Thursday, October 25, 2018

Tactica Thursdays: 02 Battle-Forging our Kill Teams

Welcome back Rangers to our second installment of Tactica Thursdays, last time we discussed the movement phase. This week we are going to focus our attention on building a proper Command Roster.

What's in a Roster?

So you have a few games of kill team under your belt and you are feeling on top of the world, then you come up against something that is unexpected and you are not prepared for it. You actually may not have felt like that, but I will admit it took a while for the concept of the Command Roster to sink in myself. If you are playing matched play then you need to sit down and make a Command Roster for your Kill Team that is comprised of twenty models that are available to you. Points at this point don't matter because what you are doing is preparing for your next match, tournament or campaign. This is the time to make sure we have all of our grounds covered, but what exactly are all the different grounds to cover?



First thing we should look at is what kind of weapon options we have available to our specific army, if you are limited to a certain amount of gunners you should probably take all the different combinations of that model. I will use Dark Eldar for my example, the Kabalite Gunners are allowed to take either a Blaster or Shredder, and another one is allowed to take a Dark Lance or Splinter Cannon. We can only have two max gunners on the table when we play our match but that doesn't mean we can't have all four options in our Command Roster. This is one of my favorite parts of Kill Team so far, because it gives you options on how to deal with your opponent whoever it may be.

If we are dealing with a horde Kill Team, they will usually have average stats with low armor saves. A blaster and dark lance would pierce through them effectively, however it isn't as efficient as we would want it to be. The task better suited for the job would be the Splinter Cannon and Shredder combo that way we are shelling out more shots to potentially take out multiple units in one turn. In the reverse order if we are dealing with an elite Kill Team then we want those high strength, high damage outputs so that we can kill at least one unit a turn.

It's a Horde of Zombies!

Not only can we fill our Rosters with all the best toys that will come in handy for all different match ups we can think of, we should look at some of the combos we can deal with the Specialisms. You can only have three on the field at a time, but we could fill our roster out with only specialist. (Don't plan on winning much with 4 models) Some of the specialist often pair well with each other, such as Comms and either Sniper or Heavy, the plus one to hit with either of their natural perks are fantastic. Running a Veteran, Combat and Zealot for an in your face hit squad also sounds amazing, but it may not have full potential if it's just going to get shot off turn one by your opponents gun line.

There are going to be times when you just have bad match ups and having all the best options to deal with everything you can mitigate the damage to potentially help you achieve victory. Some armies with the more expensive guys will have an easier time building list, but if you rely on horde then sometimes you will have to really think about your specializations. I believe that you can find all the best synergies with a lot of though and experience in the game. Campaigns are a great way to balance between fun and somewhat competitive play, just make sure you only start off with twelve guys on your command roster.

Tuesday, October 23, 2018

Faction Focus: Adeptus Astartes Kill Team

Welcome back Rangers, today we are going to start a new segment called Faction Focus, where we will break down individual units and potential play styles. I will highlight the pros and cons of each faction and leave you with hopefully a nice list to start playing and to tweak in your future matches of Kill Team or Warhammer 40,000.

We are going to be looking at the Adeptus Astartes or in old school terms the Space Marines, these are just general rule seeing as Kill Team doesn't focus on the different chapters, as of this writing. The golden boys of Games Workshop have an impressive six Tactics that they can use.

Death to the Traitors can give you some more attacks in close combat if you are battling an enemy of the chaos, which could happen, this will be more of a situational tactic.
Armour of Contempt not a bad little "invul" against mortal wounds, take a mortal wound spend a command point and you have a 33% chance of ignoring it.
Masterful Marksmanship probably the best tactic for the Space Marines spend a command point on an Intercessor and you can add ones to hit and wound when shooting. It's still only from a stalker bolt rifle, however anytime you can increase your chances to succeed in making something bleed, you can in fact kill it.
Honour the Chapter if you are fighting something that absolutely needs to die but you didn't kill it in your last melee phase, then spend two command points and get another chance to whack that mole in the head!
Hellfire Shells this is situational however it does make taking a scout with a heavy bolter able to rain some more hell. If you hit the shot then you are going to inflict d3 mortal wounds, this would come in clutch against some of the heavier armored units in the game.
Shock and Awe this tactic only applies to the Reiver units, when you declare a charge you may make a single shot with a shock grenade. If your Reiver hits it's target then the target may not fire overwatch, this could be a huge shift in the tone of the match, however it is limited by a 6" range.

Scout Marines
Coming in as the cheapest option to field the Scout can be quite versatile, they have essentially the same stat line as a Tactical Marnie except in the Save department. Coming stock with boltguns, bolt pistols and all the grenades, they can also be kitted out for more specialized operations. Scout gunners can take with them a heavy bolter, missile launcher or a sniper rifle, which can be paired up nicely with the Sniper or Heavy Specialties. You could also take a Scout Sergeant to hide in a corner and give you that Command point every turn if you so did desire. Camo Cloaks are also an option to give them an additional -1 to hit when being shot at, this could make them potentially more tanky than their heavily armored friends.

Tactical Marine
Coming in for only 2 points more than a Scout, Tactical Marines are a solid choice with their 3+ save and larger variety of weapons. You can have two Marines as Gunners in which one can take flamers, melta, plasma or a grav gun. As well as upgrading one to a more heavy weapon roll with a missile launcher or heavy bolter. Sergeants can be upgraded to add an extra "punch" to close combat with access to power fist or power swords, as well as the Auspex which can help by removing the -1 to hit an obscured object. There are plenty of specialties you have access to, add heavy to your missile launcher for 2 krak missiles, or sniper missile launcher for re-rolling ones on your frag missile. Demolitions is a nice specialty you can take for your other gunner, as well as giving your powerfist sergeant the veteran ability to get that powerfist into combat turn one!

Reiver
Reivers are a new breed of space marine that came out when 8th edition of 40k was released and these guys put the shock in shock troopers. They have the same threat range as scouts, but boast a nice 3+ save as well. They can be upgraded with Grapnel Launchers or Grav-chute to essentially ignore vertical terrain, leaving nothing in your way to close the gap on your opponent. Shock grenades can negate overwatch and stun a model that it hits, it has a 6" range so it could be a little tricky getting to use those. The Terror Tactic rule gives all enemy models within 3" -1 to leadership, that can be helpful if you are close to breaking your opposition. There are really no upgrades as far as weapons, however with veteran specialty you can get a turn one charge, use the tactic Shock and Awe and get tied into combat turn one. The should be able to hold their own ground with their 3+ save, 2 wounds and 2 attacks!

Intercessor

The taller, stronger, better, faster space marine you tell all your Tactical Marines not to be afraid of, but we all know these guys are the new hotness. While they may not have all the wonderful benifits of different weapon upgrades as their smaller, older brothers, they can still pack a punch with their base guns. The bolt rifle is a bolter with an extra 6" range, making them a solid choice for a start of a gun line or a good objective holder. You can upgrade one to a gunner who has access to grenade launchers which let you toss grenades up to 30" which can still give you options, but why can't we upgrade them to hellblasters? That's the Intercessor we really want, isn't it?

A Basic Kill Team
Here is a list I threw together, it's only for 100 points and not a command roster but I built it around the core concept of having a gunline that can throw out a lot of shots with a Reiver and a Power Fist coming from the flank.
Leader:
Scout Marine
Specialists:
Scout Gunner, Heavy Bolter, Demolitions
Scout Gunner, Heavy Bolter, Sniper
Tactical Sergeant, Power Fist, Veteran
Non-Specialist
Intercessor
Reiver
Tactical Marine

You can and should pick that list apart, it's not the best but it uses one of every model and if I had the points I would make the Demolitions Specialist a Missile Launcher just because two krak missile shots is really powerful.

That's it for this week's faction focus! Make sure to be on the look out for next weeks break down of the mighty DeathWatch! As always leave comments and let me know what you think of anything, check out our discord where we talk 40k all day every day. Have a great day!

Monday, October 22, 2018

Making Terrain for Kill Team

Hello there again, over the past week I have been putting together a few square foot boards for a base to play kill team on. The idea is that they are all a foot and if you put more together you can have different "dirt" for your units to walk across. As well as for when I go to build my 6' x 4' table and have all the right textures!


Here we start out with five 12"x 12" sheets of 1/8" balsa wood from any craft store, I did cut the last one in half to flush out the whole length of 30".

Next, I applied plaster of paris to the boards and it turned out alright, next time I would avoid using the plaster of ze french only because it is pretty brittle and between moving the pieces around I noticed a lot of chipping. On the next batch of boards I just used Spackle from a jar and dabbed it onto the boards and it turned out perfect. Look for that coming soon.

On this step we channel our inner McJagger and paint everything black, now I did mix a little bit of sand (I use chinchilla sand). This is just plain old apple bottom paints, I bought the largest containers of black and white for all my terrain making.

Air brush all the top layers with grey leading into way too much white, but it's okay we can just wash it all down with super thin black paint.

Winter is coming.

Here is the after of the black wash, it really toned all that white down and gives it a nice city feel.

I need to crank out some more terrain for the board, so look for all that coming soon.

Making terrain is always a fun way to spend a day or weekend, you can never have too much terrain. I have a nice back drop for my future articles on tactics and so on, as always if you have any suggestions or comments, let me know what I can do!

Thursday, October 18, 2018

Tactical Thursdays: 01 Kill Team Movement

Welcome back everyone, hope everyone is having a great week. This week has been very busy, building new terrain boards and continuing working on my Dark Eldar Kill Team who is still yet to be defeated in campaign! I am going to aim for a tactical article every Thursday to help everyone get their heads around all the different things that you can do to maximize your advantage on the board.

What's In The Phase

Movement is a pretty straight forward phase that isn't as exciting as other phases that make your opponent pick up models, however it is probably the most important phase. In Kill Team you roll initiative and the winner gets to move their models first, if you are playing with a shooting army this will give you the advantage of setting up firing lanes first. When you have to deploy in table quarters you should be thinking of moving as many models into the opposite quarter as possible to start maintaining board control. Moving second gives you the opportunity to move out of the firing lanes and set up to exploit a potential weakness.

There are a few different options each model has during the movement phase. They can advance which allows the unit to add a dice roll to their movement, this limits them from shooting with any weapon that isn't assault. Some armies have access to a lot of assault weapons and have high movement speeds, combining these two will result in a extremely high threat range. 

Any units that are in combat with the enemy may choose to fall back from combat, moving up to your maximum movement and at least an inch away from enemy models. Falling back is your screening unit's best friend, if they manage to live through a combat phase with the enemy, they can simply hop back and expose that pesky assaulter for you gun line to mow down. However, if your unit was charged this battle round he can not fall back.

You may find yourself with units that are exactly where they need to be, this is where you would want to ready them for shooting. Readying models get to shoot before any other non-readied units in the following shooting phase, even if your opponent has initiative and they moved all their models closer to you. A simple readying of your forces would let you shoot all those pesky vermin coming closer before they got to shoot.

Let's look at a few other rules about moving to help us get the most out of our movement phase. In the advance rules section of the book we can see a few things about terrain. As always when you set up the battlefield you should discuss with your opponent(s) what kind of terrain is what, such as that set of rocks is dangerous terrain. There are four types of terrain, however the only two that you should really be concerned about, Difficult Terrain and Dangerous Terrain.

Difficult terrain can be beneficial to put your vulnerable gun line behind to potentially slow down an assaulting army, or even stop them in their tracks and get some free shots off with Overwatch. Dangerous terrain can provide all of the above benefits and it can even dishing out a mortal wound for extra salt in the wounds.

Moving over terrain is also possible if the terrain is more than an inch you have to use part of your movement allowance to climb up, and have to end with a flat surface, all of that counts for your movement. I have found if you are going for a weird move just grab a spare model and measure it out and break it down for your opponent on what your intentions are, that should eliminate any confusion. However if it just a barrier or small wall under an inch and half tall or deep you can just leap over it, thus helping you move further without measuring up!

Taking Charge

Kill Team has a slight difference from Warhammer 40,000 in that you declare charges in the movement phase instead of a charge phase. Choose your targets, you have a threat range of 12 inches and don't need line of sight to assault into close combat. If you can't see them just remember you might have to move around a corner, so keep that in mind for your movement. Once you have declared your targets, your opponent gets to make a reaction, either Overwatch or Retreat. Overwatch allows your opponent to shoot at bs 6+ in an attempt to stopping their assailant in a storm of bullets. Retreating is like a fall back move, except you can only move back 3 inches, I believe this can be a real threat for Tau. Having anyone within 6 inches, that can shoot Overwatch into the charging unit, to have the target just retreat back, serious bait and switch.

 When the smoke dies down for the failed attempts to stop their assailant, your models now roll 2d6 and this will represent their total charge movement. It's important to remember that you must finish the charge within 1 inch of an enemy model, however you can not end within 1 inch of another model if you did not target it. If they do have other models, you can assault one who is the furthest up, then pile into the next target at the start of the fight phase, however you can only target the unit that you actually targeted. The model that was piled into can make attacks at your model, this is the risk, the reward would be able to attack them in the next fight phase if they have not left you alone.

If you can not get within an inch of your target model then the charge is failed, you can move up to your max movement as long as it's closer to one of your model's targets. Hopefully you can get them to cover because they will be just a sitting duck there for your opponent to shoot or count attack.

That is all that you can do in the movement phase, hopefully all of that might have expanded your mind on all the different options at your disposal. The biggest thing to remember in the movement phase is to have a plan of where you want to go, hug terrain and keep your eye out for potential firing lanes/actual lanes. Think about unit's threat ranges, this is easy to figure out, add their movement to their weapons range, draw a circle around them in your head and that is anywhere they can attack you from. Use this to create the space or close the space to gain you a slight advantage in the upcoming phases.

Please leave a comment if you want to continue the discussion, I will update with pictures and examples after I take the time to get the additional content created.

Saturday, October 13, 2018

Day 3 and Day 4

Welcome back everyone, got plenty of painting done in the past couple of days. Finished up with Snikrot yesterday, I think he turned out really well, just need to figure out what is up to taking pictures of models. Then this morning I just worked on an individual Ork Kommando, he is about half way done, hopefully I can turn these guys out soon to have a proper looking Ork Kill Team.





Friday, October 12, 2018

What is Kill Team?

If you are getting your feet wet into miniature gaming for the first time, or you only have an hour or so to get a game in and want to play something smaller and different. Kill Team is going to be your best bet for either of those itches. This system is designed to be a smaller and quicker version of Warhammer 40,000, once you get the hang of this you will have no problem picking up the actual game, aside from buying all the things.



Getting the Band Back Together!

In kill team you only need a handful of models to get you started, this is why I recommend getting into Kill Team first before you tackle the world of 40k. For the most part all the basic troop boxes that you see your friendly local gaming store will be able to be played and feel like they have some impact in the game.  You just need to pick up the Kill Team book and flip through the different armies and choose whichever ones you like the most, always use the rule of cool when starting out. Remember these are also models so you will need to at the very least get them together, and then hopefully painted.

There are quite a few different armies to pick from so take your time and look over all the entire range, and don't worry about what other people are playing, you do you boo. I will write up a little page on each army as I go throughout all the different armies and their play styles. The that you can play as are as following, Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, Tau Empire, Tyranids, and lastly Genestealer Cults.

Once you pick up a faction and get some models put together then you can start thinking about what kind of squad you are going to assemble. We need to write up all the different possibilities of units, load outs, and specializations we can muster onto our Command Roster.  The command roster is essentually your "pool" of units that you can take to play with, this list can contain up to 20 models, they must share the same faction keyword.



Everyone Is Special

In every list you have to have a leader, this unit will be the one who takes command over the squad, really they are just going to generate you a command point each and every turn. In my opinion this unit should be something cheap and no real weapons, just stick him behind terrain by an objective and let him generate that command point.

You can have up to three different Specialists, Combat, Comms, Demolitions, Heavy, Medic, Scout, Sniper, Veteran, and Zealot. Each of these will add some spice the unit who becomes a specialist, and they will give you access to new tactics. We will go into more depth on the individual tactics in future articles, for now I will give you an example I use in my Drukhari (Dark Eldar) Kill Team. I like to pair my Shardnet and Impailer Wych with Zealot to give her +1 Strength and +1 Attack, before any Drug or Power from Pain modifiers she is throwing out 3 Str 4 attacks that do 2 Damage, with an option to spend a Command Point to possibly add more attacks on hits of 6+! (On turn three this becomes on a 5+ dice roll, with Power from Pain's add 1 to hit roll modifier). Also pairing my Comms Kabalite Warrior with my Sniper Kabalite Gunner for a 2+ to hit re-rolling ones, that means I am going to get either my Splinter Cannon or Dark Lance hitting those high priority targets reliably.



Wheels in the Game Keep Turning

When you finally get your Kill Team arranged and painted up ready for some skirmishes. Break out your rule book that you should have read over a couple of times to get the hang of the system. Here you will notice it's very similar to Warhammer 40,000. There are a few minor tweaks such as roll for initiative  to see who starts each turn, going back and forth between shooting and combat, lastly is rolls of 6s always count in the same manor 1s always fail.  Your first few matches will take around an hour and a half, between learning rules and your Kill Team. Once you get the hang of the game you should spend less than an hour playing the game, making this a great way to play a quick game compared to 40k. 

I have only played a handful of games so far, but I would recommend this game as a stand alone game and a great way to get into the larger system of 40k. Also painting Kill Teams can take a day or a week depending on how much you put into painting. That is all for Kill Team today, look forward to different articles and faction break downs, then eventually we can rage against this meta as well!

Thursday, October 11, 2018

Day 2, 30 Day Challenge!

Howdy meta rangers, worked on this Snikrot model today for about an hour. Primed him up and then got a few base coats on for the colors, he just needs another layer or two of bases, then he will get a proper wash, then we will go onto highlighting. You have to have the best Ork Kommando in your kill team right? Be well, happy Orktober!

 


Wednesday, October 10, 2018

30 Day Challenge

Hello, it's been a while since I have posted anything up here, I have sat down to write articles but I get caught up in doing other things that I tend to move on and don't it back up. It's a problem I've always had, however I did notice that I was painting a whole lot and the fruits of my labor were really starting to show. Then I realized I was trying to paint something or anything every day, it wasn't to complete a model or even sometimes just dip the brush in the paint then tickle the model and be on my way. I will admit that I didn't do it every day, however it was more days than not.



So upon driving home and dealing with people who don't know how to drive, which is where I spend most of my time raging these days. I thought this would be a fantastic way to put the discord and the site together and start building a community. If I have learned anything from not watching Field of Dreams it's that, if you build it, they will come. 



Here is what the deal is, every day you put paint SOMETHING then take a picture when you are done painting and post the picture to the Discord channel. In this picture you need to write whatever number day it is that you have painted ANYTHING, next to the said painted whatcha-call-it. Then at some given time I will go through all the paintings I have received and pick one out to post to the blog! I will look at what you are doing and give feedback so that we can all work together to have an excellent time getting our wonderful miniatures painted.



By having a new post everyday, I will have to go to the website more frequently, therefore I will have to stop ignoring this glaring problem of procrastination and we can all be on our way! I look forward to seeing all of your submissions and look forward to attempting 30 days of painting for one and all!

#30days

Tuesday, June 26, 2018

List Building 101

    Welcome back recruits, I hope you have been enjoying the past week assembling your troops and thinking about all the awesome fighting and warmongering they are going to be doing! Everything should be coming along nicely, and you might be asking yourself where you go next after they are all sitting there assembled and looking awesome. We still have a lot of modeling left to do, basing, priming, painting, possibly sealing, storing, and transporting. I told you there was a lot to just the hobby side, but trust me it is worth it when we start breaking into the Meta.


    So there are a couple of tools that we are going to need if we want to start building army list that will one day be the number one list at the Nova Open! Let's see you should have the main rule book (BRB), all the codexes you would need for your army (since we get into different detachments for an army, more on that in future post), a blank piece of paper and pen (there are also programs, more on those in a future post). Now that we have all of our post age hipster gear, let's look at my small little force that I am going to refer to as the Scrubbing Bubbles.

Scrubbing Bubbles 1.0

   Now that our soldiers are here to clean the bathroom while we find the right song to listen to while we "clean". Let's look at what we have on the wet palette, starting from left to right front to back. The front squad is a Infantry Squad that has 1 Sergeant, 8 Guardsmen and 1 Special Weapon Guardsman, next to them is our Company Commander, then our Primaris Psyker. In the second row we have two more Infantry Squads and they are both the same with 1 Sergeant, 8 Guardsmen and 1 Special Weapon Guardsman. Lastly in the back, waving the last goodbye you'll ever see, it's our Leman Russ Battle Tank with a Demolisher Turret! Now that we have some structure and know what we are looking at let's go to our list and codex!

This is the first list I have hand written in a long time...

   The first thing we need to figure out is what type of Detachment we will be running, this is probably the most daunting thing when you first start building list. Turn your BRB to page 240 this will be where we find all the information about building a Detachment so that our army is Battle-Forged! When we build our army and it is Battle-Forged, it means we unlock some nifty features to our army and command points (CP)!!! Command points are where it is at, this is where our little snowflake bubbles can really be an individual. Since I have 2 HQ choices and 3 Troop choices, I am thinking I am going to build them into a Battalion Detachment so that I have access to +3 command points. 
We must take 2 Hq and 3 Troops MINIMUM

   Okay so some of you might be screaming at your monitor saying that Battalions actually give +5 command points, you are correct, however I have not mentioned anything about the FAQs until this point.  FAQs are essentially a patch to the game to try and make the game more balanced, this is something that is well known and essential to playing competitive, so take a few minutes read over the Big FAQ and your armies respective FAQ. As of the publication of this post the FAQ states you receive +5 Command Points for Battalion Detachment and +12 Command Points for Brigade Detachments. (After writing this little section, I can't think of a more clever way to introduce players to the FAQ, well played GW).
How about that Segue though?

   Okay now that we know we have our Army list spelled out with all of the units, we have them organized into a nice Battalion and even have ourselves 5 Command Points to spend! We need to get a little deeper into the list so that we meet up to the What You See Is What You Get (WYSIWYG) standard. This just means that what the models have on them is what you have them as in your list, so that you don't decide that that flame thrower is really a melta gun when it's next to the tank and not the troops. Funny how sometimes you don't play against the Daemons of Chaos and you still get the Changeling running around.

Want to stop troop spam? Have them write each one!

   So we take our Company Commander, his model has a Power Sword and a Plasma Pistol so we need to represent that on our list, don't forget to write down how many points everything is next to what it is. I am not going to put the points on the list for sake of not wanting to get into trouble. Then the Primaris Psyker has a force stave and a laspistol, there isn't really a need to write this on the list since it is in the Datasheet and it's not an upgrade, but we forgot to pick him some Psyker powers. We will give him Psychic Barrier and Night Shroud, or you can choose to role at the start of every match! We go all the way down and get to what we are looking at on top, if you have the Astra Militarum codex you can add all the points up and should get 438! 
Now that's a list

   Alright, since we are a Battle-Forged army we have to pick our Regiment! This is one of the areas Guard really shine, but also a really awesome mechanic that basically every army with a codex has access to. I went ahead and picked Cadian as my regiment, because I want my guys to sit back and just shoot, if any unit does not move it can re-roll 1s to hit. Combine that with the order of bring it down and you get a flat out re roll on misses which is huge for an army that only hits half of the time! I think that about covers the basics on how to write a list, if you have any questions don't hesitate to ask them at the bottom!

Tuesday, June 19, 2018

What do I do with my hands? How to Build Miniatures!

     Hello everyone, welcome back it's been some time since I have posted, but I actually have just been busy painting and building. Figured it's too easy to write about theory without having anything to back it up, so I may have to shift gears until I can start getting more games in consistently. However another new challenger has entered the arena, which I can not stress how awesome it is when someone starts 40k. Then you think about all the things you have learned over the years and for some reason we try to cram it all in, like we are just going to upload our info like the Matrix.

Whoa! I should thin my paints, Sandra!

It really seems that 8th edition Warhammer 40,000 has brought a new surge of life to the hobby, I know it rocketed me back into this wonderful hobby. The rules are streamlined, the game feels more alive because it seems like everything just dies, except guardsmen they are the new cockroach. I can attest to three people starting 40k in the past year, and I have a hard time explaining my thoughts so this should be the best place for all of us to start. Now let's start our journey into the wonderful world of 40k and get our little armies ready to bring us glory at the tabletop.
Okay, so when your models look like this your ready to go!

So before we take the plastic wrapping off of our new box of plastic crack, let's make sure we have everything we need just to build the models! First that we need are some side pliers or something to cut the models off the sprue, just be careful not to cut your fingers off. After you cut the piece off there might still be a little left over plastic where you cut it, this is called flash. Flash can also be where some of the molding material came out of the mold, this is where you need a hobby knife and some files. You may also notice mold lines on your model, you should just go ahead and take those off while you are building your model, as you get better at painting you will appreciate the small effort to get rid of these.
Now you should have all your little dudes parts floating around a desk, floor, couch, or across the room, it can be a messy process. Now if you aren't gifted with foresight then you might notice your little model pieces aren't staying together, you're going to need some adhesive. This is where we have to talk about what your material is made out of! Since this is a 40k blog, I am going to assume that you are putting together Games-Workshop models like the good boys and girls that you are. That means that there are two types of materials out there, plastic and resin (Citadel Finecast, sigh-duck).

This is finecast

This is Plastic

So now that you have Sherlocked which type of material you are working with, you can now reach for the proper adhesive. When dealing with the plastic models you want a plastic cement, this will melt and fuse the two pieces together. I have always used the Testors Cement in the red tube, I've tried others but nothing is better than this stuff. With resin models you need to use super glue or just a strong gluing compound, BUT before you go gluing your resin models together. You MUST WASH THEM IN WARM WATER WITH DISHSOAP!!! Your glue or primer will not stick right, because they use a non-sticking compound to help the model release when it is done. So always wash your resin models. (don't use super hot water as you might melt the models).


There is also one other thing I would like to mention before you go creating life in your miniatures. The pin vice is one of the best tools you can have to keep your models together, especially old metal models or the flimsy resin models. Just drill a little hole in the two parts and use a little bit of paper clip to help reinforce the joint, an extra 30 seconds on your building time will ensure those pesky soldiers only loose their limbs in war, not on the way to the battlefield! You can also get a head start on magnetizing your models, which is another hobby hack and an article when I get some more stuff to build. Lastly, you can drill your gun barrels out, it's one of those things that once you do it, you always do it. So seriously just get a hobby pin vice, don't get a dremel, it goes to fast and you will either melt plastic to the bit, or go through it into your finger. I didn't think it could happen to me, but if you're feeling lucky punk, go ahead, when I say I told you so you can send me $100 and we'll call it even. Spray a little WD-40 in the spinning head part when you first get it, it makes a world of difference.

Okay now you are on your way to assembling your troops to become the back bone of your army. There is still much to do, basing, priming, painting, and then finally you can take them to battle, where you find out they aren't "meta" but it doesn't matter because you put your heart and soul into them.  We will cover everything as we continue down this trail. These are just my personal recommendations, I have linked for simplicity. Please don't hesitate to ask questions, I will come back with a priming and basing article, then a painting article. I will be talking about the basic how to do articles and once I get some more miniatures I will do a guided walk through.

Lastly, here is what I have been working on.


Wednesday, May 30, 2018

Welcome to Rage Against the Meta



Greetings and welcome everyone to Rage Against the Meta, a blog mostly dedicated to the Game Warhammer 40,000. That’s not to say I and eventually we will write about anything else gaming or hobby related. My name is Derek, I have been off and on in the 40k universe for over 20 years, I have written and maintained two other blogs, 40k Legions, and Anvil of War. Needless to say, I am no stranger to the blogging or 40k universes.


I wanted to continue where I left off in the previous chapter of my life, Anvil or War will reflect upon that. You have been warned there will be moments of young man angst and cringe worthy words. Alas, our past is what make us who we are today, so I have left that unedited and posted along with 40k legions. If you were a content contributor for either site and would like to continue writing please contact me! 


Reflecting back on who I was five years ago, I see a young competitive man who had no idea so many basic principles of games! Too many times would I be haunted by words I would say “My dice rolls suck” or “I shouldn’t say anything about my opponent’s strange habits, I’ll just save it for when I lose.” I was very focused on winning, but I had not put in the time to become a winner. To me it was all in good fun, but deep down if I lost I would stew over it and find a way to not lose again. Only to be met with defeat again and again, always changing list and finding a new thing to blame it on. Ultimately this would spew over into my own personal world. 



I packed up my life, put 40k on hold and moved to middle of nowhere Tennessee, to attend school and hopefully force myself to grow up. I focused on bettering myself not only as a gamer but as a person, forcing myself to learn new things and to become better at the things I already loved. I finished trade school with a certificate to fix giant industrial machinery, got me a big boy job, met the love of my life and was dropped eighth edition on my lap. Things have been great for me for the past 5 years.



Since 8th edition was released I have been revitalized both as a player and a hobbiest. I have grown to finally love painting and modeling, seriously if you don’t have a hobby pin and vice, get one and pin all the things! I will sprinkle all the painting and modeling I have done over the past year. However, I have not been playing as much as I would like to, but that will change as my cousin has gotten into the hobby and an overwhelming surge from Games Workshop. I can’t help but to feel that 40k is here, and it is here to stay forever boys and girls!



In conclusion, I am happy to be back doing something I love with a woman who loves it almost as she loves me. I am looking to post something on the blog at least once a day, it could be a in depth tactical article or just a simple look what I painted today, or a look I mowed my grass! A weekly post on specific days is something I am looking into doing, as always I am open to suggestions feel free to comment or email me! Again, thank you for reading and as always Stay Classy Wargamers!