Monday, January 31, 2011

Progress Report #3

I've been working at a steady pace for the past week to get a few things together. I built a prototype 1500 point army list for Astronomi-con and its really helped me to get focused on which projects are important but once again I find myself with 8 million projects on the go with nothing finished. I'm at the stage where I'm working on parts for conversions that are tedious and slow, but the pay off is big as its all detail. I'm hoping to be able to say that I have 2-3 units done and ready for paint by the end of next week. If I'm lucky I'll have more.


Warboss is moving at a faster pace than anticipated (considering I started him yesterday) despite all the work involved. So far I've repositioned the power klaw arm, torn off his back and head and built a completely new right arm out of a biker nob, 2 regular nobz and some putty. The shaft and axe alone is 5 parts with a huge pin through it all (why do I do this to myself!) Putty work will continue for at least a week courtesy of the 24 hour drying time. But I think I can pull off the concept drawing. I'll post a side by side when I'm done.




The Warbuggies currently consist of 4 basic frames made of tubing, a single driver without arms and a sketch. I know exactly what I need to make next and I have the appropriate tubing....
Trouble is I need my bitz to arrive to get the exact sizing for the engine and Krew. Should arrive sometime this week.







I attached my trukks to there bases and attached various parts together to say I made progress on them. Still quite a few things I need to sort out on them though bitz wise. I'm trying some alternate products on the styrofoam for the blimps right now. Hopefully I'll have some useable results and I can get this project seriously moving again.
I have 2 more waiting in box...






I built this nob while glue was drying on the Warboss. like the other one I hacked a one piece nob in half and used a different torso and random bitz. All I need to do to finish him is make his arms. Not really a priority seeing as how he's not in the prototype list, just keeping him on standby.





There's a big wave of boyz sitting on my painting desk waiting for the bitz to arrive. The ones in the back with some colour on them are my 8 kommandos that I'm donating to the cause. They're going to be re-purposed as general boyz because they were essentially the prototypes for my current generation of boyz and the paint work only needs mild improvement. That and kommandos suck in my list and I don't plan on using them as such ever again. ;)



My gunwagons have been shelved for the time being. Once I get a bit of inspiration back for them I'll finish them up.






Speaking of getting my inspiration back, I've pulled the 'heavy trukk' out of my bitz box. I was going to abandon this one due to lack of interest but this morning I had one of my flashes of brilliance.
I was trying to figure out how to make my latest trukk idea from scratch and realized that the heavy trukk is quite literally perfect for my current evil plan.
I just hacked off a few pieces here and there and now I'm well on my way!
I'll update you on this one when some more work is done on it. Hopefully later in the week.

Friday, January 28, 2011

Big Idears

Just sketched out two more awesome preliminary vehicle conversions.

Why do I keep doing this to myself?

Wednesday, January 26, 2011

Dealing with Writers block

Well I've hit a wall with the trukk conversions. I guess you could say I have the modelers take on Writers block.
The inspiration just isn't flowing anymore. This happens to me all the time and its usually a sign that I've put to much energy into one fig and I need a break. So on the shelf they go, and down comes something else.



I've switched gears and started doing the more mundane work of building generic boyz. Aside from some choice arms and cool positioning there isn't much going on here. Once the bitz arrive next week I'll be able to make them more interesting but for now I figured I'd get the boring parts done while my brain is off.
I also started building some Nobz. I'm not much of a fan of using a ton of Nobz as power Klaw caddies. Instead I like having a couple random nobz here and there for character with the occasional klaw for hitting power. I originally thought of using the pre-mades that I got from the starter but that would be lazy of me and BLEGH they're not that good looking. I was also horrified by my attempt to scratch build one out of the badly scaled parts in the normal boyz box. So I decided to take the bitz I liked best from both and hack them together to make a couple unique nobz.


Here's my first attempt, you can kinda see that he's quite a bit bigger than a normal boy which I like. I have another one on the go as well with a more generic load out of slugga and choppa. Maybe he'll get a bosspole, maybe he'll get an ammo runt I don't know yet. Whatever looks cool works for me.
Some people might be thinking "What the hell is he thinking taking a nob without any wargear!?" and my answer is "He's cheap" 10 points to give a guy 2 wounds and strength 4 (5 on the charge) isn't bad at all. Now if only he'd bump up the leadership value of the squad... Not that I'm bitter.

Here's the parts for my 'not-so ultra secret' new Warboss project. Originally I didn't want to build a new Warboss but after I saw the plastic fig I got inspired. But he's gonna needz lotsa workz.
I've been grabbing a bit here and there for about a week now and I've almost got everything together. I don't have all the details yet (I make alot of it up as I go along) but I can say there will be alot of putty work involved.




I've been wanting to work on on my gunwagons a bit too. I'm planning on 4 to start with, but I'm making detailed plans so I can make more if required. So far my prototype consists of 1 half built driver some sketches and a stick of tubing. I should have added my credit card to the picture to represent bitz yet to arrive...

Sunday, January 23, 2011

Progress Report #2

I managed to get some decent progress this weekend. I assembled a bunch of orks, some complete, some not. I also worked a bit on the trukks and finalized the sketches for my gun wagons. The plan for now is to get a bunch of stuff ready for the bitz order. I should be able to grind a bit to get some good progress on the gun trukks this week and I'll be able to move quickly once my next bitz order arrives which will likely be early next week.

 I started off by building the front ends for my gunwagons. I had to use putty to get the curved tops I was looking for. I know it looks rough in the image but it isn't finished yet. I also built most of the interiors including the dash, pedals and attaching the seat. You can see the pipe outline for the windshield, I've since broken it off in preference for an angle one.
My weekends assembly accounted for 16 roughed out Orks. They're just random boyz for the time being. Once I get another dozen or so built I'll take out any that didn't work out as planned and begin sorting them out into squads. Then its just a matter of building enough to fill in the gaps.
Here's a few examples of the backpacks I'm building. I'm going for a paratroopa feel for the boyz to go with the balloons. I ordered a bunch of pre-made backpacks from the Imperial guard sprues to speed things up but I still want a fairly large percentage of custom built ones.
As you can see not all the backpacks are practical. I imagine some Orks will go out with ammo, food and important stuff while others can just as easily jump with a back pack full of pots, pans and scrap metal, just because he doesn't want to feel left out.

Lastly I've been working on the trukk boxes. This is just a rough in, I plan on building out a wheel well and round the edges a bit but you'll just have to wait and see.

Friday, January 21, 2011

Power Building Day

I'm at the stage now where things are just starting to come together. It's a great feeling being able to see some finished figs that are ready for paint!

I'm meeting up with a friend tomorrow for a power building day to get him started on his Tau, we'll see how much I can get done. Pictures will be taken.

and I just bought another $70 worth of bitz...

I really have to stop going on ebay at work.

How to Win at 40k Tournaments Part Quatro: Common Strategic Mistakes

I think I've talked enough about army selection for the time being. I think its time we get into the much more interesting world of strategy.
Let's start with something straight forward.

Skybosses list of common Strategic Mistakes and Missconceptions!

1. I need to use my entire deployment zone
     - This is a mistake I see all the time and its one I used to be notorious for. Spreading out your army to fill you entire deployment zone or board edge during deployment is usually a bad move. It spreads out your forces too thinly and highly mobile players (like me) take advantage dividing your army and cutting them down piece by piece. Try to setup your army so that they can support each other directly. Or at the very least keep your counter attack units in a position so that they can jump out and help any squad that gets pinned down in assault or by shooting.
2. I need to start with everything on the board, AKA reserves is stupid
   - Although not always beneficial, keeping forces in reserve can really be to your advantage. I've won many a game starting with everything in Reserve. I love when a player decides they want to take the first turn because then I just don't deploy anything. My opponent then wastes his first round of shooting and spends his time moving his figs towards objectives. Then as I come on piece meal I can pick and choose my targets. In some games you really do want to start with as much on the table as possible to have as many turns as you can grabbing objectives or shooting / HtH but always keep reserves in your back pocket.
3. Keeping guys in Template formation
     - Always be careful with how you place figs. Don't give an opponent with a battlecannon or a flamer a chance to hit 5-6 guys at a time. (Unless that was your plan)
4. Having the first turn is always to your benefit.
     - On the contrary alot of the time I would rather have the last turn of the game so I can react and grab objectives without fear of reprisal rather than take the 'first strike' option.
5. Discounting the mighty bolter / lasgun
   - Too many players think of a squad as a meltagun or a flamer and basically ignore the power of there standard guns. If you shoot enough bolter or lasguns at a daemon prince he will die! Just make the opponent roll dice, he'll fail sooner or later. You don't have to bayonet charge him, just take a step back and shoot him again!
6. Maintain your situational awareness!
    - This a term pilots use to describe having to keep track of everything that's going on in an airplane when flying. If you apply this to 40k it would mean remembering everything that's going around you. You need to look at the clock so you know how much time you have left. Looking at the whole board so you can predict what your opponent will do next. Keep an eye on your forces and your causalities so you don't move a squad that lost its special weapon or abilities into a bad position or worse forget to shoot with a unit or leave one in reserve! Remember the objectives. Read the scenario and remember what the point of the game is. But most importantly remember to "play the game!" which includes remembering your special rules.
7. Make a plan and stick to it!
    - If you come up with a game plan you need to stick with it. Causalities happen, units get bogged down and destroyed but remember that happens to your enemy just as much as you. Don't lose sight of the objective, stick with the game plan and keep pushing.
8. Sometimes you know a game is un-winable but it doesn't mean that you shouldn't play at 100%
    - You never know what the dice will bring, or maybe your opponent will make a critical mistake that you can exploit. But unless you are there working on all cylinders you probably won't see the opportunity and take advantage. And sometimes the best thing to do is don't play to win, play for a draw. Give up risky chances to claim victory and save your forces. Sometimes you'll get lucky and by the end of the game your opponent who was playing to win will have made too many sacrifices and then you will have him.
9. Don't be afraid to take risks
     - Sometimes accomplishing something its a Hail Mary shot, but you just have to go with your gut and go for it. Just remember what's the worst that can happen? You'll have an awesome warstory of how you tried to kill a landraider with one meltabomb and watched as the marine died a horrible death for the emperor.

Wednesday, January 19, 2011

Tentative Progress Report aka #1.5

Not much work this week sadly, work has been crazy busy. Real life gets in the way of the WAAAGH sometimes. ;)

I've started building some Ork models this week along with a couple bitz and pieces on my trukks.

I also sketched out my ideas for my warbuggies. They look promising.

I'm planning on building alot of figs this Saturday, will post an update after.

Tuesday, January 11, 2011

How to Win at 40k Tournaments Part Threeve: Army review

I like to think its good practice to review your army choices after you've played a couple of games. It's happened to me too many times that I went to a tournament and after a couple games I was swearing up and down that I made a poor choice with one unit or another.


This can be mitigated in your playtesting by conducting good post game reviews.

My experience is that the best armylists are those that have a balance of different kinds of units that all compliment each other. Some units have specific roles while other are more generalized. Yet everything in the army has a good flow. This gives you an army that's able to handle the majority of situations.

Lots of armies out there tend to be one trick ponies. Able to deal with one specific situation really well but few others. These tend to be the army lists that are highly tuned to dish out as much damage as possible with little regard to holding or taking objectives. There players answer to everything is "table my opponent" which doesn't actually win you games. A well skilled opponent with a well tuned and balanced army will beat out a power gamer everytime. You may disagree with that statement, but I find it's very true.

Aside from the usual I "Should swap this unit for that one?" here's a few questions you should ask yourself.

Is this unit worth it?
All to often I here the words "Is this unit getting its points back?" effectively asking did the unit kill a number of points in the enemy army equal to or more than you paid for it?
This is a terrible measure of a units value. You should judge a unit by what it accomplishes rather than what it kills. Units can grab objectives, block line of sight, absorb fire for other squads all tasks that result in few inflicted casualties but all very relevant to the task at hand.
What you should ask yourself is 'Is the unit accomplishing the task that I assigned it?' and is that task worth the points I invested?
If the answer is no, then try swapping out the unit or change it's configuration to see if they perform better.



As an example in my previous army I had a unit of deffkoptas. Even though they are a solid unit in there own right I found they were always dying early on in the game because they were a priority target in the flanking roll I assigned them. Because of this they were able to stay in the game long enough to harass the enemy enough to make them worthwhile.
I decided I can either swap out the unit for something more durable for flanking, say some armored trukks. Or maybe increase the squad size to keep them on the table longer, or add a character with a higher leadership value. Or perhaps I need to change my tactics completely and abandon the flankers all together and use there guns to provide support fire right next to other units?
At this point you make the decision you are most comfortable with and playtest.
 

Why am I taking this unit? Is it accomplishing the task that I assigned it? Or is it doing something else entirely?
Ask yourself this question of every unit in your army. You reflect back on previous games you might be surprised to discover that your sit back tactical squads end up moving alot to capture objectives or your assault squads never make it into HtH because they always get shot down.
That's usually a sign that your army selections don't match the tactics that you are applying.
Either try swapping out the affected unit with something better suited to the task at hand or reconfigure it to be better at the role that it is performing.

If that fails maybe a change in tactics is in order?

As another example I had a squad of Burnas in a previous rendition of my army. They were a pretty hard hitting unit but they were essentially a glass cannon. They can dish it out but they can't take it.
I also found that they were a one trick pony, they killed one, maybe two units and were wiped off the face of the earth. I needed to swap them out, or make them more worthwhile. To accomplish the latter I needed to make them either more survivable or make them more worthwhile in the first turns of the game.
My solution was to added a pair of meks to the squad with big shootas. This gave the burnas some long range punch that they could use to support the rest of the army until they got into position for there big hit. Suddenly the unit was useful early game as well as later game.

Am I taking this unit because its good? or because its useful?
This is a classic fallacy that I first encountered in my Magic days. Players will often use a card in a deck, not because its a good fit but because the card is inherently powerful. This is poor judgement IMO and usually results in poor army choices.
So ask yourself am I taking this Greater Demon, C'tan or Land Raider because its a good fit? or because its powerful? If you answer the latter try swapping it out for something that's a better fit. There is potentially alot of points tied up in that unit that could be put to better use. You might be surprised at how much of an improvement you get.
This can open up alot of possibilities in your army selection. You might suddenly discover that you play alot better with an extra scoring unit on the table or having that extra little bit of anti-tank or anti-infantry firepower that you didn't have before. Likewise you might discover that your entire tactical planning hinges on that single tank and you either need to put it back in, or change your tactics. 
250 points is potentially a full infantry squad with transport and a support unit like an attack bike or a land speeder. You might not think that these units have the same raw survivability of a 14 armor all around tank, but in fact they are MORE survivable because they are 3 separate targets, some vehicle and some infantry. It's really on how you look at it.
That land raider may be the safest way to deliver your squad into HtH but the tactical squad and rhino can grab objectives, hold ground and deal with a couple different threats (and won't be killed by a single lucky lascannon!) and the speeder/attack bike can kill tanks or harass the enemy in ways that you couldn't before. Again its all about how you look at the situation.
Don't knock it until you try it. It may be the greatest thing slice sliced bread or it might flop. Either way you learned something about your playing style and your army.I'm not saying taking points intensive or powerful units is inherently counter-productive. On the contrary they can be a valuable addition to your army. Yet some players tend to use them more as a crutch then a useful tool. You might find that your playing improves once you take that away.

Sunday, January 9, 2011

Tools of the Trade

I've had a couple people (ok one person) ask me what tools I prefer to work with when scratch building.

My tool kit is actually fairly straight forward for the most part.

From Top left
Nylon Eraser
Superglue
Mechanical Pencil
Ruler
Exacto Knife
Needle nose plyers
A set of miniature files
Sculpting tool
Clippers
and behind everything is a drafters circle gauge






I also use graph paper for sketching out parts and ideas and a handful of power tools.
I have a disc Sander, bandsaw and a drill press I use on occasion but there really just to speed things up.

Everything you see is used exactly as you'd imagine. To all those people who say they can't build vehicles like this from scratch I say sure you can! It's actually alot easier then you would think.


Maybe I should start posting some videos?

Thursday, January 6, 2011

Progress Report #1

Well seeing as how this blog is supposed to chronicle the progress of my new army build I figured it would be a good idea to start giving regular progress reports.

Since I don't have a fixed armylist to work from at this point I'm just going to list off what projects I currently have on the go and their status.


New Warboss - I hacked apart the Plastic Warboss from the Starter set and sketched out a general idea of what I want done. But I'm having so much fun building trukks that I've pushed him off to the corner of my painting desk for the time being.

Plane Repairs - *COMPLETE* - My airplane had an accident a couple months ago while it was acting as a table decoration in my living. The base snapped off and other mild damage. I finally finished fixing it tonight.

Boyz - 20 bought, 30 more coming soon from trades. Bitz acquired.
2 Orks Assembled.
I'd better get my butt in gear... lol
Trukks
2 Partially built, 2 more in box
Still trying to sort out how the blimp will work and what to do about the front end.
More bitz will be added soon!
Heavy Trukk
Most of the hull completed, working on the detail bitz and armor plating.
Sorting out how to build the engines and rudder in my head.

Technicals
2 Guntrukks being scratch built. Steady progress is being made, waiting for bitz to arrive!

Saturday, January 1, 2011

How to Win at 40k Tournaments Part Deux: Your Armylist

Since I'm in the planning stages of a new army I figured I'd start at the beginning and cover armylist selection.
Now I realize that everyone and their dog has a 'winning way to build an armylist' so instead of giving you the step by step process I use (which honestly wouldn't help you) I'll give you a generalization of how I pick an army and a list of tips that I use to check my lists and see how they'll work both on paper and in game. That way you can read through the various tidbitz and pick and choice what you think would be useful.

Army selection
The fact that there is alot of different schools of thought on army selection tells me that there is no right or wrong way to pick an army. Some people build there army around a single powerful squad, while other work to make a more cohesive force. Some people are minimalists choosing squads with only the bare essentials, while others take only a handful of units with as many upgrades and options as possible. I tend to lean heavily towards the former but that doesn't make it the correct way. Most people find a happy middle ground.
Others still prefer the min/max approach of the smallest squads with as many weapons as possible. Personally I think this principle is retarded as you end up with an entire army of glass cannons. A bunch of squads that can dish it out but not take it, not unlike the stereotypical players of said armies. /end rant

The best advise I can give is to stick to the basics. The force org forces you to take 2 troops and an HQ so make them count, don't just take the bare minimum. I like to take two larger and well equipped squads as my required troops and an HQ with "As much wargear as it takes to make him effective" the combination of which varies on the army and player in question.

Once I have my required units I like to spend at least a half of my points on what I like to call my core units. These are squads that will go out and take objectives, hold there ground and conduct the majority of the assaults and grunt work of my army.

After that I splurge on specialized and neat units to accomplish whatever tasks I deem necessary.

I find its important to balance anti-tank and anti-infantry firepower. I don't understand why some players have such a hard-on for lascannons to the point where they insist on taking a dozen or so in an army. That's great, you can kill tanks good but shooting those as guardsmen really doesn't help you much.
Just because a weapon is the most expensive option doesn't make it the best!
I prefer to cluster anti-infantry weapons together in groups and run my anti-tank guns alone. By that I mean if I have say a razorback I'm more likely to give it an anti-tank gun where as I will equip a squad of devastators with Heavy Bolters and missile launchers. In addition to paying less per lascannon by having them on the tank you can effectively split fire with them. By that I mean it only takes 1 lascannon or melta gun to kill a tank. So having 4 in one squad is detrimental. If the first one kills the tank what do the rest of the guys do? Where if you keep them separated you can do a better job of target priority. You only need one shot to kill a tank.
Anti-Infantry weapons on the other hand are better in large numbers. Infantry squads take alot of shots to kill so having a few extras shots in a squad is to your advantage. That and you'll often find that anti-infantry guns are cheaper when carried by infantry then on tanks. Its like they planned it that way or something.

The easy way to tell if you have too heavy a bias towards one of the other is play a few games. If you find you have to rely on Heavy Bolters to kill rhinos chances are you don't have enough anti-tank guns. Alternately if your shooting a lascannon at infantry more often than a tank, you're doing it wrong. Save your points and switch a few of them out for Missile Launchers, Autocannons or Heavy Bolters.

So what weapons should I take in my army?
My answer is that they're all good! It's really a matter of picking what weapon is best for the situation. A Starcannon or Bright Lance are not inherently better than a Scatter Laser or Shuriken Cannon and vice versa. A powerfist may hit harder than a power weapon, but the power weapon strikes first. Again just because a weapon is more expensive doesn't make it a better option.
What you need to do is figure out what your unit is expected to do in combat and give them the ideal weapon for that task. Sometimes the cheaper option is right option, just because you want to keep the squad cheap because "Mr. Bond I expect you to die!"


Again a good rule is "Just give the unit what they need to be effective". Don't overdo it and save your points to take more units.

As a rule of thumb I don't like counting points until the end of the selection process. Instead I write down what I would like to have in the army and calculate the points after the fact. I find this helps me design armies that I'm much more comfortable with as a hole. If I nitpick about points right off the bat I almost always end up cutting myself off at the knees, taking out units, cutting down squad sizes and removing upgrades that I really shouldn't in order to squeeze in that proverbial Land Raider.

Being comfortable with your armylist is the most important thing. If you have to make sacrifices you aren't happy with to get in that extra couple lascannons then chances are your army won't work well for you because you'll constantly find yourself complaining about that decision.


To mech? or not to mech? that is the question.
There is a big debate out there as to whether you have to play mechanized armies to win games. What alot of people don't realize is that this same debate has been ongoing since the first 'Space Marines on Skateboards' lists started appearing in early 3rd edition.
The upside of mech is the armor protection of the transports and the mobility.
The downside is the smaller and more vunerable squads and the large numbers of points invested into the vehicles.
In my opinion either side of the coin works. We have a number of top ten guys here including myself that swear by mech, but we have one guy that shows up to tournaments and wins the best general trophy 90% of the time and he insists that all infantry is the way to go. The fact that he wins as many games as he does means that he obviously knows what he's taking about.
Again I don't think there is reason for an 'all mech or bust' philosophy. Both sides of the coin work just as well but I am of the opinion that hybrid lists don't work. When it comes to mech go all out or go home. Having half your guys in boats isn't to your advantage as it will make it increasingly difficult for your army to act as a cohesive force.

Reviewing your Armylist


The Points Breakdown
I'm always curious to see a points breakdown of my army. This is a habit I got into about 6-8 years ago when our major local tournament used to use a similar system to calculate your composition score. I like to spreadsheet out my armylist and figure out what percentage of my total points I've spend on each unit and in each category (heavy support, fast, elite, etc) I find it helps me to uncover if I have any kind of significant bias towards any one type of unit and to a guy that prefers to have a balanced list rather than a list biased to one type of warfare this really is beneficial.
My rule of thumb is have 50% of my points in core units (troops and objective grabbing/holding units) so seeing the perecentages helps me in this regard.
It can also be to your advantage to breakdown what percentage of your points are spend on upgrades (plasma guns, vehicles upgrades, character options, etc) sometimes you'll be surprised at just how high that figure can be. To the point where you realize that if you trim it down you can get an entire other unit into your army that could be more to your benefit that putting Krak grenades on every squad.
It's also nice to know what your most expensive units are right of the bat as many tournaments (mine included) have scenarios that give bonus points for keeping the unit above half strength or killing your opponents highest point unit.


The Slideshow Review
This is an idea I picked up online. After you have built your army look at a series of pictures of armies (I have a collection from previous tournaments) and ask yourself "How would I deal with this?" The goal should be to have an answer for each picture, even if the plan is only to go for a draw. If you are looking at the kind of armies you expect to fight at the tournament and you often don't think you can't deal with them with your armylist, then it is a sure sign that you need to make adjustments.

Here's a few examples:
< Mech Marines
All foot base Orks >








< Heavy Bike List
Deathwing >







Playtesting
And course you always need to playtest your new list, but I'm going to have a whole other article on that.