You may be asking, What is the biggest key to getting the right music? For a simple start you want to look at musical Scores to movies. No not its Rotten Tomatoes rating, it's Score. The music actually played during the movie not the credits soundtrack so often sold instead. Now I know most of us don't have a library of ready to go Score music. Fear not Reader, Amazon Prime has what you need. If like me you are a Prime member for that sweet sweet free two day shipping, you may have noticed it comes with a number of other freebies as well. The one I want to point you at is Amazon Prime music. It's like Pandora except you can download songs and albums that are part of the free prime music library. Yup free, and guess what. There are a ton of albums compiling a number of epic movie scores and full on movie score albums as well.
A running blog of my gaming interests. 40k, Malifaux, AT-43, Confrontation, and the like.
Friday, December 18, 2015
Your game Score, no not the points.
As miniature gamers we enjoy a cinematic experience on the tabletop. Heroes and villains beautifully painted models and terrain can leave us with some pretty neat visuals as we play. Heck if your not making dakka dakka and boom noises, even if it's just in your head, then you are playing wrong. The one thing we don't often add to our games that every movie has is music. Picking music to play isn't as simple as loading up iTunes and hitting shuffle and getting your game on. Nothing breaks the narrative of the moment like lining up your Carnifex to charge some pitiful Guardsmen who will cower before this beast, and then having I'm a Barbie girl! Come blasting over the speakers. At that point the Guard will point and laugh and poor old Fexie is going to go back to his hive in shame. On the other hand if the Imperial March comes on right as you start to unload with your Star Destroyer in a game of Star Wars Armada then all is right with the world.
Yay free mood music for all. Not all of it fits 40k but a simple listen thru and arrangement of the songs into playlists based on mood and you have a veritable gaming library of soundtracks to play with your every game. One of the better groups that you should start with to get a nice smattering of score music to form your playlist is Epic Score. You will find a ton of the albums from this group free with Amazon's Prime Music. Just grab them and put them on shuffle play for your first outing. Very few of the songs are not really 40k appropriate, and you can trim them from your playlist as you hit them.
Sunday, December 13, 2015
On the Table: Skitarii Vanguard / Rangers
As for painting these guys I opted to go with the Mars scheme, but a little modified. I already have Blood Angels and the GW Mars scheme is basically the same paint method I use for them. I have always felt the Mars red should be a deeper darker red, akin to my Techmarine. SO I started with a very deep red Minitaire paints Red Clay for the base. A mid tone of Regal Red and highlighting with Angel Red. This helped to give the cloaks a dark red hue but the highlights although not as stark as an extreme highlight gave them a depth of color. I used the classic gunmetal for the base to most the metallic with some brass/copper coloring for details. The gun stalks I used a burnt umber over the metallic base, the metallic showed thru a little giving the dark brown a kind of sheen that I really liked. Almost a brass effect but more brown. I used Vellejo's Game Air Electric Blue for the base on all my blue work. Highlighting up with a sky blue mixed in then straight and white highlights.
Yay hazard striping painted by hand |
Friday, December 4, 2015
Standish Standoff 2015


My last game I unfortunately did not get any pictures from. I was just getting worn out from the day as unlike most the people attending I had a 2 hour drive to get to the event rather than 30-45 minutes like most the locals. He had an nice 30k Horus Heresy modeled Word bearers army running as Cimson Fists. He had a super heavy tank (Typhon a think). With a very scary Apoc Blast Str 10 AP 1, Ignore cover cannon. I did however get a VERY lucky table draw that made all the difference for this game. It was the city fight board with lost of LOS terrain done with a modified Vanguard deployment. (The old table quarters deployment with a 12" radius no mans bumble table center.) I was able to put only my very resilient Dunecrawler unit with its 4++ and its very good anti tank fire. Everything else was able to hide out of LOS even when infiltrating and outflanking. For an army as glass cannon as the Skittarii the ability to fully get the jump on someone without them being able to effectively hit back means you can surgically strike and remove threats a few at a time free of retaliation due to my movements and the terrain I was able to maneuver around. This meant I ended up tabling my opponent and score a 20/0 win for doing so. He was a great guy and we both spend the extra round time talking Horus Heresy, about painting models and general great hobby chat. He was also someone I had never played before or met, so always good to see a new face. He also inspired me to finally paint my Horus Heresy force that I've had for over a year and fully intended to paint before ad-mech fever hit me.
So overall I ended up in 5th place for the day. Not bad for a fairly middling tier army like Skittarii. I did however bring home some prizes. I took first place in the single 40-50mm based model category and second in painted squad. I've never won anything in the painting competition as was thrilled. The only other prize I have ever won at a Standoff was best General in Year 1. So now if I could just bring the two together at the same time I might have a shot at best overall one year. I'll be going over each of the painted units in future articles and will also mark out what ones won awards for the day.
Have a great holiday season everyone.
Friday, November 13, 2015
Ready for the Standish Standoff
No real article this week. Finished up my prep for the Standoff 2015. First time I have every fully painted my army before the event. I'm usually doing half and army or haven't yet finished all the models. I will be putting up some battle reports and going over each painted unit in the weeks to come.
Until the. Wish me luck! It should be a heck of a fun day.
Friday, October 30, 2015
Getting ready for the Standish Standoff 2015
His corpse sits on Terra though;
He will not see me stopping here
To watch his Empire falter and slow.
My navigator must think it queer
To stop without a planet near
Between the warp and frozen void
The darkest ending and growing fear.
He queries via comlink employed
To ask if we shall be destroyed.
The only other sound’s the sweep
Of Auger array and sensors deployed.
The stars are lovely, dark and deep,
But I have promises to keep,
And models to paint before I sleep,
And models to paint before I sleep.
Working hard to get ready for this years Standoff. 2 weeks to go.
Friday, October 23, 2015
Campaign Updated First Mission
After some playtest feedback from my group the Campaign has had the first mission updated. Hopefully the play group will start moving forward with the campaign soon. They are looking to maybe do these once a month. Should be a lot of fun if we can get it off the ground.
Choose Armies as described in the Warhammer 40,000 rulebook. One
player will take on the role of Attacker, the other as Defender. You may
play any size game but recommended is in the 1700-2000 point range.
THE BATTLEFIELD
Use the deployment map included with this missions. Set up terrain as
described in the Warhammer 40,000 rulebook.
OBJECTIVE MARKERS
After setting up terrain, the players place four Objective Markers in the
corners of the Defenders Deployment zone as shown in the deployment
map above.
DEPLOYMENT
Before any models are deployed, both players should roll to determine
their Warlord Trait as described in the Warhammer 40,000 rulebook.
Firstly, the Defender deploys his units anywhere within his deployment
zone (see map). The Defender may reserve as normal.
Attacker deploys no units and may not Scout, Infiltrate or Outflank any
units. Instead he will deploy using the mission special rule Orbital
Deployment.
FIRST TURN
The Attacker has the first turn. A modified No Seize the Initiative roll is
made (see Orbital Deployment) but the Attacker will always go first.
GAME LENGTH
The mission uses Variable Game Length as described in the Warhammer
40,000 rulebook.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory
Points wins the game. If players have the same number of Victory Points,
the game is a draw.
Primary Objectives
+2 points per objective marker held at the end of the game.
SECONDARY OBJECTIVES
Slay the Warlord
Attacker gains +1 point per Kill Point in defenders deployment zone at
end of game, (a squad with an Independent Character attached in the
zone is worth two points.)
Defender gains +1 point per kill point earned by game end. Attackers
units that have not been deployed are counted as destroyed.
MISSIONS SPECIAL RULES
Night Fight turn 1. Modified Reserves (see deployment)
Dug In: The Defender receives an additional Fortification Slot to his
primary detachment. This slot may be filled with any valid selection at
no cost (including upgrades). If the total cost would have been more than
150 points, any weapons on the Fortification do not work. If it has no
weapons and would be over 150 points, then any buildings have their
AV value reduced by 1 (a 15 would become 14 for example).
Anti-Air Defenses: During turn 1 the Defenders Deployment zone is
considered impassible terrain for the purposes of Deep Striking units.
Any units that scatter such that any model would be in the Defenders
Deployment zone automatically Mishap and go into ongoing reserves
(per the Orbital Deployment rule).
Orbital Deployment: All of the Attackers units will deploy via Deep
Strike even if they don’t have the rule or are required to deploy by
some other method. The Attacker first assigns independent characters
and decide any combat squads or other kill point altering unit
formations. Then without breaking up combined kill points make two
forces as even on kill points as possible. (A Rhino with a combat squad
of Tactical marines is 3 kill points but is not broken up for this division
of forces into two halves).
Before the start of Turn 1, the Defender makes a Seize the Initiative roll
using any modifiers or re-rolls they are allowed. If they succeed then the
Defender chooses what half of the Attackers force deploys turn 1, if
failed the Attacker chooses what half is deployed turn 1. The other half
goes into ongoing reserves and automatically arrives turn 2.
During turn 1 deployment all Deep Striking units scatter 3d6 rather than
2d6 (or 2d6 if they have the Deep Strike special rule). Furthermore
during turn 1any unit that Deep Strike Mishaps goes into ongoing
reserves rather than rolling on the mishap table. During turn 2 and
onward units scatter 2d6 (or 1d6 if they have the Deep Strike special
rule), and mishap normally per the Warhammer 40,000 rulebook.
MISSION WRAP UP
Please provide player names and factions played, along with scores and role as Attacker/Defender. Also note about any heroic moments or awesome moments during the game.
CAMPAIGN STAGE 1: PLANETFALL
THE ARMIESChoose Armies as described in the Warhammer 40,000 rulebook. One
player will take on the role of Attacker, the other as Defender. You may
play any size game but recommended is in the 1700-2000 point range.
THE BATTLEFIELD
Use the deployment map included with this missions. Set up terrain as
described in the Warhammer 40,000 rulebook.
OBJECTIVE MARKERS
After setting up terrain, the players place four Objective Markers in the
corners of the Defenders Deployment zone as shown in the deployment
map above.
DEPLOYMENT
Before any models are deployed, both players should roll to determine
their Warlord Trait as described in the Warhammer 40,000 rulebook.
Firstly, the Defender deploys his units anywhere within his deployment
zone (see map). The Defender may reserve as normal.
Attacker deploys no units and may not Scout, Infiltrate or Outflank any
units. Instead he will deploy using the mission special rule Orbital
Deployment.
FIRST TURN
The Attacker has the first turn. A modified No Seize the Initiative roll is
made (see Orbital Deployment) but the Attacker will always go first.
GAME LENGTH
The mission uses Variable Game Length as described in the Warhammer
40,000 rulebook.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory
Points wins the game. If players have the same number of Victory Points,
the game is a draw.
Primary Objectives
+2 points per objective marker held at the end of the game.
SECONDARY OBJECTIVES
Slay the Warlord
Attacker gains +1 point per Kill Point in defenders deployment zone at
end of game, (a squad with an Independent Character attached in the
zone is worth two points.)
Defender gains +1 point per kill point earned by game end. Attackers
units that have not been deployed are counted as destroyed.
MISSIONS SPECIAL RULES
Night Fight turn 1. Modified Reserves (see deployment)
Dug In: The Defender receives an additional Fortification Slot to his
primary detachment. This slot may be filled with any valid selection at
no cost (including upgrades). If the total cost would have been more than
150 points, any weapons on the Fortification do not work. If it has no
weapons and would be over 150 points, then any buildings have their
AV value reduced by 1 (a 15 would become 14 for example).
Anti-Air Defenses: During turn 1 the Defenders Deployment zone is
considered impassible terrain for the purposes of Deep Striking units.
Any units that scatter such that any model would be in the Defenders
Deployment zone automatically Mishap and go into ongoing reserves
(per the Orbital Deployment rule).
Orbital Deployment: All of the Attackers units will deploy via Deep
Strike even if they don’t have the rule or are required to deploy by
some other method. The Attacker first assigns independent characters
and decide any combat squads or other kill point altering unit
formations. Then without breaking up combined kill points make two
forces as even on kill points as possible. (A Rhino with a combat squad
of Tactical marines is 3 kill points but is not broken up for this division
of forces into two halves).
Before the start of Turn 1, the Defender makes a Seize the Initiative roll
using any modifiers or re-rolls they are allowed. If they succeed then the
Defender chooses what half of the Attackers force deploys turn 1, if
failed the Attacker chooses what half is deployed turn 1. The other half
goes into ongoing reserves and automatically arrives turn 2.
During turn 1 deployment all Deep Striking units scatter 3d6 rather than
2d6 (or 2d6 if they have the Deep Strike special rule). Furthermore
during turn 1any unit that Deep Strike Mishaps goes into ongoing
reserves rather than rolling on the mishap table. During turn 2 and
onward units scatter 2d6 (or 1d6 if they have the Deep Strike special
rule), and mishap normally per the Warhammer 40,000 rulebook.
![]() |
Printable Image |
MISSION WRAP UP
Please provide player names and factions played, along with scores and role as Attacker/Defender. Also note about any heroic moments or awesome moments during the game.
Friday, October 16, 2015
4 years of 40k painting in review, Part 14
Friday, October 9, 2015
4 years of 40k painting in review, Part 13
I've tried to provide enough pictures to show every aspect of this model, and those elements that move, and change. Most the shots are with the LED lights off to photograph better. I plan to possibly enter this model in the Painting competition for the Standish Standoff this year. The only reason this is a maybe is as you will see next post I may have topped myself.
Friday, October 2, 2015
4 years of 40k painting in review, Part 12
The event itself was a lot of fun. I had three good games. I wasn't expecting a lot out of my performance as I'd not played a game of 40k for months before hand. I just wanted a chance to get in three games that day. On that I was successful. First round I got skunked. I faced another elite army, only unlike me rather than volume of fire they opted for quality of fire shooting with Wraith knights (yes two) and wraith guard. So lots of low AP shots that just peeled thru my suits very quickly. Round two I faced Tyranids. I think I am cursed to face Tyranids as round two. I think it has happened at about half the tournaments I've gone to. And it never ends well for the Nids. I just know the army and typically they are not higher end players but getting back into the game. Last game I got to play against an old school marine guard army all done up in the early style paint job. I had heard an interview with this player on the Independent Characters just weeks before so it was kinda fun to see that. All in all a fun day with some great armies to look at.
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