Nice! It is looking good.
Isn't it missing a bit of torso armour on its left flank?
Yes it is missing those torso plates, left off for painting separately - but they can still squeeze on past those defensive guns - so I don't think that is a mistake. If you look on the 'blue' side you can see the holder for the tilt-shield has been cut off, having been mistaken for a bit of sprue. So we need to improvise there.
Anyway we have a few updates. First a picture of the Warlord with one magnetized volcano cannon arm. You can see the plates need some sort of wash or panel lining, but I think the scheme is going to look really effective.
And I magnetized the weapons on my Warhound. It was a bit tricky because I wanted to use 3mm (too small to drop in, too big to use pin vice) but I got there in the end. I put wires on everything except the mega-bolter, so I can run every combination except plasma/inferno. I'll build the next Warhound in a mirror image to allow me to have a pair of identical weapons if I want. No real progress on painting. I'm also a bit worried the right arm points too far back, so I'm going to have to check those plates fit over the pipes.
We also played a test game to start learning the rules: basic rules only, Warlord vs. 2 Warhounds (one plasma/vulcan, other laser/inferno).
Here are my take-aways:
1. It looks like it will be a really fun game as I hoped - risk/reward, manouvere and manipulating fire arcs all a nice touch. Needs terrain though - on a small board it was a bit easy for the Warhounds to split up and one of them to get up close behind the Warlord. I guess the orders system will help that a bit.
2. My son learned the hard way sometimes it's best to let your opponent go first.
3. My son did realise early on he needed to be conservative with the volcano cannon. Even then he ended up in the red with his reactor. Twin volcano cannons is exactly as you guys have said - really pointless build. So of course my son now wants either the upgrade sprue or a forgeworld weapon (plus weapon card pack). So much for saving money.
4. I think Knights will be fun too - I can see 'screening' being a lot more fun in this game than 'horde of gretchin in front of my orks' type of screening in some editions of 40k.
5. Am I playing the plasma blastgun correctly? As I read it, if I hit, that means the hole is over the base, so one dice turns to two. So it's effectively 4 dice at S8. And if it misses I might get lucky and still get one hit if it doesn't scatter too far, or get unlucky and hit myself. Generally seems a bit cumbersome - in our game the misses did nothing. But in larger games where two Warhounds might be next to each other, it might get a bonus hit. It just seems a bit too good for the points? I didn't even remember the maximal ability which is again really useful, because when taking down shields you don't need to risk it, but once shields are down you can go to S10 and it's really not that dangerous on the reactor?
I already felt like this about 30k/40k/Kill Team: I don't mind the blast templates, throwing a grenade with the template is cool, but doing it too often slows the game down. Seems annoying that the plasma blastgun just looks like a must-take. The twin lasers with only 2 dice same strength seems a bit underwhelming in comparison.
One more treat for you guys, an excerpt from White Dwarf 110
Oh the shame of it!
Edited by LameBeard, 09 May 2021 - 10:20 PM.