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Some things I recently learned about C:SM, also something about gaming etiquette.

Morning fellow Acolytes of the Emperor!

As the title suggests, in this post I will bring up some points I learned about C:SM along with a little bit of gaming etiquette.

Codex Adeptus Astartes: Space Marines

I got in yet another game on Friday (more on that in a bit), which caused me to read the rules again beforehand and then again when I got home. During this time I found out some interesting things about the traits, stratagems etc...

1) Chapter Traits: Selecting a Trait from here doesn't make your army 'counts-as' or anything like that. It simply means you are a Chapter making use of a Founding Chapter's Trait. We always knew since the Indices that a Successor can't use the rules of a Founding Chapter's abilities on their characters, if that chapter is named specifically. However, this has implications for further on in the Warlord Traits.

2) Stratagems: There isn't anything new here actually...

3) Warlord Traits: Initially, my thought process was such that "I take the Raven Guard CT, and the Raven Guard Stratagem, so naturally I take the same for the Warlord Trait" and so I don't think I read the rules correctly because of the assumption I made. Well, I've read this again, and apparently I misunderstood! You only take the Chapter-specific Warlord Trait if you are actually from that Chapter, without exception: "only if your Warlord is from the relevant Chapter" (p.199). The D6 table for the rest of us, but thankfully there are some great Traits on there. This is why Crimson Fists get their own entry here, where they didn't under CT and Stratagems.

4) Walord Traits, part 2: If the warlord of your army is an Adeptus Astartes Character, then you can take a trait from this table. Depending on what the other Adeptus Astartes Codices say, then you can always come here for your Trait, or if you had an Astartes as a Warlord for another mixed-Imperium army, or Deathwatch. However, what GW might do in the future codices is say "Grey Knights/Blood Angels/Dark Angels/Space Wolves/Deathwatch Astartes Characters must select a trait from this table". EDIT: Page 194 refutes this! (Thanks to someone on the B&C forums for the clarity)

5) Relics: After reading those rules for the Warlord Traits, I'm wondering if it is the same for the Relics. As the Chapter Tactic you select is just you using the Trait of your Founding Chapter, and the Stratagem specifically tells you to use a Founding Chapter Stratagem, then it should follow that you can't use the Relics of your Founding Chapter because it doesn't say you can. I shall play it this way from now on I think.

While it's a bit gutting not having access to those nice options, it does mean there are far fewer variables to consider when selecting your Founding Chapter (unfortunately, I don't think I can actually select Thousand Sons as mine so I'll just have to select a placeholder...).

Gaming Etiquette

Just a picture of one of my cute and fluffy Bio-Titans, to keep us all in a good mood.

So in that game on Friday, we played a 2v2 down my local GW on the Konor mission. We opted for 75 power per player, and it was Tyranids/Cult & Death Guard Vs Blood Ravens/Questor Imperialis & Deathwatch/Ultramarines/Imperial Guard.

I quite often give my opponents the benefit of the doubt, because I think an uncomplicated atmosphere makes for a more enjoyable game than asking to check their rules or army list every turn. However, there are times when you just feel like your opponent has given you a kick to the groin after your own efforts to play nice.

I was going to post a shortish BatRep of the game, because for the first two turns we were stomping them, but the Imperium started to crumble on Turn 3 and our opponents valiantly fought it back to take the lead. At the end of Turn 5 they were winning by 2 VPs, but I had to go otherwise I'd get a parking ticket (we'd been playing a loooong time). Anywho, I was totalling up our lists for the report, and I discovered that the Tyranid player had grossly overspent with his army being 93 power!

No wonder why we started losing when his reserves showed up.

The Tyranids deployed all of their units, while the Cult were fully kept in reserve, and this is what they had. Note that the 75 Power only covers the Tyranids:

Tyranids (74 Power)
1x Swarmlord, 1x Flyrant, 1x Tervigon, 2x Carnifexes, 3x Shrikes, 30 Hormagaunts, 30 Termagants.
Cult (19 Power)
1x Partiarch, 5x Purestrain Genestealers, 5x Purestrain Genestealers, 5x Purestrain Genestealers.

The reason why I'm so narked about this one, is that... well actually there's a few reasons:

  • I gave my opponent the benefit of the doubt when he forgot to do something, or when a dice definitely wasn't cocked when he said it was, and so on.
  • For the first 2 turns when we were stomping them, our opponents started whining (one more than the other though) about how they can't win now and the world is going to end. When they started pulling the lead back, I stayed in the same happy and enthusiastic mood because I WAS PLAYING 40K WHICH MEANS LIFE COULDN'T BE BETTER.
  • We were winning until that extra 19 Power turned up. The Patriarch also took the last wounds off my Knight with Smite, which was a lot of firepower lost even on 3 wounds remaining.
  • There was a lot of discussion beforehand over the Power values, so there was absolutely no doubt in anyone's mind what the limit was per person.
So, some etiquette:

1) Write your list down! Preferably a few lists before you get to the store. I always have some 50 and 100 lists, so it is easy for me to add/deduct as I need to, and I can just start playing as soon as someone wants a game.

2) Explain what your powers and abilities do when you use them. Don't just assume that your opponent will know them, or even remember them from the turn previously. Most of us are too busy trying to remember our own rules, or planning for our next turn.

3) If your units need a lot of dice, have them counted up ready for your turn. We don't need to sit there while you count up a bunch of dice ready to roll X times for 90 shots.

4) In the interest of fair play, let someone know when a move might be a bad decision for them, because they've forgotten one of your esoteric abilities. I often let my opponent know (e.g. I tell them about my Callidus' special rule before they use a CP on Turn 1).

5) Check your mood!

Thought for the day:A single thought of heresy can blight a lifetime of faithful duty.


Codex Adeptus Astartes: Space Marines

As we are all well aware, the 8th Edition codex for the Space Marines came out today. Being a good little Lexicanium, I pre-ordered last week and picked it up this morning.

Today I'm just going to start with a teeny weeny bit of a rant, and then I'm going to talk about selecting a theme for my Blood Ravens. Hopefully by the end of the post, I will have settled on a set way of representing the Chapter on the tabletop, which will be codified and stored by the Administratum for all eternity (until 9th, or the next Codex anyway).

The Rant

After a read through the codex today, I spotted so many grammatical and typographical errors that really made my inner Inquistor-of-undergraduate-work whince (complete with flashbacks). Why can't Games Workshop invest in good copy-editors?

Another couple of glaring errors I noticed were:

Grenade Harnesses and the Wrist-Mounted Grenade Launcher were in the Index 1 as AP1. These were later FAQd to become AP-1. So a typographical error then. However, in the new codex they are back as AP1. How that got past the editors I don't know.

Every piece of equipment in the codex and indices has a points value for matched play games. Well, try and look up the value for the Auxiliary Grenade Launcher for the Intercessor Squad.

Some might think it sad that I get bothered by these things but hey, I'm autistic, I love the details! Also, items like this codex are supposed to be a piece of professional work. If I made these kinds of omissions or factual errors in any of my research work, it could have significant ramifications. At any rate, it hopefully wouldn't get past the rest of the team working on the research, and then the editors (although there are some hilarious pieces of academic trolling, where authors have slipped some amusing things past journal editors).

Don't misunderstand my mood though, as I do really like this new codex! Anyway, onto more interesting things for you...

Chapter Tactics, Stratagems, Warlord Traits and Relics

There are four sets that stood out to me as possible contenders for the Blood Ravens: Ultramarines, White Scars, Imperial Fists and Raven Guard. I nearly included Salamanders in that list, but they are a bit too deviant from the Blood Ravens I think.

Chapter Tactic - +1 Ld. Can fall back and then shoot with a penalty to hit.
Stratagem - Re-rolls in shooting or close combat.
Warlord Trait - 5+ roll to regain used CPs.
Relic - Captain only. 3+ Inv, with 1 Deny the Witch per turn.

White Scars:
Chapter Tactic - +2" Advance, and can fall back and charge.
Stratagem - Can advance, then shoot and charge.
Warlord Trait - After charging, enemy units within 1" get a Mortal Wound on a dice roll.
Relic - Psyker only. +1 to test for Smite.

Imperial Fists:
Chapter Tactic - No cover saves for the enemy.
Stratagem - For bolter rounds, on a 6+ to hit the model can fire another shot.
Warlord Trait - Units in range of the Warlord get +1 to cover against AP-1.
Relic - A unique Bolt Pistol that can target characters, with good Damage.

Raven Guard:
Chapter Tactic - Enemies suffer -1 to hit when more than 12" away.
Stratagem - Deploy in the shadows, where the unit appears as close as 9" before the first turn.
Warlord Trait - No overwatch on the warlord.
Relic - Jump Pack only. Can advance and charge. Re-roll failed charge.

There are some generic Warlord Traits and a Relic that I quite liked depending on the circumstances of the game:

Generic Warlord Traits:
The Imperium's Sword - Re-roll charges with an extra attack.
Iron Resolve - +1 wound, 6+ Feel No Pain.
Champion of Humanity - +1 to hit and +1 to wound in fights against Characters.

Generic Relics:
Tome of Malcador - Psyker only. Can know an extra spell.

Some tough choices to make there. The Ultramarines, as usual, have a nice generic set of things that could apply to pretty much any Chapter that is codex-compliant. The Imperial Fists match up well with how the Blood Ravens are represented in the computer games, but I feel like it's missing some of the cooler aspects of their fluff.

Personally, I'm really torn between the White Scars and the Raven Guard. The White Scars have a psyker relic that nicely represents the psychic potential of the Blood Ravens, and their other items function well to represent how the Space Marine blitzkrieg is represented in the fluff. Also, the Stratagem and Chapter Tactic could represent their prescient ability.

On the other hand, the Raven Guard do completely show that prescience, both in the preparation before battle in the Stratagem, and during combat in the Chapter Tactic. However, I'm not so keen on the Warlord Trait and the Relic - but I could always use those generic ones.

Urgh, I need to think on it some more! An anti-climax I guess...


Captain of the First Company

I've been dithering between a few different projects for the last few weeks but I have finally finished something! This is the Captain of the First Company, and he strides/teleports/stomps angrily into battle wielding a Thunder Hammer and Storm Shield. You'll probably be able to see that the model is kitbashed from the Captain you get in the Start Collecting box, the Sergeant's weapons from the Assault Terminators, and the head is from the Dark Angels upgrade sprue.

The right kneepad is silver, to denote his membership of the First Company. And since Terminator shoulder pads don't have rims, I decided to paint the area around the Crux Terminatus silver as well. For the robe I tried out the technique they show on WHTV for Magnus' cloth. I need more practice to improve on it, but I like the colours and will use them for my various Librarians (Celestra Grey, Ulthuan Grey, White Scar, Nihilakh Oxide). What's missing at the moment is some highlights and shading to the red armour, and highlights on the gold and silver parts, which I will return to and add later when the mood takes me.

One of the projects I've been working on is these Assault Termintors. For some reason I hit a bit of a slump with them, and they seem to be taking forever. Just their helmets, shields and weapons left to go now:


Flipping Marines coming soon!

A quick, short post:

Gabriel Angelos is coming soon. LINK

The head looked a bit Frankenstein's Monster-ish in a previous photo. However, it doesn't look so bad here. If it's truly awful though then I'll sub in a helmeted head. The rest of the model looks brilliant though.


Second Battle - Vs. Orks

My posts have been slower the last couple of weeks because we're gearing up to move house in the near future. My PC was disassembled while some stuff was moved around, and in an unprecedented move I haven't been bothered to put it all back together again!

Last Friday at my local GW store I managed to get another game in. This time it was against the Orks. We played 50 Power on a 4' x 4' board, in another straight up battle to the death.

The Orks:
Warboss in Mega Armour, with an Attack Squig
Big Mek, with a Shokk Attack Gun
Runtherd, with a Squig Hound
10 Gretchin
30 Gretchin
30 Boyz
30 Boyz
6 Burna Boyz

6 Command Points

Blood Ravens:
Captain in Terminator Armour
Tactical Squad, 10 Marines, Grav Gun, Grav Cannon, Power Fist
Devastator Squad, 5 Marines, 4 Heavy Bolters
Venerable Dreadnought
Terminator Assault Squad, 5 Marines, 1 Lightning Claws, 4 Thunder Hammers & Storm Shields
Eversor Assassin
Total = 49 Power

3 Command Points

The Orks set-up as a horde army does - in a line 3/4 deep from one side of the board to the other. I placed my Tac squad, Dev squad and Dreadnought on the board, and kept the Captain, Terminators and Eversor in reserve. This meant just over half my army Power was being held back.

After deployment I got first turn, and at this point I wasn't sure I'd have the firepower to fend off such a Green Tide. In fact, in that first turn I only killed 4 Boyz! In the Orks first turn, my Ven Dread lost 3 wounds to the Shokk Attack Gun, and that was it. A pretty quiet first round!

The second turn saw more shooting from the Blood Ravens, with a higher kill tally this time. The Orks advanced, and tried some ineffective shooting (but it made lots of noise, and pretty explosions, which is what really counts).

The third turn I decided to bring in all of my reserves at once (remember though, the Turn 3 limit only actually applies in matched play). I'm a tad short on pictures, but here's the left flank before my reserves showed up. My Tac squad is holed up on the first floor of some ruins while a gang of Boyz and Burna Boyz leg it towards their position:

On the right flank, my Ven Dread was charged by the Gretchin. In the end, he was actually brought down to a single wound. It was tense, but he retained his right to be called Venerable, and wasn't given the ignominy of being ripped apart at the seams by tiny green buggers:


So, when my reserves turned up, I set my Captain off after the Shokk Attack Gun at the back of the field (in the brown crater in the picture below). My Assault Terminators blocked off the Boyz and Warboss's access to my Tac and Dev squads. The Eversor appeared behind the Burna Boyz on the left flank, and proceeded to wreak havoc (probably my new favourite unit).

The Captain and the Terminators each failed their charges. I wasn't too bothered by this at the time, because 10+ on 2D6 isn't the most likely result you're going to get. However, while the Captain survived some mild shooting from the 10 Gretchin and Big Mek, the Terminators didn't fare so well against all those Boyz and an assault from the Warboss. 13 Power is a big loss, particularly when they killed 0 Power, but they ensured the survival of the potent ranged weapons that were reaping such a heavy toll.

But man... that 3D6 charge on the Eversor is just full of awesome. He was able to run into the Burna Boyz and took 4 out right away, and then took out the other 2 on the Ork's turn. Then on Turn 4, he took on the remains of one of the Boyz squads - over 2 turns he brought them down from about 15 Boyz to 2, at which point he exploded and killed the last remaining Boyz! Epic.

Anyway, that's the highlights of the match. In the end I won on Turn 5 when my opponent conceded. Turn 6 would have likely seen a tabling. I had left: Captain, all 10 of the Tac squad, 2 Heavy Bolters in the Dev squad, and the Ven Dread was on 1 wound. For me, this game had a bit of a last stand feel to it, trying to mow down as many Greenskins as possible before our lines succumbed. Finally we emerged victorious, but at the cost of 5 Terminators and an Eversor.

Here's the end of the battle (the last 2 Devs are just out of shot):

I now have a good idea of what my individual units and their weapons are actually capable of. In both this and my last game, I think I underestimated their killy potential. Also, I have a good idea of what I want to run with when I start playing 100 Power games, and matches with objectives or other variables.

I need to start remembering some things as well. In my first game I had forgotten that the Plasma Cannon is Heavy D3, and not just one shot. In this game I kept forgetting Pistols can fire in combat, and this is crucial for the Eversor as he could have survived. I also forgot the Unyielding Ancient rule for the Ven Dread, but my opponent kindly let me roll for it when I remembered.


First Battle

On Friday, I finally got my first game in of 40k in a few years, and tested my army out in 8th Edition. I don't have any photos of the match, and so I won't bother with a full battle report.

I popped down my local GW store and found a pick-up game against someone I didn't know. Apparently, my opponent had recently done very well in the Age of Sigmar school league Semi-Finals (I can't seem to find the results to share here). He didn't know it was going to be my first game of 8th, and apologised in advance for the army he'd brought with him. I said I didn't mind if I get tabled, it being my first game, so I just want to learn the rules and he can use whatever he wants if he wants to test something new.

We played 50 Power. Here's his list, the Astral Claws (pre-renegade):

Lugft Huron, Chapter Master
Valthex, Master of the Forge
Primaris Ancient
3x squads of 5-man Intercessors
1x squad of 5-man Hellblasters

My list:

1x Tactical Squad, Power fist, Plasma Gun, Plasma Cannon
2x Devastator Squads (5-man teams), 4x Lascannons, 4x Heavy Bolters, Sgts only had Boltguns
Venerable Dreadnought, Twin Lascannon, Dreadnought CCW
1x Terminator Assault Squad (5-man), Sgt with Lightning Claws, 4x Thunder Hammer & Storm Shield

So it would be Primaris vs. The Old Guard then! Just a straight up battle to the death, 12" deployment zone, variable turn limit. There were two large ruin buildings in each deployment, and craters in the centre of the field.

The Astral Claws also had 7 command points against my 3. I thought myself doomed at the start, but then the shooting began...

I had first turn, which was nice, and the first 2 turns saw us trading shots across the board. Valthex has an aura that made his Bolt Rifles S5, and Lugft Huron did something that I now forget... I think it was an aura of re-roll to-hit rolls of 1, or all misses. Anywho, I lost my tactical squad in 2 turns but my Devastator squads and Dreadnought all reaped quite the bounty. The Hellblaster squad was rendered ineffective on Turn 1, and wiped on Turn 2.

Once the crowd was thinned, I dropped my Terminators behind their slowly advancing line on Turn 3. They failed their charge, and Lugft Huron charged them on his turn 3. Huron had some wounds removed, and took some Terminators in return.

Turn 4, the Terminators felled Huron, but he rose from the dead with 1 wound. Nicely timed to be able to charge into combat with them again, with Valthex supporting. This time the Terminators failed in their task (having to re-roll successful Invulnerable saves in combat was nasty).

The game finally ended on Turn 6, with Huron stumbling across the board on his second life, with one wound remaining. The Venerable Dreadnought duly gave him a lascannon to the face, and Huron failed his re-spawn roll.

I had tons of fun this game. My opponent was great to play against, and I'd be interested to see how I'd fare against him another time. My devastator squads clearly won the day this time, felling many Primaris Marines between them. In whatever 'meta' I've played in, Dev squads have always been under-represented. Yet, whenever I field them they do very well and since they're hardly seen there isn't often a direct couner to them. The Librarian's Smite ability was not to be sniffed at either!

I'll have to assemble some more models so I can mix up the strategy for whoever my next opponent will  be!


The Bell of Lost Souls tolls for thee

This post was a little delayed, as my partner's mother passed away recently (she was given the Gift of Lewy Bodies Dementia by the most generous and benevolent Grandfather Nurgle). We travelled to the other end of the country for the week, for the funeral and seeing family. The Bell of Lost Souls rung out for another Hero of the Imperium lost.

Anyway, back to hobby-related things! Onward Emperor's Soldiers, and all that!

I have been busy assembling and undercoating a variety of units, but today I'm going to share some photos of my second Tactical Squad that has reached a 'playable' standard.

Here's a close-up of five Marines so that you can see the Dark Angels shoulders being painted as Blood Ravens. I think it works from tabletop distance, but I need some greenstuff to make it passable up close. The blood drops could probably be bigger too.

The Sergeant:

I've armed this squad with Grav weaponry, which I think are still pretty decent weapons in 8th:


Reinforcements have arrived

Yesterday the greatest of parcels arrived in the post. Something which I think many 40k hobbyists have also purchased over the last week:


They even packed in a small Primaris badge as well. Not sure what I'm going to do with it, but still pretty cool.

I did consider going to either the midnight opening, or popping in and collecting it in-store on the 17th. I opted not to in the end, and wait a few days for standard shipping. The reason being that I'm autistic (mild, high-functioning), and I can either get exhausted by being in a crowd of people or I can get over-stimulated. Either way, I decided to be sensible and go for the quiet option!

Originally, I was going to trade the Death Guard models for someone else's Primaris Marines, or maybe sell them on Ebay. However, now that I've held the sprues in my very own grubby sweaty hands, I don't think I can part with them. Considering this is a starter set, the miniatures are just so damn good. I used to have a Plague Marine army a few years back and so I think I'll keep a hold of these guys just in case...

The rulebook is a thing of beauty. A nice chunk of lore and summaries of each of the playable races. I also got Index: Imperium 1. If anyone reading this hasn't clapped eyes on an Index yet, and is thinking of getting one, just be aware that they are almost rules-only documents. There is some short bit of lore, but these are clearly just placeholders to level out the races until individual Codexes are released (I know most people are aware of this, but I figured someone might not be up to speed).

Blood Ravens Librarium

I also padded out my Librarium with one of the ancient Rogue Trader models. I was 3 years old when this guy was released (1987). I need to get a hold of a base, and pick out one of my spare backpacks to complete him. I love the fact he's carrying a book into battle with him. When I eventually get around to fleshing out some names and perhaps some background for my characters, I'm considering making this guy a newbie Lexicanum.

Also in the above picture is another bunch of Dark Angels shoulder pads. I still need to get 10 more to have enough for my power armoured Marines.

I'm very much looking forward to assembling and painting my new Primaris Marines, but I've got a good chunk of my army to get through first!


They are the Defenders of Humanity

Today I'd like to show off the first Tactical Squad that has been made "Battle Ready" (i.e. painted sans guns and details).

First up is the Sergeant's Power Sword. I'm all for trying new techniques this time around, and I'd not done the quartered shading before, or this kind of blending. I was a bit clumsy with the application, but from a tabletop distance it doesn't look so bad. I think the line highlights of the moot green are a bit thick as well.

As for the technique, I followed good old Duncan of Warhammer TV (here), except I used plain old water to thin the paint. I also used Caliban Green as the base colour, Warpstone Glow for the quartering, and Moot Green for the line highlight.

I took two pictures, one with the flash and one without. The flash is so that you can see the layers more explicitly.

After some failed attempts at free-hand (I'll put them up for a laugh in a later post), I decided to use Dark Angels shoulder pads for the Blood Ravens chapter symbol. I don't have the cash for any Green Stuff just yet, but I think this looks good enough for the time being. During a battle, it will look close enough to the symbol, and you can't really see the DA sword because the symbol is painted all black.

Here is the "battle ready" Sergeant. I'm taking my time to decide how I want the banner to look, and try to develop my skills a bit before it comes to painting it:

Now here's the full squad and their Rhino:


Break out the anointing oils!

In this post I will be showing off my first vehicle for the Blood Ravens - the noble Rhino. I'm not terribly good at painting vehicles, because there's so much flat area to cover and I just can't seem to get it right.

For the colours, they are the same as the marines. The exception is that the cream/bone colour is painted on rather than drybrushed.

I kept the doors and top hatch off so that they would be easier to paint, and I wouldn't have to worry about staying in the lines. The Tactical Squad arrow was done using masking tape. I applied some tape to the hatch and then measured out the dimensions for the arrow. I then used a sharp modelling knife to remove the extraneous tape. If you look closely at the photo below, you'll see gouges where I a) got the measurements wrong the first time, and b) applied too much pressure with the knife. It was the first time I've done that, so lessons learned!

Here is the "finished" Rhino. As with the Tactical Marines, I still need to add shading/highlights, and I've blocked off the details that I still need to paint. At least I can play with it now, and complete the details later!

In other news: I managed to make my pre-orders for Imperium 1 and the Dark Imperium starter set, all funded through Ebay sales of some old stuff. I shall be a happy chap on the 17th June!


The fires of the Pyrae burn strong

What I love about the UK weather system, is that it is usually mild, wet or windy. The reason why I live where I do is because heat is anathema to me. Unfortunately, this week it seems that the Pyrae are in the ascendancy and we're having a bit of a heatwave. 23C is a lot when the previous week was about 10 degrees C cooler! We just don't get the chance to adjust...

Anyway, although I have not been able to paint so much these last few days, it is fortunate that I have a backlog of posts to put up. I don't want to post too much and saturate the blog, and I'm instead opting for a steady delivery.

Today, I'll show you some photos of the first batch of 5 marines that I painted. I'll put the colours that I used as a list at the end of this blog post.

This is how I undercoat my models. I blue-tac them to a box, go outside (unless it's cold or raining, because it messes with the paint), and spray them from the four angles around the model, and from the top-down. Then when it is dry, I simply flip them over and do the other side. It is fiddly if your troops are in bits like this, or you are doing a lot of them, but you get a really good coverage and don't need to do any touch-ups.

The undercoated minis. Unfortunately I screwed up the arms because I was used to the old-style boltguns attached to the arms already. With the way I glue the models though, it was easy enough to snap them off and re-align them.

The shoulder pads. I didn't have any Zandri Dust, so the basecoat here was Ushabti Bone. 2/3 coats, then covered in Seraphim Sepia. The bottom four show the difference with a wetbrush of Ushabti Bone over the Sepia..

Followed by a wetbrush of Screaming Skull.

The armour has 2 coats of Khorne red, avoiding painting any gaps in the plates. I like the definition it gives the red, although it takes a lot of time. I then painted the metal on the powerpacks before I put the red on.

This is the guys in the final stages. I still need to paint the guns and some of the details, but as I am trying to get ready for some table-top fun by the 17th June I will go back and add these when the army is up and running. The colours for the lenses and chest emblems are shown below.

My list of paints:
Armour - Khorne Red. Leaving the gaps in the plate with black. I will line highlight with Wazdakka Red.
Shoulderpads & Chest emblems - Zandri Dust, Seraphim Sepia, Ushabti Bone, Screaming Skull
Guns - These will be mainly black, with the metal painted Leadbelcher, Nuln Oil, Runefang Steel.
Lenses & Purity Seals - Caliban Green, Warpstone Glow, Moot Green.

Next time I'll post about the first vehicle for the Blood Ravens - a noble Rhino. I don't rate myself as a good vehicle painter at all, but I'm pleased with this one for a change.


These violent delights have violent ends...

Welcome to my new blog! It's been a while since I played a game of 40k, or even painted a model... 3.5 years in fact. Over the years I've collected Blood Angels, Nurgle Marines, Black Templars, Imperial Guard and the T'au. With a newly reinvigorated spirit for the hobby, and with 8th Edition around the corner, I will be building an army of Blood Ravens this time around.

Why the Blood Ravens? First of all, I just love the colour scheme. I do have a bit of a penchant for red armies (there's even research to support the tendency for male bias towards the colour), but I just love the combination of the dark red armour, and bone aquilas & shoulder pads. As a researcher by trade, I enjoy the background of the Chapter and their eternal search for lost knowledge and their origins. Although they might not be the most powerful Psykers in the 40k universe, I think that the over-representation of Librarians adds some character to differentiate the Chapter from others.

This will probably irk the purists out there, but apart from always playing a Librarian I am not going to limit my army lists or collection to their representation in the computer games. My reasoning is that I've limited myself in the past and while it makes for some very individual(ish) armies, this time I just want to enjoy the hobby and build an army with units that I think are cool and fun to paint.

Here's the first purchase:

My goal is to construct a tabletop-ready army by the time 8th Edition comes out. I'll be back soon to post about my first painting efforts, and the technique I've chosen for painting Blood Ravens.