Khorne Heldrake: A Mechanical Dragon from Hell

Finished another commission the other day, and I was able to deliver the model to the customer. Considering that he took a selfie with it, I would say he was pleased with the results. I’m eager to know what you think.

Final Heldrake 2Final HeldrakeFinal Heldrake 3

You’ll notice immediately that I didn’t use the standard plastic flight stand that comes with the model. I really hate them and feel the detract from the look of models. My method really reduces the profile which allows the model and base to blend better together. It’s also easier to handle, and it breaks down for easy storage and travel. I used the metal rods and adapters from CorSec Engineering.

Final Heldrake 5

You can see here where I mounted the adapter. Actually, I secured it in the center of the cross with resin and then filled in the holes.

Final Heldrake Base

Finally, here’s a shot of the base. I went with a lava base seeing as it a Chaos daemon engine of hellish proportions. The lava was made with PVA glue that I airbrushed, and the rocks were made out of scupltimold plaster. You can also see how the rod attaches to the base.

Until next time, let me know what you think and go by Geek Out Studio to see more of my commission, miniatures, props, and costume projects.

Another Death Guard Plague Marine Test Model

Plague Marine Test 1

It really isn’t the best picture, but here is (I think) the fifth test model I’ve done trying to get a white paint scheme for my upcoming Plague Marines. I think I’m finally heading in the right direction with this one.

For this model I followed the following steps:

Primed the model grey using Vallejo surface primer

Sprayed the model from below with Badger’s Minitaire’s Mummy

Sprayed the model from 45-90 degree angle using Badger’s Minitaire’s Skull White

I sealed the mini with a satin varnish

I applied a wash mixture of Secret Weapon’s Baby Poop, Sewage Water, and a matt medium in a 3.3.3 mixture.

Afterwards I felt the wash was a bit too yellow, so I tried to clean it up with a makeup applicator and some alcohol. This is the final result. Again, the picture doesn’t do a great job. The miniature’s armor did come back to a white color, but I’ve decided to strip it and try again with a slightly different method. The next test run I’m going to do much the same except I’m going to do a more brown/sepia wash. I’ll seal that, and do some dry-brushing to bring the white back up a bit. I’ll then do another wash with probably the Sewage Water since it’s a more “pukey” green color.

This color scheme is providing a number of challenges that I want pass. The fact is that white is already a tricky color to get right. Add to that the contrary nature of making white (a sort of clean color) and the ideas of a Plague Marine (dirty, diseased, corroded), and one has a big order to fill. I also want to keep the white warm as this will be contrasted nicely with the greyish color tones I plan to you for the skin tones of my marines and daemon engines as well as the dark, cool tones I plan to use for the actual green of the Death Guard.

Thoughts, tips, trick, and comments are certainly welcomed. I usual think through a problem better when I talk about it.

WashesA quick update: While my miniature was sitting in its stripping solution, I got out some of my washes and just did a test pallet of them with out mixing them. You can see the results above. I can see that Baby Poop, while is befitting the legions of Nurgle, will not be a wash I use as it is what keeps yellowing my white. The colors that have caught my attention are the Sewage Water, the Green Black, and the browns and flesh washes that are to the left. I can mix the Secret Weapons’ Flesh Wash with the Vallejo Fleshtone to get a nice sepia. The Sewage Water is a good brown/green mixture, but it’s the Green Black that has my attention. I believe that I can get a good sutdel green stain/shadow using it and do an oil wash of brown when the model is done.

I certainly would like to hear what others think.

Chaos Space Marines Death Guard Kit Bash

I’ve begun the process of making a Chaos Space Marine army. It’s going to be a very slow process, since I’m not making this my main or even secondary army. What I have decided is that I want to do Death Guard. I simply love their pre-heresy fluff, and love the idea of diseased, zombie like space marines. Keeping with the idea that Death Guard is not into a lot of flare or bling, I’m keeping them as basic as I can look wise. I’m going with Forgeworld Mk III Iron Armor for the chest and some arms, Chaos Space Marines legs and backpack. Now, however, I’m stuck on what head to go with. I don’t know if I should go with the Mk III helmet as seen here:

Or to go with what I can only describe as the angry skull like helmet that comes with a squad of Chaos Space Marines as seen here:

These will not be Plague Marines but simply Chaos Space Marines. As it stands, I can really go either way. As for shoulder pads, I’ll probably use a combination of the Death Guard Havoc shoulder pads and the Mk III shoulder pads. Any opinions would be welcomed.

Battle Report: Thousand Sons VS Space Wolves

After the busy week I had with all the updates (may look into contributing authors), I decided to take a few days off to actually work on my stuff. However, I did want to get my first battle report up before the next game comes along. I’ll confess that this and my other battle reports may be a bit lacking. I don’t generally take notes or think about documenting a game while I’m playing it. I hope that will improve over time since it will help with the battle reports as well as general improvement to my gaming skills.

This past weekend, my brother and I put together a play test of the new Chaos Space Marines codex. It was a complete departure from our normal games because this was the first time we had done anything with Chaos Marines. The points and game weren’t what you might call “formal” since we used 1850 points, just enough to get a variety of units, but we were both just wanted to see what Chaos Marines were all about. I do think there was a bit of an edge and story to the game as we pitted our armies against their most hated enemy.

Thousand Sons

Chaos Lord – Power Armor, Plasma Pistol, Power Sword, Sigil of Corruption, Mark of Tzeentch, Gift of Mutation, Veteran of the Long War

Sorcerer – Power Armor, Bolt Pistol, Force Sword, Sigil of Corruption, Mastery level 2, Mark of Tzeentch, Gift of Mutation, Spell Familiar (Psychic Powers: Doom bolt and Breath of Chaos)

Chaos Space Marine 1 – 10 man, Gift of Mutation

Chaos Space Marine 2 – 10 man, Gift of Mutation

Chaos Cultists – Heavy Stubber, Flamer,

Thousand Sons 1 – 7 man, Gift of Mutation, Icon of Flame

Thousand Sons 2 – 7 man, Gift of Mutation, Icon of Flame

Chosen – 6 man, Mark of Tzeentch, Gift of Mutation, Icon of Flame, Melta bombs, Veterans of the Long War

Raptors – 10 man, Melta bombs, Gift of Mutation, Icon of Vengeance

Havoc – 5 man, Heavy Bolters, Mark of Tzeentch, Icon of Flame

Obliterator x2 – Mark of Tzeentch, Veteran of the Long War

Space Wolves

2 Rune Priests – Runic Armor, Wolf tail talisman, Master of Runes (Psychic Powers: Murderous Hurricane, Storm Caller, Living Lighting x2)

Wolf Guard Battle Leader – Terminator Armor, Wolf tooth necklace, Wolf tail talisman, Thunder hammer & Storm Shield

6 Wolf Guard – 2 Power Armor, Combi-plasma, Power Sword; 4 Terminator Armor, Thunder hammer & Storm Shield

Grey Hunter Squad 1 – 8 man, Mark of the Wulfen, Banner, Plasma gun, Power Sword, Rhino

Grey Hunter Squad 2 – 8 man, Mark of the Wulfen, Banner, Plasma gun, Power Sword, Rhino

Grey Hunter Squad 3 – 10 man, Mark of the Wulfen, Banner, x2 Plasma gun, Power Sword, Rhino

Land Speeder Squadron – 3 Land Speeders all with Multi-melta/Multi-melta

Long Fangs – 6 man, Heavy Bolters

Deployment

We went with no objectives or mission for this game, so it was straight victory points. Jerry won the roll to deploy first and go first, and I could not seize the initiative. Deployment on his side was very straight-forward. He lined his army along his side of the board placing his Thousand Sons, Chosen, and Chaos Lord in the center. To either side of them were his regular Chaos Space Marines with Raptors and Cultists beside them. In the ruins, he placed his squad of Havocs.  All of this was bookended by his Obliterators. I set my army up in response to how he had deployed. I place my Rhinos with their Grey Hunter squads equally across the board. I put my Wolf Guard Battle Leader and his fellow Terminators in the center. I put my Land Speeders just to the right of them, and over on the far end I placed my Long Fangs. Cover was a bit lopsided in this game as I only had a few barricades, 1 piece of area terrain, and 1 building where as Jerry’s side 2 pieces of area terrain, 1 building, and plenty more barricades.

Turn 1

I was unable to seize the initiative, so Jerry proceeded to move his army forward. During his shooting phase, his Obliterator fired a plasma cannon that killed three of my Long Fangs. His Cultists took aim at the remaining Long Fangs but didn’t do anything. The Rhino that was on that side of the board was able to take out another Long Fang. That left me with only two, forcing me to take a leadership test, which I failed. The Long Fangs then fell back 7″. The Havocs that were hanging out in the building opened fire on my Land Speeder squadron and managed to take one out. The Chaos Marines ran 2″. His first squad of Thousands Sons tried to get a psychic power off, but my Rune Priest nullified the power. The remaining Thousands Sons fired on the Wolf Guard. I was able to save the three wounds that he had caused, but the second squad did the same thing. Again, my Rune Priest was able to nullify the Champions psychic power. I lost two Wolf Guard from the shooting, which set the remaining Wolf Guard on fire. His Chosen took some shots at my Land Speeders and caused 1 hull point to be removed. The Obliterator on the other side of the board fired a Lascannon at the skimmers but missed.

After weathering a hail of bullets, my wolves were chomping at the bit to do some damage. After regrouping, my Long Fangs opened fire on the Cultists, killing 3 with ease. I moved the rest of my army forward, but kept my squads in their transports. My Rune Priest tried to fire Living Lighting at the Cultists but failed, so a Grey Hunter with the plasma killed another Cultist. The remaining Cultists had to take a leadership test that they managed to pass. My skimmers moved to fire their Multi-meltas on one of the Thousand Sons squad. Sadly, they managed to do nothing. My Rune Priest that was near the Wolf Guard fired Living Lighting along with a single plasma gun shot from one of the Grey Hunters riding with him at the Thousand Sons squad that the skimmers could do nothing to. They were able to kill one of the Thousand Sons. My Grey Hunters over on the left side of the board moved forword and fired both of their plasma guns at the second squad of Thousand Sons. One of the plasma shot had to take an armor save from the plasma gun getting hot and passed. Only 1 Thousand Sons marine died from the plasma shots. Since my Wolf Guard had no shooting, I ran them a whole whopping inch.

Turn 2

Things were not going well. The Chaos Raptors moved into my deployment zone, giving Jerry a victory point. The Rhinos moved into a position to block line of sight for a few of my squads and to give cover saves to units that I could shoot at. The rest of his army continued their march forward. Jerry’s Obliterator on the right side of the board shot a multi-melta gun at one of my Rhinos. The ensuing explosion killed 3 of my Grey Hunters. The Cultists and Chaos Marines came out of the building and shot the Grey Hunters that survived the explosion, killing another Grey Hunter. The Havocs stayed in their perch on the top floor of the building, and fired their heavy bolters at the remains of my Long Fangs and killing them. All this gave Jerry another 2 victory points. The Thousand Sons in front of the Land Speeders shot at them, glancing only one of them. The other Thousand Sons squad shot at the Wolf Guard some more, but did nothing. Jerry then proceeded to assault what he could. His Chosen and Chaos Lord charged into the Wolf Guard, and his Aspiring Champion challenged my Wolf Guard Battle Leader. That left my two remaining Wolf Guard to deal with the rest of the Chosen and the Chaos Lord. The Thousand Sons that took pop shots at the Land Speeders assaulted them. My battle leader made quick work of the Aspiring Champion, but my other Wolf Guard did not fare as well. They were unable to get any attacks off. The Thousand Sons destroyed the Land Speeders, but the ensuing explosion killed one of the Thousand Sons.

It was at this point that I was trying to hold on, but victory seemed unreachable. Over on the left side of the board, I unloaded a squad of Grey Hunters near the Chaos Raptors, and moved the Rhino to screen against any other unit shooting or assaulting later on. I also unloaded my Grey Hunter squad with Rune Priest near my battle leader to go in and help him, and again moved the Rhino into a screening position. The Grey Hunter squad that lost their Rhino inched forward in the terrain. I shot the Raptors with my bolt pistols and killed one. I took some pop shots at the Thousand Sons with my Rhinos but did nothing. The wolves over on the right side didn’t shoot because I didn’t want to lose any inches from the up-coming assault. They attempted to charge out of their terrain but failed. The Chaos squad’s over watch killed 2 men, leaving my squad with just the Rune Priest, my Wulfen and my Wolf Guard pack leader. My fresh Grey Hunter squad charged into the Chosen, and my battle leader challenged the Chaos Lord. Like before, my Wolf Guard Battle Leader made quick work of the lord, and my Grey Hunters managed to kill 3 Chosen. Over to the far left, my Grey Hunters charged into the Raptors. My pack leader challenged the Aspiring Champion and defeated him with ease. The rest of the squad killed 5 Raptors with no casualties to my squads.

Turn 3

Now I had to weather another round of merciless shooting. The Obliterator over near the Raptor fired a twin linked melta gun at my Rhino and immobilized it. A Thousand Sons champion was able to get off a Flame Storm at my Rune Priest and his meager squad. They were able to survive. The Obliterator that was beside the Cultists lumbered up and fired a heavy flamer, and still the squad held on. It wasn’t until the Cultists open fired that the squad of three was reduced to two with the Wolf Guard pack leader dying. The Raptor’s supporting Obliterator assaulted the Rhino that he had previously immobilized and destroyed it. The Obliterator that shot my Rune Priest assaulted my Rune Priest, but was unable to land a hit; my Wulfen was able to land a wound on the Obliterator. A squad of Chaos Marines were able to move into position near my Grey Hunters that were still in combat with the remaining Raptors. A squad of Thousand Sons in front of my Wolf Guard Battle Leader and Rune Priest opened fire, killing 2 of my men. The second squad of Chaos Marines and Cultists assaulted my Rune Priest and Wulfen, where they were killed. The Thousand Sons assaulted my Grey Hunters with the battle leader. The Aspiring Champion challenged my battle leader. Much like before, my battle leader made quick work of the champion with no wounds done to him. The remaining squad killed 2 Thousand Sons with 2 casualties of their own. My Grey Hunters that were in combat with the Raptors were assaulted by a squad of Chaos Marines. The Aspiring Champion challenged my pack leader. This time my pack leader fell with the champion. The remain squad suffered heavy damage by losing half their squad, and were then over taken in the sweeping advance.

Conclusion

It was at this point that I raised my hands in defeat because I had nothing left on the board but one squad. I will admit that this game made me mad at several points. For one, I really couldn’t roll to save my life, literally. The real reason why this game frustrated me so much was that it was a complete departure to what my brother and I usually play. If he plays his Ultramarines, I know he’ll sit back and shoot me, but once I close in on him I can begin to bring the hurt. With Jerry’s Tyranids, I know that I will get eaten, but I will do as much damage and hold onto as much ground as I can before then. This game, though, was very different. The ease with which he was taking out units was unreal. The only saving graces for my army were the Rune Priest denying every psychic power the Thousand Sons tried to make, and that my army could push back and deal some damage once it got into close combat. My experience as of now is that a Thousand Sons themed army is hard. They are expensive, but worth it. On my end, I could have probably managed my points better. Maybe not taken such a small Wolf Guard squad or not take them at all. As for heavy support, I’m still up in the air about Long Fangs. I feel that I would get better results from something else, like a Predator or Vindicator. I’m intrigued and scared to see what would have happened if we’d upped the points or lowered them. I’m also excited to see what I can do with a Death Guard themed army, which I’ll get my chance for this weekend. In short, the play test showed that the Chaos Space Marine codex can put up a very good fight, and has excited me enough to begin building an army: piece by piece and slowly.

P.S.

My wife’s morbid curiosity drove her to see how my last squad would fare against the remainders of Jerry’s army.  My Battle Leader was killed in a challenge with Jerry’s Sorcerer.  The remaining 4 troops I had were gunned down by Jerry’s Havocs, Obliterators, and the remnants of two other squads.  Finally, only my last Rune Priest remained.  Alone, on fire, he charged a full squad of Cultists.  Furiously, he attacked with his close combat weapons, killing 3 Cultists with no wounds suffered.  As the remainder of the squad tried to flee in terror, my Rune Priest followed close behind, cutting them down to the last man.  Shortly thereafter, my Rune Priest was fired upon by all of Jerry’s army that still held a gun.  He did not survive.

New Chaos Space Marines Codex Review: Quick and Dirty Part 1

It’s been a busy week for the site, and Chaos fans. I broke down and got the Chaos Space Marines codex yesterday, and I figure I would go through and give my opinions on it. Keep in mind that this is in no way and exhaustive review of each unit and piece of war gear nor is this review given with a competitive mind-set. To put it simply, these are my thoughts on what I would take if I played Chaos Marines. For the sake of time, both for me writing and you reading, I’m only going to go over HQ and Troop choices in this post. I’ll follow-up tomorrow with Elites and Fast Attack choices. So without further ado, let’s jump in.

To start off with, my general impression of the codex is that there is a bit of a push to construct themed armies, which I am all for as this was one of the biggest detractors for me with past Chaos Marine codecs. Depending on what mark of chaos you take will limit you certain pieces of war gear and options.

Speaking of marks of chaos, there are special rules: mark of Nurgle gets +1 Toughness, mark of Khorne give the Rage and Counter-Attack special rule, mark of Slaanesh get a +1 to Initiative, and mark of Tzeentch get a +1 invulnerable save giving models that don’t have a cover save a 6+ invulnerable save. Just about every unit in the codex can take one of these marks. To supplement the marks of chaos, a unit can also take one at five possible icons: Icon of Wrath, Icon of Flame, Icon of Despair, Icon of Excess, and Icon of Vengeance. The icons only add a certain universal special rule like Fear, Furious Charge, etc. Depending on what mark of chaos a unit takes will limit the unit to only two icons; the icon that corresponds to the mark, or the generic icon, Icon of Vengeance.

It’s the mixing of the mark of chaos, icon, and unit that a player can create some very fun special units, and again is a little push towards making a themed army. Since I’m partial to Death Guard, I would probably out fit most units with mark of Nurgle and give them the corresponding icon.

HQ

All of the special characters are not very expensive with only Abaddon, Ahriman, and Typhus coming in over 200 points, and each of the special characters, except two, changes an elite choice to a troop choice. However, the HQ choice that I’m most interested in is the Chaos Lord. He’s only 65 points. You can outfit him anyway you want, and if given a mark of Nurgle, Khorne, or Slaanesh, the player can take the corresponding elite units as troop choices. The Sorcerer is also another great choice. He’s only 60 points, and can be outfitted similar to the Chaos Lord. If given the mark Tzeentch, then Thousand Suns can be taken as troop choices. I do want take this moment to mention the Chaos psychic powers. Much like the icons, a Sorcerer with the mark of Tzeentch, Nurgle, or Slaanesh will only be able to take the powers from their respected Chaos god. However, the universal psychic powers of Biomancy, Pyromancy, and Telepathy are still available.

Besides those two, there is the Daemon Prince, Warpsmith, and Dark Apostle that are also HQ choices. These units I probably wouldn’t really deal with. The Daemon Prince is 145 points with no armor save. I would have to spend 20 points to give him power armor plus any mark of Chaos plus psychic mastery levels plus any weapons. As you can see, a Daemon Prince will add up quickly. The Warpsmith and Dark Apostle are basically Chaos versions of a Techmarine and a Chaplin, and given what a Chaos Lord or Sorcerer can do I haven’t even really looked at them.

Troops

The Chaos Marines only have two choices for troops: Chaos Space Marines and Chaos Cultists. The nice thing about these two units is that you can have a lot of them. You can have up to 20 Chaos Space Marines and up to 35 cultists. The options for the Chaos marines is more extensive than for the cultists. All Chaos Marines can get a close combat weapon on top of their Bolt gun and Bolt pistol. If they number 10 or more, they can have two special weapons or a special weapon and heavy weapon for the cost of the weapons. The sergeant can be outfitted pretty much however you want with ranged weapons and melee weapons. He can be given mutations, but the mutations are randomly rolled for on the Chaos Boon table. Naturally they can be given a mark of Chaos and icon.

The cultists are basically renegade guard. They start out as a kind of close combat squad with pistol and close combat weapon. They can be given autoguns for one point a model. Finally, they can be given a mark of Chaos and an icon. The only interesting thing about these guys is if you take a Chaos Lord with the mark of Nurgle. In which case, all cultists become zombies. Can we all scream ZOMBIE APOCALYPSE!

As promised, I’m not going to go over everything in great detail, nor am I going to go over what unit build is cost-effective and competitive. I’m just simply putting down what I see. This codex seems like if would be very fun to play with particularly if you take a Nurgle lord and have zombies. The nice thing about the codex is that it has the options and makes it easy to have a themed army, which is a big selling point for me. I’ll be play testing the codex this weekend, so I should have a much better picture to paint of the codex after then. Until then, let me know what you think and your opinions.

Death Guard Chaos Space Marine: Test Model

With the recent increase over the weekend of all things Chaos, I decided that I’d take a break on building a painting my Fortress of Redemption and paint up a test model of a Death Guard marine. I’ve always said that if I ever did a Chaos army; I would do Death Guard. There’s just something cool about zombie space marines. I also did this test model to get things in order, and to have some idea on how to paint Death Guard when I got around to painting my Dark Vengeance starter box.

Spending a couple of days wandering the internet, I realized that most people simply painted they’re Death Guard using some combination of Gretchen Green, Snot Green, Rotting Flesh, and a brown wash. To me, this didn’t seem to work very well as the greens that people used were too close to a basic color green. There were fewer that did an off white armor color as you can see in the following pictures:

I will admit that I do like this color scheme, but I just feel that over the centuries exposed to the warp and rot of Nurgle the original color of the Death Guard armor would have sluffed off or been caked with all manner of disgusting material.  That’s why I went with a more brown/yellow, green armor color.

Personally I think the model turned out very good. I’m only disappointed in the fact that I didn’t have the paints to make bright almost glowing blue eye lens, and that I don’t have good lighting to make the picture turn out better. I believe that using Boltgun Metal for all the trim and metal bits works great, and keeps with fluff that Death Guard was not an army known for having their armor bedazzled with bling. If I were to do a Death Guard Chaos army, I would probably not use a lot of the Chaos Space Marines bits as I feel they are too ornate. I would instead use the Forgeworld Death Guard conversion kit along with the Mk III Iron Armor set with a smattering of Chaos Space Marine arms legs to construct my army.

I certainly love to know what you think about the paint job and color scheme that I went with. My next challenge is to figure out how to do sick decaying flesh and rotten cloth. Feel free to leave any questions, comments, or suggestions, and I will post a tutorial soon on how I painted my test model.

New Chaos Space Marines and Angron Models Release

It’s been a busy weekend for Games-Workshop and Forgeworld. Both have released previews of the new models that they will be releasing. Now, I don’t play Chaos Space marines, but I’ve always said that if I did, I would probably play Death Guard. In my opinion the new models that Games-Workshop is releasing are very nice. The new Chaos Space marines don’t look like regular space marines with spikes. It’s also nice to see Games-Workshop making more dynamic model poses as well as making the models resemble some of the art work.

I’m very happy with the new figures, and depending on how the codex is done I may even dabble with a small Chaos Marine army. There are some problems with the new release of Chaos Marines. The first are the Daemon Engines.

While these units are very interesting and probably would be fun to build and paint. They’re just not my cup of tea. I have no criticism about the models I just think Chaos Marine tech would be regular marine tech but warped by chaos. They’re design, lines, and aesthetics are completely different from what is generally accepted as Space Marine aesthetics. However, the most disappointing thing about the upcoming Chaos Marine release is the repackage of many of the older models into Finecast. When compared to the new models that are being released, this sadly just makes to older models look more dated and bland.

Finally, the other big news is the preview of the World Eaters Primarch Angron that Forgeworld is release with all the other Pre-Heresy and Heresy era models. You can check out the video below:

As I expected from Forgeworld, this is a very nice model, and I’m already tempted to started a collection of the Primarchs as they come out. My only concern, and that’s only because I can tell by the video or pictures, is the size of the model. The impression I have as of now is that the model appears to be a bit small for what a Primarch should be. Let me know what thoughts are in the comments about the New Chaos Space Marine models and Angron model.