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Saturday, 7 December 2013

Battlewagon conversion

Ok two posts in two days, I'm going to have to be careful otherwise this might actually start to become a proper Blog.
Well recently I've been thinking about the new Warriors Code G.W. have come up with for their Throne of Skulls Tournies. Basically if G.W. makes a model then you are expected to use it, also no other parts from different company's can be used on your army. If they suspect that they aren't G.W. parts they will ask you to remove them from your Army.
This basically made me think about my Flying Fortress and if it would be acceptable in the Tournie scene, so I've decide to put it on the back burna and convert more recognisable Battlewagons. I've had an Imperial Guard Chimera sat on the shelf for a while now and decided to break it out and start converting. I managed to get the dimensions of an Ork Battlewagon and started measuring up against the Chimera, first thing is that the Chimera is not long enough and would need to be extended by 5cm to bring it in line with the G.W. Battlewagon model. So I marked up and chopped the track/ hull section in two and added a strip of Plasticard to extend the length of the vehicle.

Once I was happy with this I added strips of plasticard along the top track sections on each side to strengthen the hull. These would also provide a basis of the firing platforms where the Loota models will stand and shoot.

Next up was the hull floor which needed extended, pretty easy really and straight forward so no hassle.

The firing platforms were added and Loota models were added to check that they had enough space and everything looked right and not odd. The drivers section was added to as the original would be too small for the Ork driver.

I then started adding details like a drivers hatch and view port, the Lootas firing platform received armour plating etc. I still have to add rivets but I will do that towards the end once most of the model is complete. 

That's it for this short update, I'm out on the town again tonight for another Xmas do. I might do some more tomorrow but I doubt I will be in any state to do anything.
Till next time.

Friday, 6 December 2013

The Future is Green

So here I am once again writing shit to the few who still bother reading Blogger anymore. Tbh most of my gaming community have moved onto using FB and even I resisted for a time but I must admit its a lot better or seems that way for me.

So the title "The Future is Green" basically next year is all about Orks/ Marauders for me. I have my 40K project that has been on a steady burn for a few months. My Flying Fortress had its first outing in a game on Wed night and did ok. Ok as in it didn't die but neither did it do anything special.  Not that I was expecting it to do so, all I wanted was for it to keep my Orks safe which it did.
Me, Mart and Jonny decided on playing a three way battle of 750 points with only one objective placed centrally in a wreck of a Baneblade to aim for. Now I certainly have'nt played 6th edition (3 games so far) this year and Mart has just returned to the Hobby after a year or two out so we are noobs when it comes to playing. As you can imagine the game play was halted by rules queries virtually every turn as we tried to get our heads around the new rules and the older 5th edition rules that keep getting us confused. But we stuck with it and I really started go enjoy the battle. Now my aim is to attend a T of S Tournie late next year with our chosen armies. I've picked Orks and it's something that I'm going to stick with, little time or money limiting on me changing things now.
So Orks? Well they are pretty meh atm, and with the new 6th edition Codex not due out until mid 2014 according to the rumours. So I need to build a force now that can take on the newer and cheaper armies gracing the gaming tables. As 6th seems to be all about shooting and c.c a rarity nowadays I'm looking at building a shooting force of Orks which can still assault if need be or they get close enough.
 Lootas are the main ingredient to this. Their high str weapons are ideal at cutting through transports and also fliers to some degree, but their poor armour saves and lack of a cover save against Tau and their marker lights means I need another way of protecting them. Enter the mightly Battlewagon, 90 points for AV14 frontal armour,12 on the sides plus open topped means I have a better chance at keeping them alive whilst being able to fire the unit at full effect, I'm thinking 8 Lootas with 2 Meks for repairs on the Battlewagon if it gets damaged should do some nice damage and give the option of repairing hull points too.1-18 loota shots and 2 kustom mega blasta's + 15 big shoota's from the Battlewagon (for 20 pts) should hurt something, yes it will probably get shot to pieces in the first few turns but the Lootas will be harder to take out when inside than if they were hiding behind cover.
That was the first lesson that I learnt from the 750 pts game Lootas die quickly, so do Boyz to mass bolter/ gauss fire. Again a 6+ save doesnt cut it in today's Tournie scene, so I'm going to try out Ard shoota Boyz next which gives me a 4+ save. The extra save comes at a cost though, coming in at 10 points per Boyz adds quite a lot of extra points to squads of 20, 80 points in total but with the Boyz footslogging/ running across the table in the first few turns this 4+ save should help keep more of them alive to fire at the enemy and then assault when they finally get in range.
So here's my rough list.


Big Mek with KFF


Ard Boyz x 20

Ard Boyz x 20

Ard Boyz x 20

Deff Dread or Dakkajet.

This is what I will be testing over the coming months till the release of the new Codex. Maybe I might stand a chance against the newer tau, Eldar and SM Codexes.

Sunday, 10 November 2013

Just a little something.

Well RL has punched me in the hobbying head again, training for the new job is coming to the end phase so it's becoming harder to do much of anything as I'm getting tested most days and running stuff by my lonesome which leaves me pretty much spent by the time I get home. Another issue is that I've run out of plasticard rod and tube so I need some more before I can finish off the undercarriage section on Da Flying Fortress. But this close to Xmas other things need to be bought first.
In the spare moments that I have actually managed to do something, the undercarriage has almost been completed. All that's left is to finish another two landing skids (which I need the rod and tube for), and affix the last bits of armour plating to the underside to make all nice a smooth, well smooth for an Ork anyways.
I've slowly been planning the army build, I'm going totally fluffy, with units I like the look of and which have a strong story theme. There are also rumours of a June release of the new Ork Codex next year so I've been looking these past weeks on EBay to see if there are any bargains, what I have noticed is that ork stuff sells pretty well, which makes grabbing a bargin harder as there is quite a lot of competition out there.
Anyway here is the progress report.

I started by building my landing skid and working out a way to house it on the undercarriage .

 Next up I built up the undercarriage around the position of the front landing skid and continued it towards the rear.
 Strips of plasticard were then added to make it stronger, these will then be riveted at a later date to tie it in with the rest of the vehicle.
Armour plates were then added at angles to bring everything together.
 Landing skid trial fit
With no rod or tube left Ive just propped up the rear to give you an idea of what it will look like.

 In all its glory so far

Well that's it for now, hopefully it wont be long before I can get some more rod and tube and continue building. Till then thanks for reading


Monday, 28 October 2013

Da Flying Fortress part 5. Pic heavy again!

Well its been almost a week since my last proper update. Mainly because I've been pretty busy at work and also R.L. has pulled me away from my hobby. So after asking some friends for their opinions on the Rotor Blades the MkII version was chosen and I have to agree it looks 100% better than the MkI.
So what have I been up to? Well quite a lot actually, this build has been frustrating in certain parts but once Ive got over the frustration Ive really enjoyed how its turning out.
So I was waiting for some some rare earth magnets to be delivered for most of last week. They arrived two days ago and this has been the frustrating bit. I was expecting these to be better than they actually were, but maybe its my fault for expecting too much from these little things.
Anyway more on that later, from the last update I managed to fill out the rear section on the port side with more armour plates, Ive also had to rip off the top section of the hull and cut out a rectangular hole to place a grot gunner in.

With the edition of these plates I think the Ork Mek's handy work is starting to show.
 A Grot gunner will sit inside watching the rear of the craft for any enemy planes.

Next up was the wings, out came the millipult and I started to roll out the leading edge of the wings, after applying and shaping they were left to harden over night.
Now the bits and pieces that I was keeping to one side came out and the wings started to take shape, strengthening strips, repair patches and rivets were then added. Holes were cut into the wing and magnets glued into position ready for the wings to magnetised to the main Hull. Here is the frustrating part, when I actually got everything on the magnets weren't powerful enough to hold the wings in position. Plan B, I glued the wings onto the Hull and everything else would be magnetised, so that's what I decided to do. 
 The start of the detailing process

 Engine and engine mounting point magnetised and ready

 A nice fitment, measured three times and cut only once, makes for a better job.

In the above photo you can just make out the strengthening strips applied to the upper hull with which the wings will be glued to. It was at this point that I started on the wings again and stripped a few strips off and replaced them with other bits so it tied it all together with the Hull.
 Rethink on the detailing, the tape was there to hold everything in place whilst the damn (slow to set) plastic glue went off.
 First wing in position and glued, when it had set I moved onto adding some more detail which also included more rivets.
 Both wings attached now.
 So whilst these dried off I set to looking through my Bitz box . This is what I came up with, these will form the basis of my tail engines.
 Ok maybe not the best but this is my first mock up.

Tail engines drilled, magnetised and ready to be installed.
 Tail section designed and partly glued/ bluetac'd into position.
 Finally both engines in position on the tail, I think this starts to bring the model together.
 Starting to look more and more like the image I have in my head.

So next up I need to fill out more detail again and the wings/ engines and bodywork, tail flaps need to be designed and mocked up, rear access door needs to be removed and reduced in size so it actually fits closer to the tail section. Then the landing gear needs sorting... Wheels or skids? what would you do?
Also Im really ensure as what to do with the the middle sections either side of the cockpit doors and the transport hold to the rear. Do I plate this off at and angle? or do something else? Any suggestions? let me know your ideas and I can think about it whilst doing the rest of the model.
Anyway thats it for now hope you enjoyed reading

Cheers Skal.

Monday, 21 October 2013

Mk II version of the Rotor Blades.

Something was nagging me about Da Flying Fortress last night. I realised that it was the Rotor Blades. They just didnt look Orky, too human are as Shane put it, Eldar looking.
Well Ive tried a few times to post it on Facebook but I keep getting error messages when I try and download the photo so here it is.

My Mk II version of the Rotor Blades.

Three blades instead of four, quicker to make up but they are going to be a pain to mount as they are slightly thicker at the base.
What do you think guys any better this time?