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Doghouse's 40k Stuff - The converting of Primaris begins...


Doghouse

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Thanks mate, don't worry I'll be adding that again over the top. ;) The loyalist parts will be desecrated on the modern guys where as the Heresy era Astartes will be more of a "hey I have a new shoulder pad from this dead guy but it has a Legion icon on it I don't recognise?" Shrugs and attaches it to his battle plate with the aid of his minions. 

 

Having seen the basic points costs of the marines now I may have to do some shifting around. We're looking at a 1000 point team to start off, the Leader is looking like he will be 225pts which is a fairly hefty lump of the team and I imagine that is without wargear. Then Astartes are 120 and cultists are 40 points but again this sounds like with no gear other than armour I would imagine. It would be very tempting to go with a huge horde of cultists led by a single marine, I may have to do that as a second warband. :D

I am going to have to work in some cultists somewhere though because of attrition rate, games like these with some sort of progression system you really do not want to put all your eggs in one basket. Couple of bad dice rolls resulting in fatal casualties you could find yourself struggling to get back on your feet, evil masterminds surround themselves with henchmen for a good reason... 

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I had hoped to get a lot done on these today but thanks to the monumental cock up that was the pre-ordering of the game I've not really been in the best of moods to carry on with these guys. But having said that I have got some work done on them.

I had to re-jiggle things after reading the unit rules on the GW site mainly because although going all Astartes may sound like great game it gives me far less of a model count which will effect me when it comes to the likes of bottle tests. So while I will continue on with the Ultramarine, Word Bearer and World Eater for the time being I am going to be focusing on these four guys below. The way I see it is the other three guys are still on the transport and should I ever get to actually play in a campaign I can trade in promethium crates to bring these guys in slowly to the group.

Thing to remember is that with armour modifiers instead of armour pen chances are you are going to be making a lot of four up or five up saves instead of your normal guaranteed three plus against small arms fire. Once you start taking 25% casualties on top of that you are going to be in trouble, so the more the merrier.

So our band of warriors will be three non nurgle Death Guard and a single Night Lord which clocks in at about 750pts with four bolters and a chainsword for the aspiring champion. Given that I only have 1000 to begin with that is quite a huge chunk of change when you look at other warbands. So I've started base coating the two new guys and will fully build up to the same dirty white as the Sergeant.

 

http://i67.tinypic.com/9hkw9i.jpg

 

http://i66.tinypic.com/i3f238.jpg

 

With the bulk of the points being the four guys above I really need some cannon fodder...I mean loyal human followers. Using spare bods from the Explorator/Reclaimation team I showed earlier I am making these as surviving members of their original Heresy era ship. Keeping the gear really simple but will have to chop and change things possibly to make things work. I'd quite like to go lore friendly and give the Night Lord some Camo for example. I went with the 32mm bases purely for thematic reasons so the force will fit together better visually.

Although I was never a fan of Hired Guns in Necromunda I may make one of each of the available options just for fun.

 

 

http://i63.tinypic.com/2mq8cqd.jpg

 

http://i67.tinypic.com/1588thg.jpg

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Thanks mate. :smile.:

 

With the possible reprint of Shadow War on the way it's enthused me to crack on a bit. I am still painting the first guys but at the moment it's just building up washes of white which is a bit dull. This guy however is a potential 3rd team, it's a full on Choppy McSlaughterfest Khorne Aspiring Champion which I intend to just have a horde of Cultists instead of any other Astartes.

This is more of a fun build, no ranged weapons for him just run in full tilt axes swinging while the meat shields do the ranged work. At the moment I've just throwing him together out of left over parts and whatever I can scrounge. Where as the first guys are cleaner and are more renegade than full on Chaos I want this guy to be full on grim dark. I'm covering him in trophies and marks, basically whatever I can find in my bits box. If he does ever make it into a campaign I doubt he'll do well but it's guys like this that tend to surprise you and can often come out on top.

I should have about 775pts left over for the cultists which with autoguns are 60pts each and I'll use the regular snap fix guys for that to keep it simple.

 

http://i64.tinypic.com/30daq7r.jpg

 

http://i64.tinypic.com/o93c7o.jpg

 

http://i68.tinypic.com/34fntcw.jpg

 

http://i65.tinypic.com/2e1vvch.jpg

 

http://i66.tinypic.com/21kxpwg.jpg

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Lovely Khorne devotee, he really looks the part with that Blood Warrior torso and his twin axes. The servo-skull is a nice touch, as it alleviates the fantasy look of his upper body and roots him firmly in 40k. I'm a bit unsure about his helm though, and I think a better option could be found there.

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  • 2 weeks later...

Cheers guys :)

 

Yeah I think I will have to rework the helmet but will have to have a hunt around for a good one, maybe khan's will do the trick.

 

Been looking at the rules for now as I've not had too much time to do any painting but have been playing around with the human kill team.

 

There are a lot of considerations to be taken when putting a team together. It's tempting to go all carapace armour, laser sights, etc, but you have to consider the rules.

 

What I am aiming for is something lore friendly over anything to gain a tactical edge. So with that in mind I am making them a Promethium pipe repair team, it's their job to go in repair the damage done to the vital pipes during the conflict. 

Modifiers play a big role in SW:A, much more than you would imagine at first glance so I need to strike a balance. The main difference being that in 40k you roll a bucket load of dice so you really feel it when it's just one guy firing with a single dice. A respectable BS of 3 suddenly becomes a lot harder to hit with once you take into account -1 for range and -1 for cover so I think red dot sights will be key.

I'm in two minds for the armour, carapace armour seems to be very thematic for the team and gives you a 4+ save but you suffer a -1 to initiative which really hurts when it comes to recovering.

 

For now I have the following so far:

 

Leader with sword and bolt pistol

3 Recruits with shotguns and red dot sights

1 Specialist with sniper rifle, toxic rounds, clip harness, telescopic sight, camo gear, red dot sight

3 Recruits with sword and laspistol

 

The specialist is important because it is his job to cover the rest of the team from up high, he should give the team a good solid punch which will be needed as they level up. I've given the shot gun guys red dot sights because it gives plus one to bs modifiers giving them a reasonable chance of hitting with the option of strength 4 or 3 with a blast.

I could focus on carapace for these guys or try and squeeze out another all important model, because of the 25% bottle test. 

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I've not looked too much at the human team yet, but plan to do one once I've built my marine one.

 

Bodies feel very very important, an important thing to remember about red dot is it gives the target a 6++ save beyond anything they already had. Which could be a huge issue if you have a bout of bad luck.

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It depends I guess, a 6 invulnerable save is still pretty hard to get on a single roll and it if increases the chance of actually hitting anything I'll take that gamble! :biggrin.:

 

If it were 40k sized units then the 6+ would be an issue with multiple saves but typically on a single models it's still only a 1 in 6 chance to save.

 

With shotguns I'll be shooting at a -1 at long range before other modifiers so it might be worth the gamble as it'll be negating that -1 meaning a 4 or more to hit. If the target is in partial cover and long range I will be hitting on 5 or 6 still rather than a 6 with them. 

 

With the sniper and the red dot I'll be hitting on a 2+ on a target in the open at over 18" and toxic means you don't roll to wound but go straight to the injury table it. So with a high place at the back I'll be able to reach up to 54" because of the telescopic scope and hopefully let the guys on ground the do what they have to do. 

Edited by Doghouse
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So what exactly do red dot sights do? From what I've inferred, they give you +1 to hit, at the cost of giving a 6++ save? If so, don't the numbers cancel out as you're increasing hit likelihood by 16.7% and then increasing target survivability by the same?

 

Or maybe I'm wrong.

 

Dallo

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So what exactly do red dot sights do? From what I've inferred, they give you +1 to hit, at the cost of giving a 6++ save? If so, don't the numbers cancel out as you're increasing hit likelihood by 16.7% and then increasing target survivability by the same?

 

Or maybe I'm wrong.

 

Dallo

They only get the invulnerable if they are facing the attacker

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In SW: A you take either the armour save or the invulnerable, not both. So it's not really much of a drawback.

 

That said, love the models Doghouse! My IW's for SW: A are pretty similar to yours, what with your method an' all.

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As far as I can tell it says the player can choose to take either the basic or invulnerable save, but if you are hitting with a strength 4 weapon like you do with shotgun solid shot and sniper rifles then it's going to be minus one on regular armour. The likes of Orks may benefit in that they will get a save where they normally wouldn't but stuff like space marine scouts will be better off taking their 5+ they would have instead so no real loss to me using them.

 

ninja'd by Xanthier :D

 

Xanthier: Thanks mate I'll have to take a look at yours if you post them on the board. ;)

 

 

 

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  • 3 weeks later...

Quick update

 

Not really had much time to get much done but have finished the Champion and started work on the World Eater. Still need to get the blood splatters fixed but I'm going for a contrast in the white on the armour between the Death Guard and the World Eater so one is a warmer white while the other is a starker colder white. The Night Lord is still very much a WIP.

I'm going for all Anvilus packs because I want these guys to be the first renegades, so you have Loyalists and Traitors battling it out in the Heresy but these guys decided they'd go it alone and turned to piracy to survive attacking either side as it suited them. The Anvilus packs allow them to attack enemy ships and stations via the void of space.

 

http://i64.tinypic.com/mb63cy.jpg

 

http://i63.tinypic.com/nmc7qg.jpg

 

I've decided to go all out rage-fest with the World Eater. He's an old Terran but hasn't had the Butcher's Nails implanted in his head but this makes him no less brutal, the blood and splatter on his armour is from his last victim he beat to death with his hands. Still need to clean up the splatters yet though ad the blood drips from his fists onto the floor and his armour. 

 

http://i66.tinypic.com/2iiedm0.jpg

 

The plan for the Champion is that he was a survivor of Istvaan scavenged his armour from the battle fields before eventually making his escape. The Word Bearer shoulder pad was taken from one of the dead traitors but when Ferrus was killed by his brother the Word Bearer had been stood close enough that the psychic backlash of the Primarch's death fused the dying Word Bearer's soul to his armour. The Champion is haunted by the spirit of the Word Bearer in quieter times, goading him and trying to lead him to the path of chaos.  

 

http://i65.tinypic.com/ww0t4l.jpg

 

http://i65.tinypic.com/24m711h.jpg

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:biggrin.:

 

Even the boys in blue can feel the lure of chaos mate. :biggrin.:

 

Sergeant Constantinius of the Son's of Guilliman being one of the most notable ones with the rebellion of Nova Terra. I went with an Ultramarine to show even the most noble and revered chapter Astartes are not immune from the lure of chaos. :wink:

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The World Eater's looking excellent! The different whites you were going for definitely show through! I'll have to address the elephant in the room, though...

 

...

 

...erm, shouldn't he at least have a backup CC weapon? You know, on account of being a freaking World Eater and everything...

Just sayin' ;)

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Thanks mate. :)

 

He's a World Eater he doesn't need a close combat weapon, he is a close combat weapon. :D

 

All joking aside there is a combat knife snuck around the back of him on his belt. If these guys are to be scavengers then they would rely on such things if getting ammo is a problem. I was thinking chainsword or axe at first but it seemed to add more character to me that he just mashes his targets with his fists, it feels a lot more brutal and sadistic.

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Thought I'd add this guy as I am playing around with stuff at the moment. I've got a few of these on the go but that may potentially make it into a Thunder Warrior kill team based on the Dusk Raiders. It's a mix of AoS bits with a marine bare head and a sculpted helm and shoulder pads. Still playing around the general design but it looks ok so far.

 

http://i63.tinypic.com/3322y4z.jpg

 

http://i65.tinypic.com/m8lg6q.jpg

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:biggrin.:

 

Even the boys in blue can feel the lure of chaos mate. :biggrin.:

 

Sergeant Constantinius of the Son's of Guilliman being one of the most notable ones with the rebellion of Nova Terra. I went with an Ultramarine to show even the most noble and revered chapter Astartes are not immune from the lure of chaos. :wink:

 

And as always, you have made that lure look irresistible.

 

Still filthy, filthy heresy. :P

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