Its been a little while due to family stuff. However, this week saw both Malevolence and Sanguinius up for pre-order on Forge World. Naturally, I have already place my order for Malevolence. However, I am not going to be buying Sanguinius at this stage. Like many others, I am saddened that the scenic base has been deemed to be limited edition. I do hope that forge world will reconsider this, or maybe, in extremis, produce a different version (perhaps one associated with the Siege of Terra?) to make up for it.
Regardless, very soon we will be back in the reviewing business for all of the new units contained within Malevolence! I'm looking forward to seeing the new goodies.
Sunday, March 31, 2019
Saturday, March 9, 2019
Reaver Embodied
Whilst I have not glued the upper torso to the legs, the progress on the Reaver has been significant in the days gone by. The image shows the stage that everything is up to. In a nutshell: it is now ready to paint.
Having said that, it is clear that I've not added on the knee pads, the shin pads, shoulders, or weapons. The intention is to paint these components separately and then glue them in to place as the final step. I wanted to pay some attention to the areas beneath them before attaching them, hence their absence from the image above. Just need some good weather outside to start spraying.
Having said that, it is clear that I've not added on the knee pads, the shin pads, shoulders, or weapons. The intention is to paint these components separately and then glue them in to place as the final step. I wanted to pay some attention to the areas beneath them before attaching them, hence their absence from the image above. Just need some good weather outside to start spraying.
Wednesday, March 6, 2019
Reaver Body
After a lot of clamping and drying, the body of the reaver is now firmly locked in to place. Apart from a slight warping that I fixed with a hairdryer, there were no real issues in construction during this stage beyond having the patience to allow the piece to dry out thoroughly before removing the clamps that I had used.
Inside the body are the painted pieces that I did earlier in the process: the dirty brass looking walkway surrounded on either side by the computers and servitors doing their thing. I have also glued in to place the void shield generators (circles toward the rear of the model - right hand side of this image above).
I am keeping the lid unglued (as recommended) and will paint this up as a distinct section. Lots of rapid progress expected soon though as this titan is really taking shape now.
Sunday, March 3, 2019
Battle Titan Volcano Cannon
A short update on the Reaver today with the other main weapon built and assembled.
The main problem with this weapon was the thin layer of release agent that was covering some of the outer parts -- in particular the outer cladding either side of the main weapon that can be seen in the image.
That said, the new design of the Volcano Cannon follows the other re-design of the laser blaster. Once again, the bits on the sprue here will be attached at the last moment as they will determine whether this is a left or right arm (they're interchangeable with some magnetisation shenanigans). For my Reaver, this will be its right arm (at least that's the plan at the moment!).
The main problem with this weapon was the thin layer of release agent that was covering some of the outer parts -- in particular the outer cladding either side of the main weapon that can be seen in the image.
That said, the new design of the Volcano Cannon follows the other re-design of the laser blaster. Once again, the bits on the sprue here will be attached at the last moment as they will determine whether this is a left or right arm (they're interchangeable with some magnetisation shenanigans). For my Reaver, this will be its right arm (at least that's the plan at the moment!).
Saturday, March 2, 2019
Horus Heresy FAQ
A little later than expected, below are my assorted thoughts on the recent FAQ update on the Horus Heresy.
Firstly, I think it is fair to state that most of the updates have surrounded wordings and word clarifications. There are a plethora of little changes like this scattered throughout the version 1.1 FAQ which simply make things more obvious.
Feel no pain becomes very clear that such saving throws cannot be taken against destroyer class attacks, or anything where unsaved wounds have the instant death rule. I trust this change puts this question to bed -- I think everyone was playing this rule like this regardless, but it is still very welcome to see it in there.
Augury scanners put back the infiltrate denial range to 18 inches, full stop. Plus there's the firing at reserves that appear within this range that brings the augury scanner back to an almost auto-include when one knows the enemy will be deep striking a lot.
Tyrant siege terminators gain the ability to fire their bolters as well as their cyclone missile launchers in the shooting phase -- this is very nice and a much needed FAQ that I've long considered to be a source of contention in the old rules.
Angron gains feel no pain which is nice, but arguably only a minor tweak.
Roboute Guilliman now can cause an opponent to gain a victory point, but given how tough his is to slay, I don't see this as a major issue or update that will in any way put off Ultramarine players from fielding him.
Mor Deythan gain implacable advance which will be very welcome for Raven Guard players.
Headhunters also gain the same, as well as preferred enemy against infantry. Yet this change is not what was needed -- points cost reduction is still the only way I will personally be fielding them. Sorry.
Magnus the Red is arguably the biggest change of the whole FAQ since he receives a large, revised and brand new everything. In short, this FAQ re-wrties him. Of these, his super psychic powers now come as a points cost upgrade, which is no surprise I think.
Then there are some beta / play test rules that I really am liking. Two stand out the most to me: Praevians and Destroyer squads.
The Praevian stands out the most here as there is now a special rule for his machines for each legion.
As for the destroyer squads, the points reduction and jump pack change makes them much more likely to see play (but I am still feeling the pain for the Headhunters, as above).
A bunch of other units also receive points reductions and some nifty bonuses, and for their relevant armies, I think this will see them played more as well. As an Alpha Legion player, these re-evaluations also build in to which squads I might be tempted to take with Coils of the Hydra. Palatine Blades stand out for me, but I'm still a bit on the fence about them.
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