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The Chronicles of The Emperor's Harbingers


Warsmith Uveron

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Greetings.

This thread is dedicated to telling tales of games and the exploits of my Blood Angles Successor chapter The Emperor's Harbingers. A number of additional companion threads exist for this chapter including:

The plan is that I will not right up fully battle reports they take an age. Maybe I will on occasion, but I will share photos and stories of the games and give me place to talk tactics (and get feedback on lists and tactics if others care to comment!).

Anyway on with the Show.

==

Game 1: Kill Team against Necrons.

Last night I played my first game using my new army (and the Blood Angles Codex). The game was going to be a relaxed Kill Team game against someone from my gaming club who was testing out his Necrons for the first time ever. It was a great game (even if it was interrupted by me having a phone-interview for a new job, which was disorientating to say the least).

My list for the game was

Tactical Squad, 5 marines. One Melta Gun. Veteran Sergeant with a Storm Bolter.

Scout Squad 7 Marines. 5 with Snipers, One with Missile Launcher, One with Shotgun.

My Specialist was the Missile Launcher (relentless), Sniper Sergeant (Preferred Enemies), Melta Brother (A skill that gives extra range on shooting). My opponent ran 8 Immortals and 3 Scarab Bases.

The basic mission was to secure 3 objectives scattered in within ruins of a city. My opponent one the roll of to deploy first and go first. With a Cry of ‘For the Emperor’ I was able to steal the initiative and start the push into the city

The first salvo from the Harbingers took out one of the foul Xenon specialists. They returned fire and two gallant scout marines became casualties. In revenge the Battle brothers moved to defend the fallen brothers and with the most righteous fire were able to destroy all but two of the so-called immortals. The Xenon then unleashed swarms scarabs, taking out one of the forward scouts and a battle brother, but with grenades and chains word they were destroyed. In the closing moments of the game a swam that had tried to outflank the harbingers was destroyed by a single well placed missile from the scout.

Overall it was a great game, had a lot of fun muttering praise to the Emperor and just being a bit of a goofball. I also realized that Blood Angles are very fun in close combat, the +1S on the charge makes a lot of difference when fighting T3 things. Both the Scout and Tactical sergeant was able to kill a base of Scarabs in one round of assault!

Anyway bellow the cut is some pictures of the game

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  • 2 weeks later...

Game 2: Tau.

Last week I was able to get my second game in with the Emperors Harbingers, played a friendly kill-team game against a local Tau player. Had a great time I had not been up at the local GW store in a long time and it was nice to be able to hang-out and play a casual game, something kill team excels.

My list was the same as Game 1, with the same specialists. My opponent ran a list with ~14 Kroot, 5 pathfinders 5 fire-warriors and a Piranha.

The mission had 3 objectives one in the center of the table that was in a ‘Supply depot’ the other two on the flanks of the table. I set up on the ‘south’ of the Depot, the Tau to the north. My Scouts set up in the ruins on the south of the Depot the Kroot spread out in all the woods around the edges.

Unlike the last game the initiative was stolen from me, but the tau shooting was ineffective with my scouts making all the saving throws needed from the pot-shots from the Fire Warriors.

I then in return was very lucky with a frag-missle shot that killed two kroot, followed by another 4 from sniper and bolter fire. This set up the theme of the game, the Kroot would advance the tau would force me to make some cover saves, but I would kill the Kroot as they came into rapid fire range. But the Tau had the numbers and by turn 3 I was close to taking the break-checks but the Tau had to start making them.

With a second lucky missile shot I was able to kill the leader xenos kill-team and as expected for such week willed creatures they started to flee the battlefield, and the Emperors own were able to win the day!

Bellow the cut are some photos of the Game!

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Looking great - I was wondering I thought pathfindersna d the piranha were both fast attack choices, but kill team rules only allow 0-1 fast attack - is one of them elite, or did you agree to ignore this one?

 

Good Spot. I remember now the pathfinders were counts as  fire-warriors! and were part of the one fire-warrior squad

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Game’s 3 & 4 : Militarum Tempestus

Last night I was able to get a game in with a good friend with his new Militarum Termpestus army. We played a 650pt game and as he was able to beat be quickly... we played a rematch that I did much better in.

The Armies.

I ran

1 Terminator Captain. With The Veritas Vitas, Thunder Hammer and Storm Bolter.

1 Terminator assault squad with Thunder Hammers and Storm Shields

1 Scout squad with Cameo Cloaks, 2 Shotguns, 3 with Pistols and Knives and the sergeant had a melta bomb.

1 Scout squad with Cameo Cloaks, 5 Sniper Rifles, 1 Missile Launcher

1 Tactical Squad, 1 Meltagun, 4 Bolters

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My opponent 4 Scion Squads, 2 in Turoxs. 3 squads had 3 Plasma Guns, 1 squad had Melta Guns.

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The game we played was Purge the Alien.

Game 1-

He deployed two plasma squads in the Turox’s and put them in cover. The other squads in Deep strike Reserve. I put the marines in a ruin in the center of the my deployment zone. Sniper scouts on one flank, and the pistol scouts in some woods near the opponent.

He went first moved the Turox’s closer to the forward scout squad and blasted them leaving only the sergeant. In my turn I moved the marines forward as well as the remaining scout. The Snipers shot a thorax and did no damage.

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His reserves didn’t show up, he moved his Turox back. He then he targeted my sniper scouts and killed 3 of them including the missile launcher. My reserves once again didn’t show up, despite a re-roll I got from the warlord trait. I once again advanced on him with my marines but was out of range. My scout was also out of range of assault (for the Bomb).

Turn 3, his reserves showed up. One Plasma Squad landed next to my marines, the meltas infrount of the sniper scouts. In shooting he was able to wipe out the tactical squad, and the lone scout, thankfully the sniper scouts only lost one guy so I wasn’t of the table.

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My Terminators then showed up, avoided scattering of the table landing between the Turoxs. The sniper scouts assaulted the Melta Scions and were able to beat them in a round of combat, they failed the moral check and the scouts ran the down.

Turn 4. He opened up on the Terminators killing all but 2 of them and the Captain. In my turn they advanced assaulted a squad of Scions and a Turox. I was able to destroy the turox and stay locked in combat with the Scions, but I lost another terminator to a lone wound.

Turn 5, he was able to kill the remaining scouts, and then in assault he killed the last terminator and then the captain wiped out the squad. In my turn my captain moved to attack another squad, he assault and wiped them out. Then in turn 6 the remaining scions shoot him and kill him.

We then played a second game which I will cover briefly; I was able to get the infiltration warlord trait and started my whole army close to the opponent. He reacted by moving his torox’s away from the tactical marines and terminators. Thankfully the Scouts and the Melta bomb got close enough to charge and I was able to take out his mobility, once that was done I was able to get the terminators into assault turn 3 and slowly rolled him up.

But following this game I had some thoughts none of which should surprise anyone…

1- I need transports; the marines were not making it into the fight.

2- The terminators cost too many points at <1000pt games and I lose too much when I roll a 1... And it happed too much.

3- I need more high strength weapons as getting into assault it hard!

More Photos bellow the cut:

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  • 4 weeks later...
I have been able to get a few games in over the last few weeks thought it was time to update this thread. On the whole I have been winning more than losing which is nice. Though I expect this is mostly just luck.


==

Game 5. Chaos Space Marines.


No photos of this game, this was a small 600pt game. I ran a squad of scouts, 5 tacticals and the Terminators. I faced against two large units of noise marines and a Sorcerer. I was able to infiltrate the whole army thanks to warlord traits


I walk the whole army up the table, the scouts got to the fight first, but they were able to hold up the noise marines, my Termiantors tanked like mad (21 saves in a row), and basically steamrolled the whole Chaos Battle line. A bit of a one sided game.


==


For games 6 to 8 I used the same list. Seen below


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Hidden Content


++ Combined Arms Detachment ++

+ HQ+

Captain (165pts) [Artificer Armour, Digital weapons, Power fist, Storm bolter , The Veritas Vitae, Warlord]

Captain (Terminator) (155pts) [Digital weapons, Fury of Baal, Storm bolter]


+ Elites +

Terminator Assault Squad (225pts) [Thunder Hammer and Storm Shield]


+ Troops +

Scout Squad (65pts) [3x Combat Blade, 2x Shotgun, Veteran Scout Sergeant]

Scout Squad (102pts) [Camo Cloaks, Veteran Scout Sergeant, Missile Launcher, 4x Sniper Rifle]

Tactical Squad (135pts)[Meltagun, Drop Pod (Locator Beacon), Veteran Sergeant]


++ Assassinorum Operative ++

Vindicare Assassin (150pts)




==
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Game 6. Dark Angles.


This game was a simple Kill point game. The Dark Angles list was


1- Captain in power amour and Power Sword

2- Captain in Terminator Amour with a Power Sword

3- Tactical squad of 10 with Plasma Gun, Cannon and Pistol

4- Tactical Squad of 10 with Flamer and Missile Launcher in a Drop Pod.

5- 5 Scouts with Sniper Rifles.

6- Squad of Deathwing of Terminators

7- Squad of 3 Raven Wing Bikers.

8- Predator (Tri-Laz Patten)


I got the first turn, but didn’t deploy anyone. I placed my Vindicare Assassin in some ruins with a good LOS to the Bikes. The Sniper Scouts in some woods with a good LOS to the Plasma Tactical Squad. And the pistol scouts behind some walls close to the Predator.


The game went quick, my drop pod came down between the pred and the plasma squad, I immobilize the pred, then with the scouts and pods shooting I took out enough of the Plasma marines that they took a moral check and they fellback. He then dropped his pod down next to my sniper scouts, who made all their amour saves from the flamer and boltershots.


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The captain assaulted my tactical squad and my Captain they challenged and my captain won out. Then my terminators turned up, my tactical squad and captain finished off the plasma squad. The Snippers started picking off flamer Tacticals. The scouts finished of the Pred. The Deathwing showed up next to my terminators, everything shot at them… I lost one man.


In retaliation, I took out the terminators in assault. The Assassin finished of the Bikes, my Tactical squad started to double back and with shooting killed 3 more tactical marines. With his remaining shooting, he finally kills my scout squad and another Terminator. In the final turn the CC scouts and the Teminator captain assaulted the last few tactical marines, and the rest of the squad assaulted the Sniper Scout.

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Game 7. Tau.


This game was a Maelstrom of War: Cloak and Dagger game.


The Tau list was the following.


Crisis Commander with tank hunting kit and some marker drones

Ghost Keel, and two units of Stealth Suites (Optimized Stealth Cadre)

2 units of 5 fire warriors

1 unit of 10 kroot

1 Broadside

1 Riptide

1 Battle suit.



The Tau got the first turn, so set up aggressively but holding the Riptide and both Battle Suits in reserve. Creating a line of fire warriors with a gap and then the kroot in a river just at the front of the deployment zone. The Brodside was behind the fire warriors. The Stelth Cadre set up to the left of the battle line.


I set my snipers in a fortified building, and the cc scouts behind a wall out of LOS with everything. I stole the Initiate (Thank you warlord Trait). I dropped the drop pod in a gap between the fire warriors and the Kroot. The Marines and the Pod targeted a squad of fire warriors and wipe them out in a turn of shooting. The Snippers shot up some kroot and cause them to flee. The Assassin shot at the Ghost Keel but failed to wound I was using a Tubo Pen round (D3 wounds). The Tau then returned fire on the tactical squad and I lost 3 marines.


Next turn my terminators didn’t show up. But my Scouts moved around the wall and closed in on some stealth suits. In the shooting phase, my tactical marines shot at the other fire warrior squad, the snipers finished of the kroot. The Assassin failed again to wound the Ghost Keel. In the assault my tactical squad and captain did a multi assault on the Fire warriors and the broadside. Which I wiped out for no casualty’s, at the loss of a scout the CC Scouts took out a squad of Stealth Suits. The Taus reserves mostly failed, the commander arrived and landed near my tactical squad. In the shooting phase, the Ghost Keel failed to kill the sniper scouts, and I lost another tactical marine and all the CC scouts apart from the Sargent.


The terminators then showed up landing next to the drop pod. The Assassin finaly managed to land a wound with the Turbo Penetrator dropping the ghost Keel to one would in one shot. The tactical squad moved to close with the commander, but they failed to assault. The Last CC scout assaulted the Ghost Keel and kill it.


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Finally, the Taus reserves showed up, the riptide landed next to the snippers and shot at them but they did no damage to the scouts (3++ coversaves). The Battle Suite failed its deep strike and I placed it out of range of everything. The Tau commander then assaulted my warlord and I did no damage so we were locked in combat.


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In my turn the Terminator Captain split from his squad to join the melee while the Terminators destroyed 3 more stealth suits. Again, the Assassin made its mark takeing 3 wounds of the Riptide. The Scouts made a second wound. In the Assault phase the Tau Warlord was killed. In his turn, he moved the Battle suite into range of the snipper scouts and did no damage. The Riptide missed with its MEGA shot. then in my turn my Assassin finished of the Riptide and the Assault terminators and the CC scout killed the last battle suit.
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Game 8. Orks.


Another kill point game. I was tired after playing 2 games already… But here we go.


The Ork List was


The Mad Doc Himself.

A second Painboy

25 Boys with a Nob with Power Claw, and ‘evey armour

20 Boys with a Nob with Power Claw, and ‘evey armour

3 Gyrocopters.

10 Lootas

5 burna boys in a truck.


The Mobs set themselves up along the table at the edge of the deployment zone. The Copters on one side the Lootas on the other. I set up with my Snipers in a tall building an my CC scouts hiding in an ally in some buildings. I stole the Initiative and went first.


The scouts jumped on the roof of the building shot up the gyrocopters one was killed and they then fled of the table. The drop pod landed next to the none Fearless blob, and shot up some boys but did not do enough damage. The Assassin hit the Mad Doc with a Turbo Pen round… on a 5+ he would have been dead… I rolled a 1.


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The Orks the stuck back, the burners put 14 wounds on the tactical squad I failed 5 3+ saves on the first 6 dice. My captain the Tanked the last 8 only takeing 2… but he then was killed in close combat by the mob.


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The Lootas almost killed the Assassin the other mob wiped out the CC scouts. Turn 2, the Assassin damaged the truck that was carrying the Burners. But then was killed by the lootas. My terminators then showed up and were then mobbed by all the boys and killed.


Which was game.


==

Review:


Overall my list is working.


The Assault Terminators Rock, I mean very quickly they die when forced to make lots of saving throws, but they are a bulldozer. The drop pod fixed all the issues I was having with the Tactical Marines. The Vindicare Assassin was a good addition to the list.


Bringing it to 1500 is the next step, not exactly sure how I want to grow it yet. Probably need to finish adding in 5 more tactical marines, and then a Baal Pred.

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How are you finding the Assassin's performance on the whole?

 

He Felt as effective as my captains, and fairly priced. Not going to win the day themselves but the best man for the job in the 'sub' detachment.

 

On the Upsides: He does brings a ranged weapon that adds things my list was missing. Long Range Hit AP shots.. I think in more comp play he is the best tool to deal with some of the crazyer units out there... AP2, Ignores Cover.. with the Possibility to Ignore Inv Saves. 

 

But on the Downside: He was a little soft, with a 4++ he does die far to fast, kinda wish he had stealth or shrouding, and it is just one shot and rolling poor to wound is a bit of a issue. That beeing said, in larger games the full execution force does give preferred Enemy against the opponents warlord which may help, but at almost x4times the cost.  

 

I want to try some games with the Callidus Assassin I have painted up. Giving me a re-roll to size it the Initiative ties well into the The Veritas Vitae + CAD I am running, and she also brings the AP 2 my army is missing... 

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I don't know what it is but for some reason I love your white/grey/gold BA color scheme. I might steal that for one of my Dreadnoughts if I ever get around to make a Dreadnought list consisting of nothing but the Chapter Ancients formation. :D

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I don't know what it is but for some reason I love your white/grey/gold BA color scheme. I might steal that for one of my Dreadnoughts if I ever get around to make a Dreadnought list consisting of nothing but the Chapter Ancients formation. :biggrin.:

 

Thanks! 

 

Check out my WIP threads for details on how I painted these guys. 

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Already did! :D
Also what I forgot to mention...as Tau player you can trust me when I say that a single high strength low AP shot is too unreliable. Poor Railgun Hammerhead and HRR Broadsides *sigh*

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Also what I forgot to mention...as Tau player you can trust me when I say that a single high strength low AP shot is too unreliable. Poor Railgun Hammerhead and HRR Broadsides *sigh*

 

Yep, its a risk reward issue. I think for the points the Assassin Pays off... as its single shot is better than the Railgun, and it does have protection against missing becuse of the BS8. It is also Ignores Cover.. so there is only the to wound roll that is the one that is likey to trip you up.  

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Heh I used to use the Longstrike Railgun Hammerhead (BS5 and PE (Astra Militarum)) and I still happened to have games where I failed to destroy some Wyvern even with Markerlights. The dice just hate single shot units *cough* Melta *cough* ¯\_(ツ)_/¯
Anyway as long as it works for you, keep doing it. At least one of us has to have luck with such units. :D

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If you want to bump it up to 1500, one consideration could be the Orbital Intervention Force...?

 

Two more squads of TDA, one shooty and one hitty means you can deep strike all of your Terminators with one roll from turn 2 and the Assault ones can charge (albeit disordered) and the Shooty ones can shoot twice that turn.

 

Problem is, you can't really attach your captain to the assault ones, as it would prevent them assaulting - he could ride with the shooty ones however, but he of course cannot shoot twice (not part of the formation).

 

I'd also drop a captain if I'm honest, you have a 1/3 of your list tied up in HQs at the moment and the Veritas seemingly won't be doing much, with the main traits (cover save, MTC, infiltraite) only really affecting the Terminator units if you want to deep strike. A Librarian or Chaplain would offer some more utility I feel, or even a battle tank/ speeders etc?

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If you want to bump it up to 1500, one consideration could be the Orbital Intervention Force...?

 

...

 

I'd also drop a captain if I'm honest, you have a 1/3 of your list tied up in HQs at the moment and the Veritas seemingly won't be doing much, with the main traits (cover save, MTC, infiltraite) only really affecting the Terminator units if you want to deep strike. A Librarian or Chaplain would offer some more utility I feel, or even a battle tank/ speeders etc?

 

Yes Iam thinking about the OIF, I don't have the models which is the key issue at the moment. I do have a whole stack of unpainted models so the question is more which one gets finished. In the que I have.. 2 Speeders, 4 Dreads, 1 Baal, 1 LR Crusader, 5 Tacticals, 5 Scouts, 5 Assault Marines, 5 Devisators, Techmarine, SangPriest. Then un-primed I have a Terminator Chaplin, Razorback, Jump Captain and a Drop Pod.  I think I will end up adding the final 5 scouts to the list next, bring the CC scouts to 10. 

 

And Yep A Captain is dropped as soon as Iam trying not to reach 'Max-Points'. I don't think I would drop the Veritas as its been fantastic, The edge on Sizing the Initiative and messing with the oppositions Reserves have been good, its better than the relic thunder hammer. 

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  • 2 months later...

OK.

 

So Its time for me to start thinking about what I would take to a Tournament. Playing around  with some lists and what models I have. Kinda Leads me to this possible list.

 

Hidden Content

+++ BA Tournament  +++

++ BA Baal Strike Force (Or a CAD)++

 

+ HQ +

 

·         Captain (150pts) [Terminator Amour, Storm bolter, The Veritas Vitae, Thunder hammer , Warlord]

·         Librarian Dreadnought (210pts) [Legacies of Glory, Walker, Psychic Pilot (ML2), Drop Pod]

 

+ Elites (400pts) +

 

·         Furioso Dreadnought (175pts) [Magna-grapple, Frag cannon, Drop Pod]

·         Terminator Assault Squad (225pts) [4x Thunder Hammer and Storm Shield]

 

+ Troops (195pts) +

 

·         Scout Squad (65pts) [Camo Cloaks, Snipers)]

·         Tactical Squad (130pts) [Meltagun, Inferno Pistol (Sargent), Drop Pod]

 

++ Luficer Armoured Task Force++

 

·         Techmarine (65pts) [bolt Pistol, Power weapon, Servo-arm]

·         Land Raider Crusader (250pts)

·         Baal Predator Squadron (115pts) [Flamestorm Cannon

·         Baal Predator (115pts) [Flamestorm Cannon]

·         Predator (140pts) [Lascannon, Twin-linked Lascannon ]

 

 

Basically The Terminators charge up the table in the Lucifer Crusader, to try and take the center of the table.  The Baal Preds outflank and jump on the table to clear and secure objectives. The Las Pred snipes armor. From the skys the Dreads show up turn one, and then the Tactcials turn 2 to blast some armor.  

 

Moving to 1850 points I would add another Dread and run the Chapter Ancients formation. Maybe a Storm Raven if I don’t want to pain another drop-pod.  

 

Thoughts? 

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I like the list myself.

 

Threat overload is the key here. It's got to all seem like a threat.

 

When moving the predators, moving 6 and shooting every turn means by turn 5 they can be in the opponents deployment zone, and unless the opponent switches sides with you, your predator shouldn't be exposing it's rear armor. The trick is to put one predator on either side of the board so the enemy will have to show side or rear armor to one of the two.

 

And don't do the pods right on top of the enemy. I used to be so aggressive, but it meant the rear armor on the Dreadnought were vulnerable. Stick them further back as they're not going to charge that first turn anyways, and it means you might get to use the drop pods as cover as well. It's tough to do with a Furioso, but if you fly those dreads on the extreme flanks, it hems the opponent in and forces them to either turn to confront the dreads or go down the middle of the table to flee, towards your terminators.

 

Unless they're all Eldar jet bikes, then none of this applies. ;)

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I like the list myself.

 

Threat overload is the key here. It's got to all seem like a threat.

 

Thanks! 

 

I think having spoke on another thread about it, I may swap out the Librarian Dread with an Assault Squad and Land-speeder(or Priest) Not sure if a LV 2 libraian gives much to the army, when a pair of Jump Meltas adds more threats

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To be fair, I think a AV13 Librarian is a pretty good threat. It is immune to anything except for grav/lascannon/D/melta. A lot more can kill a couple of 3+ bodies than can kill a AV13 dread. Just make sure they can't get to the side armor with shooting, and short of another threat to another dreadnought/MC, nothing can hurt it in melee. If you take Divination or Sanguinary discipline, both have the ability to get rerolls/more attacks and a 5++ invulnerable, so it only helps. If witch fires only, well, you get the shooting AND the witchfires. But to keep units out of combat with an AV13, they have to kill it.

​The two melta shots will die. The things threatening an AV13 librarian ALSO threaten the assault squad. And 5 assault squad assaulting isn't a huge threat.

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​The two melta shots will die. The things threatening an AV13 librarian ALSO threaten the assault squad. And 5 assault squad assaulting isn't a huge threat.

 

Good Point, I also suppose the Technomancy Powers would also be fun, as he can buff himself. (And Haywire Knights). 

 

The Bigger issue is that its another Drop-Pod to Paint. 

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I get that. Dave them for batches of drop pods of you can. There's literally not a better model to spray primer color on, wash heavily all over, dry brush highlight some metal as weathering, and dry brush some black or mud on the bottoms.

 

If you build the base and attach the doors, then spray metal downwards after primer black, flip it over when dry, and spray outside color, you're more than half done coverage wise.

 

Paint 2 or 3 at a time. Don't brush paint most of those things.

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