Blog > Warhammer 40K [13/13]
It's been a slow, strange few months, during which I should have been rattling out achievements to document here. However, I have found myself completely unable to play computer games because of some bad RSI in my mouse-clicking fingers. And the hot weather, as it does every year, really put a dampener on my painting.
And yet, there has been a bit of movement in the tabletop gaming arena, especially these last couple of weeks.
Though I'm supposed to be painting my 6mm Tyranids, I instead got the urge out of nowhere to paint my 40K Imperial Guard characters. I rattled the officers off in short order, but my motivation ceased when I got to the Commissars.
That has pretty much been my only 40K involvement for the past 6 months, other than my decision to correct some big fuck ups with some green stuff that I made nearly 11 years ago now. I had never been happy with my hair attempt on either model, so I tore that crap off, and will now have to put them both in the stripping pot so I can re-paint them at a later date.
Since I changed the "feel" of my site last year, these next few pictures have not existed online. However, I want them out there as a method of shaming me into actually pulling my finger out.
These pictures show the state of all my wargaming armies, or at least, how they looked the last time I lined them all up for photos. Not a great deal has changed for most of them, which indicates just how much of a task I still have in front of me in order to get them all done.
Here are my 40K armies. I'm further along at getting these painted compared to my Epic armies, but that's not really saying much. All of my Tyranids are done, and the vast majority of my Space Marines. I've just got to paint the other Marines that I added to the army a while back.
That only really leaves 3 armies, though I only count them as 2. All the way back from when I first started to collect them, it has always been my intent for the Eldar and Tau to be one allied army. Of course, as is typical of me, I didn't play anything of 6th or 7th editions, when these two were actually allowed to ally together and were supposed to be quite powerful. But hey, I don't care. If I do get round to using them in 8th I'll probably still throw them together, even if it means losing a lot of their special rules.
I do also have a small number of Orks and Sisters Of Battle, but they're nowhere near full armies, and I don't intend on making them so. Got enough to get through already...
Of my 40K armies that are not yet fully painted, only a few models are even slightly worthy of having their picture taken. And here they are:
After months of waiting, time off work and some good weather finally allowed me to go crazy with the varnish and get all my big bugs tabletop ready at last. Now, the thing is, getting them all out of and back into their cases was an absolute pain in the ass because of all their spiky bits. I don't think I'm going to like doing that very often when we game, especially as the Nidz are a bit weak rules-wise right now.
Maybe I need to paint up my Guard or Tau real quick...
A couple more 40K games have happened over the last few weeks. Like our previous games, they were between Space Marines and Orks and were both 2000pts.
In the first game, I had first turn, but hadn't really brought much long range firepower. Also, with the terrain the way it was, blocking lines of sight, little happened on turn one. On each of the three turns, the Ork Weirdboy sent a Boyz mob forward using Da' Jump to threaten my forces. Overall, Scoob's Orks easily took their left flank, while I put quite a lot of hurt onto the Orks on my left flank. Even then, I got pinned back into my left corner, despite trying to push out with a Vindicator that was getting protected and healed by a Master Of The Forge Techmarine. No doubt, that tank stayed alive far longer than it should, and absorbed a lot of damage that would have wrecked my forces otherwise.
We ended after 3 turns, agreeing to a draw.
In the most recent game we went a bit different and I chose the Search & Destroy deployment map. Remembering my faults from last time I took a lot more firepower, and took 4 characters all geared to either keeping me alive or buffing my shooting. As it was, the wrecked stompa prevented most shooting from Scoob's artillery to my vehicles and vice versa. For the first time this edition, I also had brought along some assassins, but the Vindicare, who I was most looking forward to using, did very little. In contrast, my 2 Eversors popped up and wrecked face, with one taking out a unit of Stormboyz, and one charging some Boyz and killing 14 of them.
I had a gret deal of luck with random amounts of shots in this game, especially the Whirlwind, while Scoob's Shokk Attack Gun and artillery didn't do as well as they normally do. But yet again, even though I was doing well with my shooting, I was still very much pegged back, and could not push out onto the map, despite attempts from Scouts, Tactical Squads, an Assault Squad and some Sternguard dropping in using a Drop Pod. So even though Scoob surrendered after his 4th turn, I was still very much languishing in my deployment zone, and I can't help but think all these games we've been playing would be much harder for me if we were using objectives.
Finally got around to completing my transfer of all the old battle reports from the old site to this one, something I started a few months back. As there are so many of these battles, they are stored on their own pages, which can be found below: