Thursday 14 November 2013

'nids part 108 - Scratchbuilt Tyranid Capillary Towers pt3.

And I've iced the cake! At this stage I'm running out of grout from the pot that served to cover my Bastion. It probably could have covered all of the towers but I wanted to get some extra just in case.
 

I went to my local £1 shop but they were' all out of the tubs of grout, but Home & Bargain had a tube of grout for 89p. I ended up using that exclusively on the three remaining towers purely for the perceived ease of application - piping it in place. It's actually a nightmare to squeeze out of the tube but it all got done.


I had a plastic knife to smooth things over, a spoon or sculpting tool would work equally well.

   

The second set of towers after they've been 'piped'

   

Even with some water to smooth things over we're still going to need to sand these babies down. The first 3 took about 10-15 minutes each and then these three probably another 15 minutes per tower. We'll say it's another 1.5 hours of work taking us to 8 hours 20 minutes construction time so far.


And here's where the sanding begins. I have an old Black & Decker Quattro - a 4in1 drill, electric screwdriver, jigsaw and sander. I bought it with my first ever Christmas bonus but at some point it broke only ever running anti-clockwise - thus rendering the drill and the ability to tighten screws impossible. The sander works fine though so I dug it out to speed things up. It seems that 4 or 5 years of inactivity has cleared the problem though!


Anyway, these 3 were sanded until the batteries ran down, another 10 minutes each of smoothing, with help of some sanding pads too. it doesn't have to be perfect but so long as there aren't any sharp ridges this finish is sufficient.


The next three were sanded both with my Quattro and the Dremel-alike. I was covered head to toe in grouting powder, not sure it speeded things up  but I definitely ended up with a smoother finish, especially after a quick sand with my sanding pads.


Another rough estimate for time, about 45-50 minutes taking us to 9 hours 40, which looks like a long time but honestly hasn't felt like it so far. I've got the chitin plates next. I've got myself 5 packets of Milliput but I think I'm going to go DAS air drying clay. I certainly want to try at least one tower in clay alone. I don't think these have to be as durable as the Bastion, they are only terrain pieces after all so clay should be fine.


Additionally the mixing of the Milliput can take just as long as sculpting so I think this may speed up the process. The only other difference I can see is that the Milliput plates on the Bastion are smoother than the two DAS clay ones, only by a fraction. They're all getting painted though so it shouldn't matter.
Tyranid Capillary Towers | part 1. | part 2. |

Tuesday 12 November 2013

'nids part 107 - Scratchbuilt Tyranid Capillary Towers pt2.

Mojo is beginning to flow now, I'm actually pushing myself to do bits that I know are tedious. I know that once they're complete it will be a clear route to progress that will actually be worth looking at for you, the avid viewer.


 This update is just padding - literally. I needed to pad out the insides of the Chitin plates. I suppose I could have just used clay but that would have made the towers heavier, would have taken longer to dry and cost a bit more. I used strips of damp tissue paper and a judicious coating of PVA. This was layered and squished until I'd filled out the cavity behind the pop bottle plastic and the foam spine.

   

The PVA still took a few days to dry properly. Alternatively you could use tin foil and hot melt-glue but having experienced the hot melt glue melting the pop bottle plastic last time I wasn't about to see my chitin plates melt.

   

An alternative solution would be some other type of all purpose adhesive but I'm comfortable with tissue paper and PVA, it's cheap and does the job

  

The next step will be to add some form of spikes down the inside of the spine. In the Bastion I used Spinefists to match up [a bit] with the old Forgeworld Capillary Towers but this time I wanted to use freely available bits [and I was also short of Spinefists]. I'd been thinking of what plastic spikes I could use, cocktail sticks immediately sprang to mind and then the wife was re-hanging some curtains and she had a bag of curtain hooks - 30 for about 60p - perfect.


Each hook was cut down to a spike [save the bits you never know what they may be useful for].


I masking taped the spine edge and inserted the first spine 30mm up from the base and every other spine 20mm thereafter [or near enough]. There's going to be a crater on the base so you need that extra 10mm on the first spine. Each was then PVA'd, it doesn't have to be super secure as further sculpting materials will be added so make them stronger.

   

And there's 3 of them ready to start the icing - next up will be tile adhesive and grout.


Once again this whole process is based on the process of construction for the Bastion. There's nothing new here technique-wise but it is useful to reacquaint myself with the skills and process. I've got another rough estimate of how much time this all took. Unfortunately the numbers aren't to hand but I'll update them later.

We're on 5 hours so far, the PVA padding took a further hour and a half and the talon spikes were just another 20 minutes. So we're around 6 hours 50, give or take.
Tyranid Capillary Towers | part 1. |

Sunday 10 November 2013

Blog Wars 6 1850pt battle report - nids vs Dark Eldar/Eldar allies - game 3

With a high percentage of nid players, 6 out of 34, it was no surprise for me to face at least one of our mast hated foe, Dark Eldar or Eldar. Daniel Russel brought both with a scary mix of Reaver jetbikes, ]OK not much poison but you know I hate cluster caltrops] Eldar Shadow Spinner and 4 flyers - a Crimson Hunter, a Void Raven and 2 Razorwings. My son took a lot of the pictures so bare with some of the more eclectic shots he takes, not necessarily of the action but they're usually quite cool pictures though.

Psychic Powers
Winged Tyrant HQWinged TyrantTervigon CC TRTervigon Plain Tr
EnfeebleEnfeebleSmiteEndurance
Life LeechWarp SpeedLife LeechSmite
Doom of Malan'tai
 Psychic Shriek

The low down:
  • Crusade
  • Dawn of War
  • I think I lost deployment and went second.
  • Warlord Trait - Tenactiy - FnP with 3" of an objective
The tournament was running late at this stage so the game time was reduced by 15 minutes, so no pressure then. Daniel set up with his Reavers next to his objective and his Shadow Weavers occupying three storeys of the nearby ruins.


I swooped the Flyrant forwards but still within cover from the ruins.


My Tervigon remained in the ruins, he's actually on the ground floor so he could not be barraged by the Shadow Weavers who'd put 2 wounds on the Mawloc because of this. I'm trying to think now should he be able to claim being on the ground floor if he can't physically fit. Obviously MCs can just barge through any ruins and leave it standing but something makes me second guess this now and I can't find the rules to say whether I can/can't. Anyway, he's got the objective and spawns 13, which head toward my other objective. 


The Flyrant swooping through the ruins.


Hive Guard and Biovores hunker down next to the Tervigon in the ruins out of Barrage from the Shadow Weavers..


On comes the Crimson Hunter with the Reavers moving forwards in the background. 


I think this is the Void Raven and everything put the hurt on the Flyrant in the ruins - so I'd played him conservatively game 1 and this is what happens when I play him aggressive and he's giving me the +1 to reserves!


He takes a hit, then falls out of the sky, he's taken either 1 or 2 wounds at this point and then he's swept by these Reavers who cheekily revel in the gore-soaked battlements of my own Bastion.


As they pass the Flyrant they slash him with their blades and caltrops killing him outright - First Blood and Slay the Warlord.


My 13 gaunts are heading for my 2nd objective [a Skyfire Nexus]


But their advance is obliterated by a Shadow Weaver barrage!


I move the Biovores towards the Bastion.


The Reavers continue to posture atop my own Fortification


One of the Devgaunt pods arrive in Daniels backfield to face the three Wracks holding his objective. 


The Wracks did not survive the Devourer fire, even going to ground.


My other Flyrant Deep Strike Swooped behind the Void Raven... 


and shredded it with Devourer fire. 


The Doom arrived in the background and was able to take some life from the Haemonculous and the Shadow Weaver gunners.


The Doom now had the objective. Apparently Duke Silacus tried to engage him in combat at some point but failed abysmally which I think eventually meant he was killed by the Doom's Spirit Leech.


I though the Flyrant was safe but didn't realise the Crimson Hunter had Vector Dancer which meant it was suddenly facing down the king of the skies.


Unsurprisingly the Flyrant did not survive the encounter.


More Reavers arrived but positioned to shoot the Doom without having their life leeched from their bodies. He suffered a few wounds, he may even have been reduced down to 1 under the intense shooting but he managed to survive another turn.


With my Hive Commander Tyrant gone my vanilla Tervigon could no longer outflank which ended up handy as it meant this turn it could move to secure my objective alongside the 13 gaunts my CC Tervigon had spawned out on this turn


Biovores head for the Bastion which is now free of Reavers.


The Reavers had been shot by everything nearby and fled. Daniel pointed out an FAQ anomaly that they can still turbo-boost in their turn and as such are never likely to move off the table. I didn't quite follow but time was running out so I went with it and I'll return the debate at the end of the report. Whatever shooting I had done at this stage was being marred by my inability to process my roll-to-hit and then roll-to-wound routines. My earlier clumsiness was being replaced by senior moments of having in my head the four 'to-hit' rolls from my Stinger Salvo where in fact the 'to wound' rolls from some blast weapon. Luckily Daniel kept me on track. You'll also notice a lack of Devgaunts controlling the objective there, not sure what got them, but I think 2 or 3 survived but bolted and where heading for my table edge.


My Mawloc popped up to little or no effect.


The 2 Razorwings arrived.


And some more Reavers.


Razorwings moved to engage my vanilla Tervigon.


Reavers screamed across the backfield.


The Doom was now on 9 wounds having sucked the life from some more Dark Eldar and presumably the Haemonculous and the Duke but he was now in the sights of the Crimson Hunter.


And with time running out I had about 3 minutes to do my turn, not enough to do everything I needed but in the far right another trio of Wracks had turned up but my last Devgaunt Brood also arrived and would have mown them down in the same fashion as their retreating siblings and captured the objective so we called that one mine. The Doom still had the objective above and linebreaker, the other objective to the right of those ruins could have been unclaimed unless a bike squad had it.. My CC Tervigon was still holding the objective next to the ruins having never moved all game. The only problem was a unit of Reavers who had contested the Skyfire Nexus next to the Bastion and trees. With time called I quickly threw four dice for the Tervigon's assault on them but it was just 1s and 2s so it wouldn't have killed the 2 or 3 remaining bikers. I still had some Termagants to Assault and there were probably shooting that could have taken them beforehand but we called it contested and I had 

Therefore I had 3 objectives for 15VPs, plus the 2 secondary VPs. Daniel may have been without any objectives, unless he had the one on the other side of the ruins from the Doom but I think he had all three secondary VPs so it could have ended up 17-3 or 17-8 I'm not sure, either way a win for me. We had quite a nice analysis afterwards about what could have been. Daniel had a lot still on the board I couldn't deal with - Razorwings and Reavers zipping about with impunity. Another turn - those 15 lost minutes and it could have been very different with most all of the objectives being contested/secured by Daniel but the last turn went by so fast I couldn't believe I was left with just 3 minutes when I was sure when I looked and saw Daniel start his turn with 17 minutes to go that 14 minutes hadn't gone by. It's funny how time plays tricks on you.


OK, so two rules issues that came up during play that I didn't have time to deal with given the shortened game:

Shooting on fall back: Daniel was of the belief that you shoot at full BS during fall back moves. This was my gaunts falling back and I was convinced they shoot as snap fires but he insisted. It is in fact only as snap shot fire. [pg 30 BRB]

Turbo boost on fall back: Like I said above I'm not sure what this rule was but Daniel mentioned it to Alex, the event organiser who seemed to be in agreement. I think the gist of it is that units on fall back can choose to run instead of shooting [though why you would do this...] but Jet Bikes get to turbo boost 24" and Eldar/Dark Eldar Jet Bikes get to turbo boost 36". Now he mentioned it hadn't been FAQ'd that somehow even if it was falling back you could then Turbo Boost in the opposite direction to remain on the board. If this is the case and anyone knows what this issue is please explain as I can't find the usual hotly contest RAW Vs RAI debate on the usual forums. 

My look at the rules suggests that [in bold] on page 30 'the only moves they can make in subsequent phases are Fall Back moves until they regroup' and subsequently a Fall Back move is described as each model in the unit moves directly towards their own table edge by the shortest possible route. So I would understand it to be that the movement in the shooting phase [should you be foolish enough to make one] is still a 'fall back' move, because that's the only type of move you can make when you're falling back, and therefore it should be in the direction of your own table edge and with a 36" turbo boost that's likely to be off the table. I don't see how that allows you to boost in the opposite direction but if anyone knows the issue please let me know.

Regardless of this and the ramifications on what would/could have been it makes no difference to me, I'm putting it down to an aberration of the warp :) . Daniel was an absolute gent and together with Phil and Adam capped a great day. 3 competitive but more importantly fun games. I had some challenges and even the horror of facing Dark Eldar, usually my nemesis was replaced with an extremely civilized and equal match up. So thanks to all I played against, see you next Blog Wars


Incidentally, this didn't come up in the game but I was reading about Barrages and how they affect levels on page 100. The assumption I always had was that if you targeted the 1st story of a ruin and a barrage deviates off the ruin and there are models on the ground but none on level 1 then the ground floor figures are unharmed - NOT SO. It says:
"If a blast of large blast weapon scatters, it can still only hit models on the level targeted, though this may be the corresponding level of a nearby ruin. If there is no corresponding level, it instead hits the highest level under the template and can only wound models on that level. If the blast marker scatter to non-ruin, or open terrain, resolve as normal."
So, resolve as normal. No dodging the barrages, when it's raining death from above, just because it missed the first floor window originally targeted!

Daniel's army list