I actually went in initially for the 4 classic adventurers (dwarf, barbarian, mage and ranger) as they were all female and looked great sculpts, not overly sensualised as many female models tend to be in our hobby. When I saw the minotaurs (including some female versions, which I’d never seen before), I decided to splash a bit more cash.
Not knowing what to expect apart from that these campaigns tend to overrun, I started to get very worried when they launched a second campaign before the first was even delivered. Since then I’ve seen it occur a few times with other companies. I can’t say it’s great for backer moral as you seriously have to wonder how they can be putting all their effort into fulfilment if they have a new shiny thing going on. But unlike other companies Zealot at least were answering the majority of comments made. (I’m far from impressed with Willy Miniatures on this front. They have serious issues with one KS bloodbowl team and still launched a second and have not updated in months).
I’m happy to say that as backer 840(ish) out of 950(ish) I finally got my order this week and boy I’m extremely happy with it.
I don’t mind saying that my main exposure to models are from Games Workshop and I think most will agree that (ignoring finecast) their sculpts are second to none. Forgeworld resin is also very good, and I also think Mierce produce great resin. Other companies I’ve used are not bad but are somewhat behind these in general (my opinion, based on limited exposure of course).
Why am I going on about this? Well when I first saw the adventurers, I thought they were cast in the same plastic as the recent GW models such as the Wood elf eternal guard/wildwood rangers. It’s the first time I’ve really seen that resin can match plastic in their crispness and detail.
After a morning of intensive building (where I only had to use a modelling knife to cut a finger off the super glue tube once – a personal best 🤦♂️), I thought I’d share some shots of the models (I do still have 3 adventurers to build).
I included a wood elf Wildrider for comparison but forgot to add the current GW Doombull but I’ll say that the GW model is around the same size as the ‘normal’ sized minotaurs below. The Minotaur General is bigger. Imposingly so.
No posts are forthcoming for ages and then suddenly you get 3 in quick succession. Lucky you!
So this year I decided to take my Wood elves for a spin in the competition. I don’t have high hopes for my placement but it will give me a solid run of games with them, which is the whole point of using them.
I’ll start with a couple of group shots of the army and then intersperse the list with some unit shots so at least you can look at some pictures if list bashing is of little interest.
Note: The Sisters and Deepwood Scouts are not my painting. Although I prefer to paint my own models, I’m not adverse to picking up the odd pre-painted eBay bargin.
So the first thing that jumps out looking at these shots is the distinct lack of bodies. Even my dwarves normally field more bodies! Ok so I’m not going to overwhelm the foe by weight of numbers, so what did I take and why?
The Warhost of Tal Shavoc
Lords & Heroes
Merilel of the Moon – General – level 4 (highweaver), Book of Ashur, Ironcurse Icon – 295pts
Sejal Dawntouch – level 4 (Deathweaver), Power scroll, Talisman of Protection, Elven Steed – 320pts
Haldrin Stormlight – Glade Captain, Hail of Doom Arrow, Charmed Shield, Dragonbane Gem, Great Weapon, Great Eagle – 169pts
The Left Hand of Haldrin – Waystalker – Bow of Loren – 110pts
The Right Hand of Haldrin – Waystalker – 90pts
24 Glade Guard – Full Command, Standard of Discipline, Swiftshiver Arrows – 445pts
As per usual I list bashed an obscene number in preparation. All theory hammer of course as why bother practicing when you can spend hours poring over a laptop instead… They did however follow a similar theme though and revolved around lists I’d previously run.
I then threw them all out the window and thought to myself what do you want to take?
A wood elf list wouldn’t be complete without a load of archers and I wanted to fully embrace this. I also wanted to maintain my preferred all comer style and so to make it versatile I took 4 main different types of arrows/archers.
The Scouts took hagbane to provide poison shots. Their main use will be war machine hunting followed by big gribblies. Poison will effectively bypass the high toughness they rely on for defence (with good rolling on my part…).
The small glade guard unit will gain +1 to wound against any of the bad guys as well as getting flaming AP attacks. Again my thought was most Regen monsters fall in the category so flaming would negate this and the to wound bonus would mean they’d always do so on a 5+.
With the large unit of archers, I nearly went with trueflight (no ‘to hit’ modifier) arrows but decide to avoid them in order to both take me out of my comfort zone and because I worried that with my reliance on bow shots, I didn’t have enough, so I opted for Swiftshiver, so they doubled their output. With correct placement (in a wood, in 3 ranks), they’d put out 48 AP shots. The downside is, at long range, they would be hitting on a 5+. This meant I had no real choice but to include a level 4 Mage wielding High Magic to try and get ‘hand of glory’ in order to boost Ballistic skill (BS).
The waywatchers are just all kinds of good, able to ignore armour entirely or double their output by firing two shots, adding to the sheer volume of fire the list could put out.
Two waystalkers would add an additional ranged threat in their ability to snipe out characters. They would be aiming to remove any support heroes or wizards, namely BSBs and scroll caddies. Other mounted heroes would also be fair game. At a pinch they could also be used as redirectors. I previously haven’t found a single waystalker to be that useful, so I was hoping two might make the difference (or it could just be a waste of points 🙄)
The final shooting element comes from the Captain. This is mainly in the form of the one shot Hail of Doom arrow. 3D6 S4 AP shots is nothing to be sniffed at and can work wonders or fail miserably. It is best used to remove a unit of chaff and normally does so fairly comfortably. He is also fairly versatile being able to take out chaff in combat and tie up warmachines (and perhaps kill them due to his S6).
I’ve never had a great success with magic in 8th. I’ve always found it too fickle and random. Yes there have been instances where it has helped but more often than not miscasts or low winds of magic rolls have made it meh. This time I decided to go big and give myself options.
The first mage selection was chosen as High, mainly to try and get the one spell mentioned above. I do like the lore as it’s a good allrounder with spells impacting movement, one that heals and had the benefit of having a number of quite cheap spells. It also has the added advantage of giving protection counters as the lore attribute too. I do normally prefer shadow for wood elves but again I was trying to break the habit and try something different.
This mage would likely (at least start) in the large unit of archers and inside the ‘free’ woods. This would ensure a +1 to all casting. I then took the Book of Ashur and whilst very pricey, would provide an additional +1 to casts. Effectively this makes the mage a level 6, so would maximise her effectiveness. The issue was the book meant she would have no save so I was hoping the lookout sir rule and the protection counters would offset this weakness… The final item was also defensive in nature to give the unit a 6++ Ward vs war machines. As the only unit of any size, it is a prime candidate for them so everything helps!
I had decided early on that I wanted to take a lore I’d not previously used and had chopped and changed a number of times. In the end I decided to go with Death as I’d been on the receiving end of it a number of times and generally wasn’t a fan. It also has a toughness debuff spell which I think is quite important when you go with mass shooting. The number of sniping spells would also tie in nicely with the waywatchers.
The lore attribute also helps to regain power dice. Important when you are stacking up on mages! The only issue is the generally short range of the spells and so she would need to be mobile to close the range. This meant either flying solo on an Eagle (can you say cannon bait) or mounted and ideally placed in a unit. I decided to go with the latter and put her on a steed.
For items, I gave her the compulsory 4++ Ward and then a power scroll to halve the cost of a spell once in the game. Hopefully this would be a nasty surprise for an opponent.
The final magic choice was a unit of sisters of the thorn. Again it is a unit I’ve struggled to use effectively. They have one great spell that impedes movement and one that is meh but does heal wounds as a side effect. They were however perfect as a delivery and protection system for the Deathweaver and giving the unit the pennant also boosted their Ward save vs direct damage spells.
And because I couldn’t totally rely on shooting, I added in two units of Wildriders to add some combat threat. I fully expect one unit to be decimated early on, so am hoping two might mean one survives long enough to cause some damage…
So there you have it. A big pile of unknown. What I have done in this list is invest heavily in just two phases, magic and shooting. It’s not something I’d normally do, I prefer a more rounded list and like big combats but it will push me to try something new and again is almost the polar opposite of my Beastmen list.
The main sacrifice I’ve had to make is to exclude any real combat blocks, not something wood elves are really renowned for but it does feel odd not having trees of any variety in the list. The one regret I have is not being able to squeeze in my warhawks.
I do have a feeling I’m going to get minced, if only due to the learning curve and my own ineptitude with the list. Still, as long as I have fun (and with the opponents in the comp that’s almost guaranteed), that’s the main thing.
As discussed in the previous post, these were lifted from the Brawler bash 2014 comp with the exception of the 6th scenario.
1 – Invade and Defend (Battleline)
Gain 500 VP if your opponent does not have a unit containing fortitude in your deployment zone at the end of the game.
Gain 500 Additional VP if you have a unit containing fortitude alive in your opponent’s deployment zone at the end of the game.
Gain 400 additional VP if you killed more characters than your opponent.
2 – Blood and Glory
Special Rules: Play the full six turns (as time allows).
Objectives: The first player to “Break” their opponent receives an additional 1400 Victory points. The second player to “Break” their opponent receives an additional 500 Victory points.
3 – Protect the weak (Battleline)
Gain 150 VP for each of your three smallest (in terms of points) units that are alive at the end of the game. If you have more than three units that are equal in terms of smallness at the beginning of the game, nominate three of those tying units to keep alive for points.
Gain 150 VP for each of your Core units above half strength (in terms of total wound count) at the end of the game. You can score these points up to four times (600 points).
Gain an additional 150 VP for each of your opponent’s three smallest (in terms of points) units that you have killed. If there are multiple units that are equal in terms of smallness, then the first three you killed count for the extra VP.
4 – Dawn attack
Special Rules: Deploy with the Dawn Attack map but DO NOT USE RANDOM DEPLOYMENT. Instead, each player deploys as normal (taking turns putting units down) until complete. Each player must deploy at least two units in each deployment area (left, right, centre). If a player does not have enough units to deploy at least two in each, then he/she may choose which area(s) to only have one. Roll off for first turn as in a Battle Line scenario, and ignore the language about stealing initiative.
Objective: At the end of the game, if either player has a unit with fortitude within six inches of the centre of the board and the other player does not, then that player gains 1400 victory points. If both players have units with fortitude within six inches of the centre of the board, each player gains 500 victory points.
5 – Character Crash (Battleline)
Gain 100 additional VP for each enemy character slain (slain means dead or not on the table, at the end of the game, for any reason).
Gain an additional 100 VP per character if you slay the character in a challenge.
Gain 350 additional VP if your Battle Standard Bearer is still alive at the end of the game. If you do not have a BSB in your army, you automatically gain these points.
Gain 350 additional VP if you captured more standards than your opponent.
6 – Attack the strongest point! (Battleline)
Gain 1000VP if your opponent’s most expensive unit is destroyed, fleeing or not on the table for any reason, at the end of the game. Characters/mounts embedded within a unit, count towards the cost (and thus which one grants the bonus victory points). If there are two or more units that cost the same then roll a dice to decide.
Gain 400VP if your opponent’s most expensive character is killed, fleeing or not on the table for any reason, at the end of the game.
There are 6 Rumble in the SELWG Jungle Strategy Cards Below. Each describe bonus point objectives and special rules. After deployment, but before scouts are placed, both players must choose one strategy card from those remaining to them and place it on the table (these are not secret and you must both declare which you’ve chosen). You MUST choose a card to play each round. Each card can only be used once during the competition and the card you use, must be confirmed when your results are reported. Only the card player may gain bonus points based upon their card in play.
Card A: Take the Field!
+500 VP for controlling more table quarters than your opponent at the end of the game.
To control a table quarter you need to have fortitude there (i.e. General or a banner). The most fortitude in a quarter controls that quarter. In the event of a tie then neither player controls that quarter.
Special Rules: One core unit or solo character may make a Vanguard move. All normal Vanguard rules apply. (Units already capable of a Vanguard move receive no added bonus)
Card B: No Glory in Death!
+500 VP if your most expensive unit/model (NON- Character) above half its starting wounds at the end of the battle.
Special Rules: The player of this card automatically wins the roll to see who goes first, they may then choose to go first or allow their opponent to go first. If both players choose this card then roll off as normal (If a Bretonnian player uses this card and the opponent doesn’t, the army counts as having prayed and both players dice to see who goes first).
Card C: Operation Anaconda!
+500 VP for killing enemy general. (“killing”= opponent’s general not being alive for any reason at the end of the game.)
Special Rules: Your General gives a rousing speech to spur his/her troops to victory. At the start of any one of your turns you may declare that you are using this special rule and claim a +1 to the Leadership of your general (up to the normal max of LD10) It lasts until the start of your next turn.
Card D: Broken Arrow!
+500 VP for having all of your dispel/power dice generating characters/units alive at the end of the game. (If you have none of either to start with, you automatically get these points!)
Special rules: For the first turn of this game all your opponent’s spells miscast on double 1’s as well as double 6’s. (Note: double 1’s do NOT cause Irresistible Force)
Card E: Live to Fight Another Day!
+250 VP for having a unit that successfully (is not caught in that turn) flees from a charge.
+250 VP if the unit that earnt 250 VP for fleeing, is alive, not fleeing and on the table at the end of the game
**IF your army contains NO units or characters capable of fleeing at the start of the game THEN you may earn +500 bonus points if one of your characters (not champions) refuses a challenge during the game.
Special rules: Add d3 inches to one “flee” charge reaction during the battle. This must be declared prior to rolling any dice.
Card F: Lucky Seven Card!
Once in the game, before any 2d6 roll is made (but not before a re-roll, such as that given by a battle standard -bearer), a player may employ Your Lucky Seven card. This automatically makes the result of the roll a 7 without actually rolling dice.
Note that your Lucky Seven cannot be used to change two dice within a number of other dice rolled. It must be a straight 2D6 roll and not a 3D6, for example. Additionally, any army (such as Lizardmen) may use the Lucky Seven for a single leadership test (as well as any other straight 2d6 roll), except for a re-roll such as that given by a battle standard-bearer.
Your Lucky Seven may NOT be used for the Winds of Magic 2d6 roll. Your Lucky Seven roll may only affect the dice of the person playing the card.
**Alternate use of Your Lucky Seven card** You may choose to use Your Lucky Seven after your opponent has played their scenario cards, but before the battle starts, to nullify the special rules of your opponent’s card. However, they can still gain bonus points based on their card (if they meet the objectives of course!).
There you go, a brief overview of the pack. I didn’t include every detail, just the more important ones. Happy killing!
I’ve again stepped up to run the warhammer fantasy competition at the club and although it officially started a few weeks ago, I’ve been rubbish at posting anything about it. This post will cover some of the comp pack and thoughts behind it. The next few posts will cover the Scenarios and Strategy cards
Knowing that, for the last 5 years, list choices have been heavily comp’ed at the club, I decided to go a slightly different route. This was also influenced in part by watching a number of the Malorian and Once Bitten (both in my opinion are legends) fantasy battle reports of some US GT’s on you tube. In particular, the Brawler Bash caught my eye.
For those who haven’t seen Brawler Bash, it is slightly different from other GT’s as the bulk of the points come from killing your opponents army. You can get bonus points from scenario objectives and play strategy cards that give you both a chance to score additional points (as well as giving you unique bonuses to your army).
I won’t beat about the bush, this year, I pretty much plagarised the entire comp pack from the 2014 Brawler Bash GT rules. I did add in a number of the house rules from last year and a few additional rules for Beastmen, TK’s and Bretonnians. I also had to create an additional scenario and strategy card in order for it to work in our comp as in the brawler GT entrants play 5 games and the scenarios are fixed for each game. As I had 7 entrants and had decided to run them in one group, I needed a 6th so that the scenarios could be diced off.
Game Format and Scoring
All scoring is done via Victory points.
Victory points are awarded through wiping out units, capturing standards etc. as per the BRB.
Units that are at 25% or less of their original models yield 50% VPs to the opponent
Units that are fleeing at the end of the battle yield 50% VPs to the opponent.
Characters and single models that have half or less wounds remaining at the end of the battle give up 50% VPs.
Ridden monsters give up separate VPs (i.e. if you kill just the monster you score the monsters VPs but not the riders and vice versa). In both cases, bonuses (for generals, banners, etc.) are not counted towards the 50%.
Units that are both: fleeing and at/below % strength still only yield 50% VPs.
Any unit that is off the table at the end of the game for any reason, counts as destroyed.
Fully Painted Army +750 VP’s per game
Bonus Victory points are also available for completing Scenarios and from Strategy cards.
Each Army must be no more than 2500 points. These lists will be checked and cleared by an adjudicator and will be open to all once cleared.
No End Times Rules or Armies (except where stated in this document).
No Allies may be taken.
Wizards must use the same magic lore that they started the competition with throughout the competition. However, wizards that are allowed to generate spells from multiple magic lore’s are allowed to do so. For example, Skaven wizards that are allowed to generate spells from either Plague & Ruin before each game will be allowed to.
No Forge World rules/stat lines apart from Chaos Dwarfs.
A unit cannot exceed 45 wounds in total at any point (this includes embedded characters/mounts etc).
The following special characters are not allowed:
The competition will allow players to take up to 50% Lord and Hero allowance as specified in the GW 1.9 Errata, with the exceptions of:
2017/18 Semi-finalists and finalists can only take up to 25%
In addition, the following rules apply to the following armies:
May select Marks of Chaos for their units as described in The End Times: Archaon.
Beastmen Ambush works in the same way as ambush in the BRB.
Ghorgons gain a 4+ scaly skin save.
The following Bretonnian units/options gain the Devastating Charge special rule: Lord, Paladin, Knights of the Realm, Knights Errant, Questing Knights, Pegasus Knights and Grail Knights.
In additional if any of the above entries charge and a roll of 10+ is made, the front rank/model will gain impact hits (1). These are resolved at S5.
Remove the 0-1 selection limit to the following units: Grail Reliquae, Pegasus Knights and Grail Knights.
If the Tomb King’s Hierophant dies and the army contains another Liche (or High Liche) Priest with the Lore of Nehekharan, then an initial crumble test is taken as normal but no crumble test need be taken on each consecutive turn as he seizes control of the army. This can continue (with a test being taken each time the new Hierophant dies) until no more Hierophants with the Lore of Nehekharan remain, at which point the ‘crumble test’ is taken every turn, as per the army rule book. (This works in exactly the same manner as in the Vampire Counts book in case I messed up the description, except of course, it’s based on a different lore).
FAQ / Errata / House Rules
The current GW FAQ and Errata will apply.
Unmodified leadership is the highest leadership in the unit, but not including Inspiring Presence, although BSB re-roll allowed.
Look out Sir’s allowed against Dwellers, Dreaded 13th & Final transmutation, providing there are enough rank & file in the unit see P93.
High magic Lore “Drain Magic” does not affect Plague of Rust, Wither, or similar non Remains in Play spells that are in place for the remainder of the game.
Storm banner – rolled for at the beginning of each players turn by the Skaven player.
A unit may not swift reform and move into a building in the same movement phase.
Only 1 method of augmenting Channelling may be used at a time, e.g. a wizard bearing a Channelling Staff within 6” of Arcane Ruins can use the extra dice from the Ruins or +1 from the Staff, not both.
Only 2 dice can be carried over from any source
Maximum of 12 dice per magic phase. This includes dice carried over.
An augmented/hexed unit that “borrows” a stat from another model/unit still has to apply the augment/hex value to the new stat.
The free pivot (of up to 90 degrees) available during a charge can only be used to avoid intervening terrain and/or units, not to change the final orientation of the charging unit.
Open ground is considered terrain for the purpose of spells but does not have any effect on normal movement.
Buildings can hold up to 20 ‘wounds’ of models and are two stories.
A single rank of models can never be steadfast, unless another special rule imposes this (i.e. Stubborn)
It’s come to that time of the year when the competitions I’m most interested in, at the club, have kicked off.
Namely the Warhammer fantasy 8th (which I’m running) and the second Blood Bowl season.
As there are bonus points on offer for fully painted armies, my wood elf painting continues and I managed to finish off my Glade Captain on Great Eagle.
I feel like I’m slacking a bit recently as I’ve completely failed to create any fluff as yet for him. He doesn’t even have a name! (A sure sign that he is destined to become cannon fodder!!!)
The model itself is finecast and I am slowly coming to understand why so many people really dislike the stuff. I now own a number of models in it and by and large the moulds are ok. Even with my limited range of them there are a number that are slightly warped or have casting, let’s call them, inconsistencies. My main issue with them however is I don’t particularly like to paint them. The surface feels different to metal, plastic and other resin (yes that is listed in my order of preference).
Anyway, enough of my ramblings. The model itself was painted in the same scheme as the rest of the army. Yep green and fuchsia. To distinguish the great eagle from its smaller Warhawk brethren, it received a double black banding on its wings. I also tried to paint the leaves on it to resemble ivy and I’m quite happy with the effect.
Blood Bowl Kick off
The second season of Blood Bowl has now started and due to the delay of a Kickstarter (I’m not impressed with Willy miniatures at present. A delay I expect but it’s the poor comms that is inexcusable), combined with moving house, meant that I was totally unprepared and so ended up entering my Norse team again.
The commissioners had decided that last years teams wouldn’t carry over from the previous season, so it was the same faces but no skills in attendance. I once again decided to go against the grain and forgo rerolls in favour of big guys! I also took a thrower, something that most Norse teams don’t (at least in the starting lineup). I also favoured a healer over a 12th player. The team chosen was:
Gronn Fjord Raiders (GFR)
Uday Ragekill (Yhetee) – 140k
Erik Longhorn (Berserker) – 90k
Flokki the Swift (Runner) – 90k
Bjorn Grimurson (Thrower) – 70k
Beorg Two Skins (Ulfwerner) – 110k
Cadoc the Bear (Ulfwerner) – 110k
5 linemen – 250k
Apothecary – 50k
Fan Factor 1 – 10k
1 Reroll – 60k
Total – 980k
First Game – GFR vs The Stirling Strikers
Having failed to play all my league games last season and recognising that my club time is limited, I decided to try something different this year. I’m going to leave off playing any friendlies until after I’ve played my club games! I may be shooting myself in the foot but in this vein I lined up my first game vs Si and his Humans.
I won’t profess to being a top player but I’m far from being a newbie. Si was quite new to the game so I made sure to point out any really bad decisions and let him backtrack on a few occasions.
I won’t go into too much detail of the game but it ended up a 3-0 victory to me.
A couple of highlights (or lowlights perhaps) included:
My team were on the end of a complete ‘shoeing’. Seriously, I’m used to beating 10 shades of shit out of other teams and having 6 of my team in the injuries box (only badly hurt thankfully) was a complete turn around.
Si completely surprised me by laying in the boot a fair bit, even when he was seriously down on players (although the sending off curbed his enthusiasm to do it 😂). Such blatant disregard for the rules and underhanded tactics are to be applauded and were the source of much amusement and consternation. With only armour 7 it was a great tactic to use against my team!
At the start of his second half kickoff, I did my usual heavy flank tactic, looking to steamroller down one side. He then rolled a perfect defence and moved all his players to the other side, out of the ‘danger zone’ and looked to turn the tables as he swept up the field to crush my ball carrier. This turn around quickly reversed again as he proceeded to kick the ball out of touch (even with the kick skill), allowing one of my Ulfwerner to run in a quick two turn touchdown. It just shows how things can change in a game and is one of the reasons I enjoy B.B. so much!
Greetings. After a period of inactivity, I’m back!
Where have I been? Moving bloody house. I can honestly say buying in England is one of the slowest, most drawn out processes you can imagine, mired in rules that probably harken back to ye olden days. Seriously though, this whole area needs a serious shake up, at the very least a financial penalty for anyone who pulls out of a sale. Based on my experience over the last 12 months I feel sorry for anyone who is part of a chain. I even had someone tell me it will be sorted out once we leave the EU. What the hell has that got to do with it? Scotland already have a better system and they are part of the UK!!! Anyway enough of me ranting, I OWN A HOUSE! I’m pleased as punch and thought I’d share it and as a reflection of that I thought I’d post the view of Blackheath Fireworks, two days after I moved in, taken from my skylight window (that turns into a frickkin balcony when it opens!! Seriously a balcony. It’s genius).
We did find one small problem with the house, it had no TV antenna. This meant I was reduced to watching the only dvds I was able to find at short notice. The Wedding Singer (great movie) and the entire back catalog of Peppa Pig (shoot me but at least my daughter was happy).
Anyway, I finally managed to find some of my painting stuff after a superb (not!) bit of box labelling by myself (not helped by it sitting underneath a mountain of other boxes) and have managed to start and finish a paltry single character. Still it’s a start and coincidentally it’s the one model I needed to complete for the potential dwarf list I’m looking at entering for our club competition (as normal I am toying with a number of lists and armies). I’ll cover the lists in a different post as I appreciate the majority of viewers are likely more interested in viewing eye candy goodness (ish…) than my list ramblings.
Well, now my verbal diarrhea has run its course (who am I joking, I have a months worth of drivel to spew forth) I should get back on topic. The model, what is this model? Grimm Burloksson or Grimm son of Burlok. The son of the legendary dwarf engineer Burlok Damison (one of the named characters originally in the 4th edition dwarf army book). Burlok was known as a bit of a rogue who managed to blow up his arm in an engineering accident and replaced it with a steam powered prosthetic. After that he confirmed with the guild guidelines but his son is known to have followed in his early footsteps and skirts a dangerous line with the guild. Although he still has both arms, he’s augmented one of them with a similar device as his father giving him boosted strength and is renowned at making dwarf artillery and gunnery even better than it is renowned to be. He is also one of the few instances I’m aware of, where a family connection continues in character progression between editions.
I’ve owned the model for an age but never fancied painting it before. The comp’ gave me the push to do so and I kept fairly true to the ‘official’ GW picture colour. The model was actually easy to paint, surprisingly so and is probably one of my favourites of the 8th edition character releases.
As I normally forget what I have done, I’m going to take a leaf out of other blogs and note the colours etc. so I have a record of it if needed!
Primed – white
Base coat – Abaddon black
Layer – Ironbreaker
Wash – Nuln Oil
Layer – Ironbreaker
Detail – Balthasar Gold
Base – Kabalite Green
Wash – Athonian Camoshade
Layer – warp stone Glow
Axe shaft – Warlock Purple (as if I wouldn’t sneak a bit in somewhere!)
Wash – Carroburg Crimson
Targeting Reticle – Warpstone Glow
Highlight – moot green
Loren forest (if I had goblin green I’d use it, hey it was my era!!)
It’s good to be back (and have TV and internet again!).
With my move (hopefully) happening soon, I’ve been trying to clear my painting board beforehand. The last two pieces on it? I’m pleased to say I’ve finished (more or less).
The first is my wood elf bsb. I attempted some thing new for him, a bit of freehand on the banner. It was meant to be a tree but frankly the trunk ended up a bit botched. Still it’s a first for me and I’m going to try and replicate it (and improve it) on the back of the banner.
The second item was something that has sat unfinished for a good number of months. Mainly as I wasn’t sure how to do the detail I wanted. In the end I bought a black fine line pen to mark out the pattern and once that was done I filled it in with paint, though after reorganising my paints I initially did it in Caliban green and had to go over it in black. The bad thing was I didn’t even realise I was painting green not black at the time!
To break up the yellow, I then attempted my seconded bit of freehand in as many models and did the stripping round the lance. Not perfect in any sense but still I’m not disappointed in it.
I just need to remember where I’ve put the shields.