm bases, rather than the 25mm they come with. Apparently Genestealer Cult ones come on 32’s, so that was that decision made.
I wasn’t sure how much orange to do on these guys, but to keep them matching the rest of the army, I only did their heads and backs. This does make them a bit darker than the rest of the army, but as they should be sneaking around the flanks of my enemies, preparing to strike from the shadows, this fits in nicely with their background.
Well there you go, that’s my current Tyranid force, like I said there are some other little bits and swaps for this army, but this is my 2000 points. I have played on game with them as a whole army, against the T’au. All those guns do hurt, but once they get in to close range, they can do a lot of damage.
I look forward to playing with them a lot more, and they are on the top of my current list of armies to take to Heat Three of the Warhammer 40,000 Grand Tournament in February.
Currently I am finishing off the bases for my Lesser Fimir, so hopefully next time I’ll be able to blog about them. And then in a few week I’ll be off to Blackout, an AoS tournament in Cardiff, I still don’t know what I’ll be taking, as that all depends on what the Generals Handbook 2017 delivers when it arrives next weekend.