Warheads

Official and Glorious Blog of the Inglorious and Officious Warheads Gaming Club

Month: September 2012

Tank Aces Campaign: Round 2

We’ve now played Round 2 of the campaign. We’re pretty happy to have reached fourteen players thus far, that’s a lot higher than expected. The later games were marked by some hideous kill counts on the part of King Tigers but the Allies have still stretched their advantage to three points and go into the second last round with a solid lead.

The nature of the system means that an Axis victory next week will even the scores but the boys in olive green have to be feeling confident.

Allied Campaign Points: 6

Axis Campaign Points: 3

Route A: Chambrey  (Allied Victory, 5-2)

The Allied tanks roll on Chambrey, unopposed.

 After their success in the first days of the operation, the German units defending Chambrey receive special attention from the USAAF. The ceaseless air attacks cause the German supply lines to suffer fatal disruptions. To add to their woes, the Americans manage to cobble together yet another offensive along the road to Chambrey. After three hours of fighting, the Germans run critically low on fuel and ammunition. They can do little to stop the Allied push on Chambrey. The village is surrounded and taken without a fight. German forces west of Nancy are now in total disarray and have fallen back on Arracourt for what may be their final stand.

Route B: Dombasle (Allied Victory, 3-3)

American troops threaten Nancy itself.

 Dombasle saw another meat-grinder of a battle as both sides committed their reserves to the central front. Their bloody, but steady, push into Dombasle saw the Allies threaten the final supply route to German forces in Nancy. The High Command grants permission to withdraw and the Nancy garrison begins to evacuate along the only remaining open route, the road past Luneville and Arracourt. Several blocking forces are ordered to delay the Americans and buy the divisions time to make their escape. Can they prevent the fleeing troops from being overrun or will the Americans finally make a clean break-through against the rapidly diminishing opposition?

Route C: Mont (Axis Victory, 4-1)

American airpower encourages a quick withdrawal from Mont.

 The heavy fighting at Boinville should have engendered a certain caution in the Allies but news of their successes to the west caused the commanders to grow reckless. Trusting in superior numbers and their reconnaissance units, the US formations were completely mauled by an unseen counter-attack, just outside the village of Mont. With the fate of their brethren in Chambrey as a harrowing example, the Germans have quickly pulled back to Luneville under the cover of their remaining AA assets. Their goal now is to keep the corridor open for the Nancy garrison.

(Note: Allied players win drawn areas.)

 
Generals Table
Name XP Kills
Ludwig Von Waffenbak 23 5
Franz Dur Himmler 15 4
Johann Johann 13 8
Heinz von Catsup 16 3
Wolfram Blitzen 19 4
Fraulein Nizentiet 16 4
John Frost 17 3
Baz Von Nizchol 13 2
Henri Hande 12 3
Hulk Washington 18 2
Zhukov Lostski 18 1
Brad Chadworthy 15 3
Billy Canuck 12 0
Buster Gonads 16 1

Here, we see a lovely (but not very rare) shot of the common or “burning” M4 Sherman.
The first StuG into the woods acts as a warning to the others as it blunders into a hidden ditch.
A terminally brave British commander pops a StuG. Panthers traverse their turrets to eliminate the plucky blighter.
Those verdamkned M-18s show up everywhere, even in a Tank Aces campaign
This specimen eyes a burnt-out Panther and ponders its next move.
Another flanking maneuver goes very wrong as a StuG burns.
A lone Firefly plays hide and seek. It did not end well.
The pretty and reluctant Panthers come out to play.
They really are very pretty. Look at them.
The lost Russian T-34 company continues to bumble around.
Burning Sherman #283
A typical tank melee, lots of short range kills.
Shermans manage to swarm over the Panthers.
Many are lost to the big guns.

But enough survive to kill the last Panther and claim a win.

The Allied players note the appearance of the dreaded King Tigers.
The British turn on each other in a friendly fire incident.
After clashing with the King Tiger, the clever Americans run for it.
Using their speed to swarm the rest of the King Tiger’s force.

Regrettably, there will be no blog post for the third week but we’ll return in a fortnight with details of the fourth round and final grand battle.

Tank Aces Campaign: Round 1

We’ve just held Round 1 of our Tank Aces campaign in Gamer’s World, Dublin.With no real history of Flames of War events until now, we were curious to see what kind of attendance we’d see. We knew we’d have our six club FoW players, regardless, but were delighted to gain six brand new players. The faction split was heavily in favour of the Axis, so I switched to an Allied army. Goodbye, sweet Fearless Trained King Tigers, we’ll meet again. I swear it.

The map above shows that the historical operation was planned as a double encirclement of the French town, Nancy. Our campaign will last four weeks, with a series of battles based on three separate routes. Route A is set in the northern sector, representing a long hook by the CCA around Nancy towards Arracourt. Route B is the direct attack by the CCB on Nancy, resulting in the close encirclement of the town. Route C is the southern flanking effort by the CCR, they sought to link up with the attackers on Route A by reaching Luneville, just east of Arracourt. As matters stand, they’re making good progress.

Allied Campaign Points: 2

Axis Campaign Points: 1

Route A: Dieulouard (Axis Victory, 3-0)
Combat Command A take heavy losses while breaking out of their bridgehead.

The Allies had established a small beachhead on the far shore of the Moselle, in preparation for the offensive. Tanks, fuel and ammunition were transferred to the forces massing in the region. On the 18th of September, their engines roared as the main column pushed east. Within minutes, the attack ground to a halt as the lead tanks were devastated by concealed tank hunters. A slow, careful push managed to carry the Shermans out of the killing zone only to find themselves ambushed once more as they attempted to flank their attackers. The losses suffered as they seized the main road to Chambrey were heavy but they simply foreshadowed several terrible days of fierce counter-attacks and crafty ambushes that slowed the Allied advance in the sector to a crawl.

The Moselle River (Allied Victory, 3-1)
Under the guns of the tanks, the divisional engineers force a crossing at the Moselle river.

Scratch German formations attempted to hold the Bayon Canal, which represented the easiest crossing point in the area of operations. Despite the best efforts of the defenders, they were quickly suppressed by the weight of incoming fire. The Allies succeeded in bridging the canal quickly and troops began pouring across. By September 20, several intact bridges had fallen into American hands. The German garrisons along the canal found themselves encircled and trapped. With no hope of relief, they surrendered en-masse. Sparing no time, the Allies pushed on to assault Dombasle, a small town directly east of Nancy.

Boinville-Aux-Miroirs (Allied Victory, 3-3)
The battle for Boinville was exceptionally heavy. This aerial image shows multiple burning tank formations.

Despite being seen by both sides as the least critical sector, the battles around the small village of Boinville-Aux-Miroirs were the largest clashes, in both tanks committed and casualties sustained. The bloody nature of the battle was a consequence of local weather conditions. With a thick fog concealing movement, the battle degenerated into a confused melee. Both sides blundered into each other’s lines, friendly and hostile formations became inter-mixed and tanks fought at point-blank ranges. After two days of chaos, reinforcements shifted the balance against the defenders. Acknowledging the change in their fortunes, the Germans executed a successful withdrawal to Mont and the Allied units cautiously followed.

(Note: Allied players win drawn areas.)

 
Generals Table
Name XP Kills
Ludwig Von Waffenbak 9 2
Franz Dur Himmler 10 2
Johann Johann 8 2
Heinz von Catsup 10 2
Wolfram Blitzen 12 2
Baz Von Nizchol 5 2
Henri Hande 6 3
Hulk Washington 11 1
Zhukov Lostski 5 1
Brad Chadworthy 6 2
Billy Canuck 5
Lord Nosediver

Some random shots from the night, I’ll remember to take more pictures next week, the combined burden of rules, playing and paperwork distracted me from this critical task. It will not happen again.

Very Quick and Easy Flames of War Terrain: Ubiquitous Wheatfields

We’re kicking off the Tank Aces campaign tomorrow night and I decided to bolster the shop terrain in the simplest way possible. Impromptu wheat fields. They’re a staple of every operational theatre from Western Front to Eastern Front, Italy to North Africa. A quick internet search reveals that coir doormats are the best material, some blogs came with dire warnings as to blisters caused by the cutting/shaving, others mentioned the endless clean up of stray hairs afterwards. It’s all lies.

The fields are incredibly easy and incredibly quick, it took less than five minutes to get enough wheat fields to cover a 2.5 x 1.5 foot section of table completely.

The Five Steps

Step 1) Buy a door mat. This one cost just under seven euro and came from Woodies DIY.
Step 2) Find your Stanley knife. I like the newer versions with the snap off blades.
Step 3) Turn mat over, use a steel ruler to line up your cut. You don’t need much pressure as you really only have to break through the rubber, keep the blade at a shallow angle.
Step 4) Do that a few times, making different sizes and you’re done.
Step 5) There are some stray hairs but as long as you’re not cutting the mat directly above the up-turned faces of asthmatic children, it’s really a complete non-issue.
If you want to show them some more love, just add a border of flock around the base of the wheat fields to hide any stray rubber. 

Conspiracy: Steamroller Tournament Report

As a Galway man, spending the weekend in Kilkenny was… interesting. The convention itself was amazingly good fun. There was a friendly, open vibe to the whole event and I spent a very nice Sunday morning and afternoon, playing various board/card games with pleasant folk.

The Saturday saw Ireland’s first German-style Warmahordes tournament, named after the German-style points limit. Each player brought two 42 point lists. The rules pack was the ever reliable Steamroller 2012.

I represented the True Faith with two Protectorate of Menoth lists. The second list is pictured above.

First Menoth-Blessed List

High Exemplar Kreoss
-Reckone
-Vanquisher
Choir of Menoth (Leader and 3 Grunts)
Daughters of the Flame (Leader and 5 Grunts)
Holy Zealots (Leader and 9 Grunts)
Holy Zealot Monolith Bearer
Eiryss, Mage Hunter of Ios
High Paladin Dartan Vilmon
Paladin of the Order of the Wall
Paladin of the Order of the Wall
The Covenant of Menoth
Vassal of Menoth
Vassal of Menoth
The classic pop and drop list, brought along on the off-chance someone hadn’t run into it yet. It saw no play as there was a distinct lack of bunnies at the event.
Second but Equally Good List
Grand Scrutator Severius
-Blessing of Vengeance
-Reckoner
-Vanquisher
-Hierophant
Avatar of Menoth
Choir of Menoth (Leader and 3 Grunts)
Daughters of the Flame (Leader and 5 Grunts)
The Wrack (3 wracks)
Vassal of Menoth
Vassal of Menoth
The actual game list, a jack wall with support elements and the ever-excellent Daughters of the Flame. Sevvy spent the tournament racking up a seriously high body count with his spells.

The terrain bore all the hallmarks of a talented craftsman. My favourite has to be this majestic if slightly barnacle-infested shipwreck. Nice one, Brian.

Game 1: Paul’s Legion (pVayl, Close Quarters)

Close quarters is not an easy mission to score in, it requires you to degrade the enemy to the point where they can’t defend their zone. The other option would be to pack some manner of push-pull ability, which my Menites lack. I based my plan on a half-remembered quote from the internet, “Legion beasts are pillow-fisted”. The heart of the enemy list was a pair of Ravagores and a single Carnivean.

The Daughters peeled out to tie down the Hex Hunters for the duration of the game. An early charge by the Avatar fell short and he was lucky to survive the counter-charge using Enliven to duck away from most of the potential attackers.

It turns out that the internet lied. Incite makes the Legion beasts hit with very respectable POW 20 and 18 weapons. Coupled with the Carnivean’s animus on all the beasts, this resulted in a bruising encounter. The Vanquisher and Blessings both fell but both Ravagores joined them in the aftermath.

I managed to take a two control point lead but was not confident of taking a third without exposing my caster to some serious bodily harm. The end game saw two damaged heavies trying to stalk a single slightly injured beast without great success. The timer gave me the win, had we played on, things could have soured for the Menites.

 Game 2: Noel’s Cygnar (Siege, Process of Elimination)

A quick glance at his lists showed that playing the scenario would involve sitting under his guns and dying. The bloody Stormwall simply scared me. With no notion as to it’s capabilities, I decided to rocket my jacks at it and see what came to pass.

Noel managed to predict my cunning and subtle plan and clogged the approaches with Boomhowlers. The Daughters moved in to clear a path but got zapped by the combination of Stormsmiths and Lightning Pods. I found my attack stalled, Nyss threatening my right flank and my jacks seemed unlikely to make it through another turn. With no other option, I went for the last-ditch assassination on the caster.

Severius moved in to deliver his buff to attack and damage, committing me to either instant victory or certain defeat. The angles were kind, the intervening models were knocked down and some spell-slinging bought Siege to half his health and killed a lot of the support units. A freed up Vanquisher lined up a shot and rained fiery doom on the heathen, killing him outright.

Game 3: Merlin’s Skorne (eMorghoul, Restoration)

This struck me as a winnable scenario. Merlin had a light fast force, I had a clunky heavy force suited to taking the central zone. I figured a run at a scenario win would draw him into a battle of attrition that suited my list.

As things turned out, the semi-final match turned out to be a soft run. It was a simple lack of experience against Menoth which led to a fatal error in placement on Merlin’s part. Under-estimating the reach of the Avatar and Reckoner left three warbeasts dead by the end of turn 2. The Gatormen did what they could, killing my arcnode but the main battle was clearly lost.

He fought manfully on, trying to get his Totem Hunter into position for an assassination attempt and when that failed, Morghoul made a last-second run at Severius. It just gave him the honour of dying at the holy man’s feet. The heroes were the many support pieces who gave their lives that I could arc Ashes to Ashes onto high DEF targets. We must never let the names of Choirboy #3 and that Hierophant guy be forgotten.

 Game 4: Bob’s Khador (pButcher, Supply and Demand)

This was never going to be anything other than a bloodbath. Bob had enough infantry to rack up quick control points so I had to draw him into a stand-up fight and smash him before he remembered how my army worked.

And that’s how it went. The overly-clumped Iron Fangs, Kazazy and Winterguard fell to the unholy combo of massed Ashes to Ashes, Vanquisher blasts and the luckiest unit of Daughters to ever fight in Menoth’s glorious name. Beast 09 went down under a flurry of blows from the Avatar. Even Butcher couldn’t swing matters around as Severius’s feat left him without focus during his counter-attack. The Menites closed in, giant clubs were raised and the Butcher went down.

Sorry, Bob. That’s his third defeat in a final in as many tournaments. He is now officially due a win.

With the sound of heartfelt booing echoing through the hall, I ducked a smallish volley of spoiled fruits and took my very familiar looking prize.

Battlefleet Gothic Tournament Lists

Morning.

As previously mentioned, Ireland’s first Battlefleet Gothic tournament will be held in Bray this October. I’m very happy to see an actual Specialist Game tournament in Ireland. The organisers had space for twelve players and they have gotten their twelve with a minimum of effort. Amusingly, that makes it bigger than the famous BFG tournament held every year at Adepticon.

As part of our new “other wargames” campaign, we’re sending three Warheads to this event. Or to be more accurate, two fully fledged Warheads and a body servant called John. Or Mary.  Honestly, who can keep track of the help? But with no prior experience to draw on, our lust for victory is sending us haywire.

It’s generally acknowledged that winning requires good list design and we’re operating in the void of zero match-day experience here. Yes, yes, we know that the battles themselves are only a portion of the overall score and the tournament boasts a strong “soft” scoring element. But still… good list design demands information. How can we find tournament lists to base our theories on? The best place to start is Adepticon. The Irish tournament seems to be following their lead with a very, very similar rules set. Let’s look at the strongest finishers from the 2012 tournament.

Space Marines
Venerable Battle Barge,
3 Strike Cruisers w/ extra shield
3 Strike Cruisers w/ extra shield and extra bombardment swap

When we strip away all soft scores and examine the actual battle results, this list finishes well ahead of the rest. What do we see? A list playing to its strengths. They’re all large ships with good armour and upgraded shields. He has bet heavily on light to moderate enemy lances and trusted in his armour. He’ll need it because he has to close to make best use of his bombardment cannons.

Really, it’s Wargaming 101, build in redundancy and focus on enhancing your strengths. His ships simply go for a stand-up fight. You will notice the lack of escorts. That’s because most escorts are terrible.

Craftworld Eldar

Flame of Asuryan
Dragonship with Weapon Battery and Launch Bay
3 Wraithships with Lances and Launch Bays
3 Shadowhunters w/ Weapon Batteries
3 Shadowhunters w/ Phantom Lances
This list falls behind the Space Marines in raw battle scores but is still well clear of the chasing pack. Some will not be familiar with this new fleet list, which is distinct from the traditional Eldar pirate lists. The Craftworld Eldar have slightly stronger armour on their ships but the main strength is the ability to customise their ships as they wish. This player has gone for an even mix of weapon batteries and lances to threaten all ship classes.

You might think he’s skimped on defensive air power but this is deceptive. The Shadowhunters have special rules which boost his anti-ordnance ability. Like the pirates, it’s all about using asteroid fields and gas clouds to choose his battles, launching strikes against isolated elements of the enemy fleet.

Chaos 
Despoiler, 
2 Devastation
Acheron
2 Murder, 
3 Iconoclasts

This falls well behind the two previous lists in battle scores. The Chaos player has focused on one thing, long-range (60cm) lances. There are some launch bays and weapons batteries mixed in but this is clearly a stand-off list. It could run into serious difficulty against a holofield-equipped opponent but will murder slow, heavily armoured fleets. In theory.

I’m guessing he didn’t draw the Space Marine list above as it would have been an interesting match-up. The flaw here is that all the long range firepower comes at a cost. The list can’t output enough shots to win a short range duel. If a canny opponent can use celestial phenomena to close without crippling losses, he’s goosed.

Imperial Navy

Emperor
2 Vengeance
2 Lunar w/Nova Cannon
2 Endurance light cruisers

This list finished similarly to the Chaos list above. A quick glance shows it to be an all-round force, based on some of the best classes in the Imperial fleet registry. The Emperor is a solid, all-round battleship that finds it way into most fleets. The Vengeance grand cruisers support it by adding some long range firepower. The dual nova cannons give the fleet even more reach.

The list designer has attempted to patch the weakness of the Imperial Navy at long range firefights with some success. The price is less actual hulls on the table and less potency at close range.

Tyranids
Hive Ship w/ 2 Prow Pyroacids and 3 Side Launch Bays
Hive Ship w/ 2 Prow Bioplasma + 2 Side Bioplasma + 1 Side Launch Bays
8 Bio-drones
6 Pyro-drones
8 Feeder-Vanguards
6 Claw-Kraken
4 Pyro-Kraken w/ 1 Feeder-Kraken

After all those stand-off fighters, someone has gone with the blunt club approach. This list came close to the Chaos and Imperials in battle scores. A single brawling Hiveship and one stand-off Hiveship form the heart of a true swarm fleet. The Feeder Vanguard are designed to swarm into the enemy fleet and provide targeting buffs. The rest of the escorts are balanced between close, medium and stand-off combatants.

This player is going to have a lot of fun. His list is solid and has every threat vector imaginable, from boarding actions out to 45cm pyro-acid batteries. His main vulnerability is the amount of VPs given up by those swarms of escorts as they inevitably explode into goo.

Back to the local scene, the fleet composition of the Irish tournament is as follows. It’s a mixed bag although the various forms of Eldar are probably happy to see no Necron players. We’re also lacking Tyranid and Ork players this time out. The classic fleets make a strong showing with six Imperial and Traitor fleets.

(3) Chaos

(3) Imperial Navy 
(1) Craftworld Eldar
(1) Eldar Pirates
(1) Dark Eldar
(1) Tau
(1) Space Marines
(1) Space Wolves
The key issue, as I see it, is to strike the correct balance between lance and battery type weapons. The former are strong against heavily armoured ships and the latter are best against average and lightly armoured ships. With five heavily armoured lists and seven lighter lists, it appears that weapon batteries might be the slightly better option. The players will have to weigh the benefits of an all-rounder force against focusing on one element and hoping Lady Luck is kind.

Personally, I’m going with an all-rounder force while maintaining my “no escorts, ever” policy.

FoW Tank Aces Campaign Running in Gamer’s World

1) How does it work?
The Flames of War game designers explain it rather well here.

For the link-averse, it’s an ongoing campaign. Each player commands a small tank force and pits it against the opposition in a series of campaign missions. Each player force has a single Tank Ace, which could be considered their avatar on the field. The Tank Ace will develop new skills over the course of the campaign, some benefit his own tank, others benefit his tank company.

There are three rounds of games leading up to the final battle. Hence, a four week campaign. During each round/night, the players fight battles for campaign points which decide the outcome of the campaign stage.

2) What do I need to bring?
If you’re interested but have no appropriate force, just bring yourself. Due the small size of the forces, we’ve got about a dozen pre-made forces to spare within the club.

If you already play Flames of War, then you can make a force using the following restrictions. All forces must be taken from a Late-War Tank Company list. No mechanised or infantry lists permitted. You can adjust the composition of the force from round to round but you cannot change the list. If you go with the Irish Guards, you must use them throughout the campaign.

Round 1 requires a 500 point force. You may only chose from the Company HQ, Combat and Weapons Platoons of any Late-War Tank Company. You may buy whatever you wish but remember, only the Tank teams will be used in your games.

Round 2 requires a 700 point force. The restrictions are the same as before but you may choose from Company HQ, Combat, Weapons and Support Platoons.

Round 3 requires a 900 point force. The limitations are the same as before but you may choose from Company HQ, Combat, Weapons and Support Platoons.

Round 4 is the final grand battle. Every player participates in one giant mission. Depending on player count, this will be 500, 700 or 900 points per player.

3)I’m a Soviet player. Can I play?
Yes, you’re very welcome, comrade. We’ll treat you as an incredibly lost and/or incredibly successful Soviet commander and assign you to the Allies.

4) When does it start?
We’ll kick off in Gamer’s World on September 20th at 18:00. See you there.

There’s a campaign mega-thread set up here on the OnTheStep forum. If you have any questions, would like to express an interest or are merely curious, pop in.

Preening Dandies: August 2012

We’ve got a good haul of entries this August. I’ll guess that the weak to moderate sunshine (with occasional showers) drove the Irish indoors. We’ll be quick about the introduction, look up now for our monthly preening dandy, the Duke of Buckingham’s horse, and then look down to see the entries.

StuG IV Platoon (Flames of War)

You may have thought we had artistic pretensions here, but check out “Instagram” Maynard‘s work. Subtle blurring and warm, sepia tones. Check. Tasteful staging of the scene. Check. Well thumbed book, undoubtedly of a certain intellectual value, left in shot. Check. All very lovely. It’s unfortunate that the actual models appear be infested with mould. On a positive note, he’s certainly got the hastily manufactured bare metal look down. They would make very good terrain pieces, perfectly scaled burnt out panzers in the snow. Mockery aside, considering less than a handful of minutes was invested in their painting, they can be deployed with a certain wry pride.

Reckoner (Warmachine)

Lowry actually sent in two entries this month in a fit of fervour. This Reckoner was the first, the other was Hierarch Severius. I went with the Reckoner, both for artistic reasons and a lingering fondness for such an cost-effective warjack. The burgundy red and unpolished brass colour scheme suits the theocratic fluff of the Protectorate and avoids the cartoonish look of some very similar schemes. The man continues to paint vast quantities of miniatures to an increasingly higher standard each month. The areas of clean, even white armour are quite striking and by keeping the emphasis on the upper torso, it keeps the viewer focused on the face of the jack and its protective carapace. In finishing, I must mention that the Menofix symbol is entirely hand painted. Despite owning the model, it took me about two minutes to realise that.

Sd Kfz 251/1 D (Flames of War)

Better known as a “Skid”, I’m horror-stuck at the amount of work put into this 15mm halftrack, hero of many an ETC list. The Big BZ has gone to extremes to replicate the late-1944 HinterhaltTarnung “Ambush” camouflage scheme exactly. This was one of the very few “official” German paint jobs, discontinued when they switched to the “We’re so screwed, just splash some greenish yellow over the primer and get the damn tanks out there!” colour scheme. The effect is fantastic, you can actually see why this would be such an effective pattern in the shadow-dappled theatres of Western Europe. Do remember BZ in your thoughts in the years to come. We probably won’t be seeing him anytime soon with an entire army of these Germans sitting on his painting table.

Wrongeye and Snapjaw (Hordes)

Here’s to a startling feat of speed painting. It took Quozl three hours to take these models from bare metal to their finished state above. Impressive. The earthy green, browns and greys give the models a natural look which, in Snapjaw’s case particularly, project the desired amount of menace. I’m quite surprised that the scales are so well-defined. I would have assumed that the time constraints would have impacted badly on such finesse work. My favourite element of piece is the bottle of liqueur in Wrongeye’s hand. The classic choices of green or brown glass would have disappeared into the overall model while the bright blue draws the eye of the viewer.

Blood Angel (Warhammer 40K)

Firstly, warm congratulations on not painting an Ultramarine. Secondly, painting is a form of procrastination, get back to studying. I don’t care if the exams are “over”. Welshman is a true Games Workshop loyalist at heart and it’s reflected in his classic painting style. He’s remained true to the canon colours down to the green gem on the shoulder iconography. Generally, it’s a very neat, crisp and bright paint scheme. I’m hard-pressed to find an error in his painting. The basing is also quite nice, the snow-encrusted sandbags look very realistic.

Feldwebel Dietrich Uthoff (Flames of War)

Frogdog is another of our new entrants. He sends in this tank-hunting hero of the Reich. He is, by far and away, this month’s angriest looking model with a particularly enraged face. The actual Uthoff died killing four T-34s with anti-tank mines, his 15mm version’s record stands at eight T-34s in a single game. The washes have been a little unkind to his face but the basing is great. It’s a miniature diorama, with the hero springing from behind the wall and more ammo close to hand.

Space Marine Librarian (Warhammer 40K)

As models go, the Librarian is probably one of Games Workshop’s nicer works. I think it’s the psychic hood which gives the model such an interesting silhouette. Trget sends us his Ultramarine psyker right at the deadline, ruining what promised to be a Smurf-free month. The photo reveals an few errant paint splashes that I suspect are invisible to the naked eye but it’s finished and playable. The main strength of his work is the skin of the model. People tend to paint excessively pink/pale faces and he’s managed a realistic skin tone.

EDIT: Apparently, it’s a Dark Angels Librarian in the required Codex colours.

Sherman Platoon (Flames of War)

This is an entry from one of the best painters in the club, Nosediver. He’s gone for a quick, table-ready finish on the Shermans (the ETC imposed some time restraints) but couldn’t quite keep the artist in him suppressed. Take a closer look at the army’s objective markers, in the foreground of the shot. Both are custom conversions, based on parts from his collection of British troops and vehicles. The left-hand objective is particularly evocative, depicting a half-track crew ambushed as they sought to replace a tire on their vehicle.

Bloodletters of Khorne (Warhammer Fantasy)

We’ll quick gloss (heh) over my own entry. Some might cough “basecoated and dipped”, know that they’re just overcome by jealousy. I will happily claim that the shine is actually god-like use of lighting effect painting techniques. While I’m at it, I’m also going to claim that there are 72 different layers of blending on the models and the sand used on the bases was hand-dried by Swedish supermodels. True story.

Ork Warboss (Warhammer 40K)

This is just cool. Jiggy sends in this nice piece of conversion work, kitbashed (I’m told) from Stormboyz, Nobz and a Puppetwars head. It’s leaner than the standard Warboss but the muscle definition and face are excellent. Really can’t fault any of it. I’m guessing the bandanas on his knees tie him into two of the Boyz squads in the main army. The brown-clothed ork look is quite common and doesn’t actually fit the fluff (barring Snakebites), good not to see it. So again, like the Space Marine, it’s a classic look but, in this case, with a touch more gritty realism.

Note: In bad news, someone pointed out the similarity to a certain 1980s celebratory move and now I can only see him as jumping with joy, Burgundy style.

 
Preening Dandies
Player Score
Lowry 5
Newbreed 5
Trget 4
Welshman 4
Sycopat 3
Nosediver 3
The Big BZ 1
Bristolscale7 1
Crazy Aido 1
Frogdog 1
Jiggy 1
Maynard 1
Quozl 1

As he’s the clear league leader, I’m throwing in Lowry’s other option here. Check out the fine threads on Epic Severius. The absence of the traditional red robes makes the War Pope look even better. And he’s even standing on a small segment of the huddled masses. I approve. Notably, this is the only based model I’ve ever gotten from Lowry.

We’ll be doing another roundup at the start of October so get your works into prd@onthestep.net before the end of September. As ever, our local tech adept states that photos above 5MB in size tend to bounce back so keep your entries below that size.

Rules Refresher
1) Each participant may only send in one entry for a given month. You can send in multiple photos of the entry but only one will be used.
2) The entry can be a single model or single unit. The smaller the unit, the more detail in the photo so aim low.
3) The model can be from any game system. If it’s particularly esoteric, we’d appreciate a covering note explaining what it is.
4) The entry must have been finished within that given month. You can’t submit completed pieces from your back catalogue.
5) If you want us to include a link back to more of your work, we’d be delighted to do that.

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