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Finished up the first of the rubric marines! Pretty much all contrast, aside from the freehand on the tabard and right shoulder (the eye of Horus). And of course the side of the head where I was experimenting with various methods. And a wash of white in the runes on the gun. But other than that, all contrast.
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# ¿ Jun 27, 2020 03:52 |
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# ¿ May 15, 2024 10:02 |
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Okay. So, I know without seeing all the FAQs and point costs, it's dumb to invest on things based on just the rules we've seen so far, but goddammit, I'm doing it anyway. I am going to take full advantage of what we've seen. I see a ripe opportunity to exploit the new rules, and I am sure that they will not be changing it. That's right, boys, I'm getting a mekboy workshop! And teleporting it! With the new rules for detachments, orks are now disincentivized from bringing three detachments. I'm thinking more like evil sunz/deathskulls battalion and patrol is what I'll shoot for. That leaves a detachment free. A fortification network has no cost so long as it matches your warlord's faction. Easily done. The mekboy workshop is a valid target for the tellyporta stratagem. Also probably strategic reserves, but tellyporta is funnier and gives you more leeway on where you place it. Before PA and 9th, this would have cost you 80 points (for the workshop), a shot at a third kultur, and seven command points (two for teleporting, five for not getting a third battalion). Now the detachment is free and doesn't cost you any points elsewhere. You're not getting that third kultur anyway. And thanks to the new rules in Saga of the Beast, you even get a free kustom job, effectively refunding a CP. The only wildcard here is how much the mekboy workshop goes up. I'm hoping that they recognize it's a terrible unit and don't crank up the points too high. I'm anticipating it's probably going to be around 100 points. 100 points and a CP to drop a building on the map turn 2 is hilarious enough that it might just be worth it in a casual game. Still strategically awful, but I think the scales have likely tipped just far enough to make it doable.
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# ¿ Jul 4, 2020 04:20 |
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Finished up my Smash Captain. First Iron Hands unit I've done since the Difficulties started. I used bits from the vanguard veteran and space marine commander kits. The banner says "Fugit Mortem," which, according to Google Translate, means "Death Flies." The good news is that if it's wrong, the freehand is bad enough that no one will know if I don't tell them. The jump pack is from the vanguard set, with eagles cut off from the backpack in the commander kit. I also tried out one of the Vallejo color shifter paints on the hammer, but they don't work super well on a flat surface, especially not when brushed on. I may try with an airbrush on a more curved surface in the future. Also, that techmarine rocks. As Iron Hands, I don't have a huge use for him (not when I want to use Feirros), but I'm still definitely getting one and painting it up. The head's perfect for my emotionally stunted cyber lads.
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# ¿ Jul 4, 2020 17:59 |
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Miles O'Brian posted:Don't worry, this is definitely gonna be the edition where you're not gonna have to paint 150 Boyz to have even a remote change of winning!!! So, prior to the lockdown, ork players were already starting to not bring max boyz, because it turns out marines on the new codex are really good at killing them. Like, super good. If you were facing a marine army, you struggled to get value out of a squad of boyz. I think the balance is probably going to be one or two mobs of 30 boyz in a 2000 point game. They're still really good if you're facing other armies, especially ones tuned to kill primaris (paying extra points for 2D weapons doesn't matter against 1W boyz). But the days of mass boyz spam are, at least for the moment, over. Nobs might become more popular, though they also have the issue that those armies tuned to kill primaris are even more effective at killing nobs, so we may need to wait and see how things shake out. And as said, you're no longer incentivized to fill nine troop slots. You'll still probably need 3-4 (your core battalion and maybe a patrol for a different clan bonus), but it doesn't need to be quite as big an investment of your army. Desfore posted:https://www.warhammer-community.com/2020/06/26/faction-focus-drukharigw-homepage-post-4fw-homepage-post-4/ You're still limited to one detachment for patrol, so I don't see the rule coming up at that size. It will really only matter in 2000 or 3000 point games where they can have at least three detachments. JackMann fucked around with this message at 21:19 on Jul 6, 2020 |
# ¿ Jul 6, 2020 21:16 |
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OhDearGodNo posted:They are 85% good and 15% bad with this. I think it's mostly conservatism. They know books make money. They're not making big changes until they're sure the digital tools will be as profitable. That way, if the app tanks, it hasn't lost them as much money.
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# ¿ Jul 9, 2020 21:45 |
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Revelation 2-13 posted:Land raiders are called land raiders because they’re named after the magos Arkhan Land. I really can’t love them as much as I used to after finding that out. It’s just so dumb. Whereas that's one of the best details in the setting for me. I love the goofy, Imperium runs (poorly) on bureaucracy and pageantry, bullshit bits in 40k.
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# ¿ Jul 12, 2020 00:17 |
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Omar al-Bishie posted:what's better for shoota boy orkz, death skulls kulture or bad moons? Badmoonz are the best shooting army, generally speaking, especially with units that have lots and lots of shots. Lootas are the go-to example of this. The more shots you throw out, the more of those ones can turn into hits, or even more shots with DDD. More importantly, the Showin' Off stratagem lets you shoot twice. use that on a fifteen-lad shoota squad, and you can get a fairly ludicrous number of shots at the enemy. On the other hand, Death Skullz are slightly better when you have a unit with a low number of high quality shots. Orks don't really have a lot of those, but the Shokk Attack Gun does some real work there, especially if you upgrade to the relic Souped Up Shokka. Not a lot of shots there, but the ones you do get are so nice that it's better to get to reroll a shot, a wound, and a damage roll. Death skulls also help you out with other things like survivability (with an inborn invuln save) and melee if your units get charged. Because of that, death skulls tend to get slightly more value than badmoonz overall. In 8th, up until games stopped, the meta army was one battalion each of death skulls, badmoonz and evil sunz. You'd put your lots-o-shots units in Bad Moonz, your quality shots units in Death Skulls (and make them a dread waaagh for the relic and another shoot twice stratagem) and melee units into Evil Sunz. That's less viable now that they've changed how detachments and CP work in 9th. We'll have to see how things shake out, but my gut is that we'll see a lot of death skulls and evil sunz armies, dropping the bad moonz. Now, one thing that I haven't brought up here is the Grot Mobs specialist mob from Saga of the Beast. This is essentially a clan that only benefits grot units, but it gives those units an invuln save, and lets grot vehicles roll ones on attacks. This is very good for mek gunz, particularly smasha gunz. Smashas are really effective units, but normally don't get any clan benefits, so this turns them into extremely good shooty units. Before we learned how detachments were going to work in 9th, I was thinking people might swap out their bad moonz detachments for a grot mob battalion to get those benefits. Now? We'll have to see how things shake out. I think we might have missed the window of opportunity where grot mobs would have seen a lot of use. They're still good, and I definitely think they're something you can build a decent army around (depending on how points shake out in 9th), but I'm not sure they'll quite get meta status, especially since it looks like orks might be taking a hit overall with the new rules.
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# ¿ Jul 12, 2020 04:12 |
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We'll have to see how things shake out. A lot of it is going to depend on how well boyz and nobz and meganobz get across the board without getting shot off the table. I feel like you're still going to want evil sunz for your units that go out and do things. A big part of what makes Da Jump and Tellyporta good is that you throw a unit across the board and have it run in, get into melee, and be a pain to deal with. On the other hand, the boards are smaller and terrain denser and more impactful. It may be that charging from Da Jump or deep strike won't matter to orks, in which case mono-faction Death Skulls starts to look a lot better. Again, though, my gut says that we'll see something like Death Skulls battalions (with your Sag Meks, buggies, and shooty units) being supported by Evil Sunz patrols (with your boyz, warboss, and maybe a KFF mek). But this is all speculative. We won't know for sure until we see the points and start playing again. EDIT: Omar al-Bishie posted:so don't make my large mobs death skulls? I was considering a mono army as well, I don't super like the idea of painting yellow or having a mixed paint scheme. Before making any big plans, I'd hold off at least a few weeks until we get the new Chapter Approved and FAQs. While I don't think the FAQs are going to make any major changes to ork rules (aside from things one or two strats going to Command Phase or , it's good to be sure before making any big decisions. However, a lot of this depends on how much different units cost now. That said, if you do go monofaction Death Skulls is almost certainly the best way to go. I'm not convinced about the ability of non-Sunz orks to make it into melee, but Death Skulls do great at pretty much everything else you want to do. They shoot, they fight, they take a slightly stiffer breeze to kill, the whole shebang. If you go multi-faction, you'll still probably want one of your detachments to be Skulls. And blue is a fun color to paint. If you want to get started, there are some units that are fairly likely to be good as Skulls whatever changes come, and are a lot of fun to paint: SAG Mek Buggies (Shokkjump Dragstas and Megatrakk Scrapjets are the best, and also the best-looking in my opinion) Weirdboyz (Though I like to use the weirdnob shaman with some bits to 40k it up a bit instead of the finecast weirdboy) Pick one or two of these to paint in the meantime, and you'll probably not regret it. Even in the unlikely even they turn out to be duds, they're fun models to paint, so you won't have wasted your time. You might also pick some boyz to paint. Even if you end up going with a different build that doesn't use them (or doesn't use them as Death Skulls), it will give you some basic models to practice on to figure out your paint scheme. I will say that if there's a color you're particularly dreading painting, like yellow, contrast paints will pretty much fix the issue. Iyanden and Nazdreg Yellow are among the better contrast paints (as is Blood Angels Red if you're worried about Evil Sunz). I don't use these on my centerpiece models like the warboss or the painboy, but they're great for churning out a batch of boyz or grots so I don't need to put in too much time on an individual model. JackMann fucked around with this message at 06:51 on Jul 12, 2020 |
# ¿ Jul 12, 2020 06:37 |
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MRLOLAST posted:
Post 'em anyway. My stuff's not great either, but it helps, especially if you ask people for advice. I've gotten a lot better after asking people for advice here and in the mini painting thread.
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# ¿ Jul 12, 2020 07:56 |
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So, maybe someone can tell me why I'm wrong about this. I hope they can. From the new core rules: quote:Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. This differs from the previous embarked rule in that it specifically calls out abilities. So, let's say we have some Death Skulls tankbustas (and a couple of bomb squigs) in a battlewagon. 14 tankbustas, a boss nob, and five bomb squigs. They use their rokkit launchas on a nearby rhino. Tank Hunters is an ability. So they get no rerolls from that. Clan kultur is defined as an ability in the codex, so you don't get your Death Skulls reroll. The five bomb squigs in the unit are killed when they fire. That's part of the weapon profile, so not an ability. However, the Bomb Squig ability, which lets you ignore them for the purposes of morale, and Mob Rule don't apply. So you now have to make a morale check at the end of the round, with a 2/3 chance of failing. Frankly, this all sounds stupid. I'm hoping I'm misinterpreting the rules. If you can figure out how, please let me know.
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# ¿ Jul 14, 2020 06:30 |
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Working out my army for Iron Hands. How does this list look?quote:HQs Units in bold are already painted up. I also have a smash captain, primaris lieutenant with stalker bolt rifle, another squad of stalker bolt intercessors, a squad of regular bolt intercessors, a vindicator, and a land speeder painted up, but I'm not sure they quite rate. The idea is to have the stalker bolt intercessors and thunderfire cannon hang back, ideally on a backline objective. The Eliminators and Invictor deploy forward where they can be a pain in the enemy's neck. The rest of the army moves forward in a mobile castle, splitting off as necessary to take points. Thoughts? JackMann fucked around with this message at 04:07 on Jul 16, 2020 |
# ¿ Jul 16, 2020 04:04 |
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tangy yet delightful posted:Just got done reading the Core Rules PDF. Anyone know what size (points) the armies will be playing the 3 different board sizes: Combat Patrol, Strike Force, Onslaught? EDIT: Excuse me, misread your post. 500, 2000, and 3000, with Incursion coming between Combat Patrol and Strike Force at 1000. JackMann fucked around with this message at 05:28 on Jul 16, 2020 |
# ¿ Jul 16, 2020 05:25 |
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jng2058 posted:Pretty solid, and not too far off from the Iron Hands army I'm working on. I'm a little concerned about those three man units, though. Even with the Feirros/Father of the Future 5++/5+++ bubble, it won't be too hard to blast them off the board. In particular, I worry about the Eradicators ever getting a shot off, especially if you go second. I know that for the Eradicators, Eliminators, and Suppressors you can only get them in groups of three so there's not much you can do about it....though I'd consider using the new Strategic Reserve rules for the Eradicators and taking advantage of being able to move and shoot not only with no penalty but with a built in 're-roll 1s' on the first turn while in Devastator Doctrine by deploying your Eliminators and Suppressors behind LOS blocking terrain. Actually, deploy as much of your army as possible that way, when it comes right down to it, but especially those vulnerable three man units. That way you can be safe from most enemy fire on turn one even if you go second, then move and shoot without penalty on your turn. These are some good thoughts. Putting the eradicators into reserves definitely sounds like the smart plan. As far as getting more aggressors, I was thinking about maybe dropping the invictor, just because I'm not sure how much value it will get if I go second. That would free up some points for another couple of aggressors and maybe something else fun. I really want a lieutenant, but I'm maxed out on HQs. Would it be worth dropping the chaplain for, do you think?
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# ¿ Jul 16, 2020 19:16 |
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jng2058 posted:I would lose the Chaplain, yeah. Chappys are a nice luxury, but a lot of their litanies only affect one unit, and all litanies fail 1/3 of the time. And unlike back in 8th, you can't even spend CP to reroll to make sure it happens. You could promote him to a Master of Sanctity, but you're already down 4 CP from Chapter Master and Father of the Future. Okay, swapping out the invictor and the chaplain as well as the thunderhammer on one intercessor squad in order to take the lieutenant with stalker bolt rifle, another five intercessors, and two more aggressors. Also remembering to use Arbiter of the Emperor's Will to give Coteaz Psychic Mastery for 1 CP.
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# ¿ Jul 17, 2020 03:22 |
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All right, List Updated! I made some further changes because somehow I screwed up the initial points, and ended up at almost fifty points under. Used those points to upgrade the intercessor sergeants' weapons and switch from the stalker bolt lieutenant to the new shield lieutenant. I think that will be more valuable in making it tough to get rid of either his aura or the use of the Iron Stone.
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# ¿ Jul 17, 2020 04:26 |
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Serdain posted:BattleScribe gives it Category: HQ.. I don't have the actual rulebook to read, is there any reason why they can't act as a HQ unit that battlescribe is getting wrong? Inquisitors are HQ units, but they only take up a force org slot when they're in an Inquisition detachment. When you add them to a different Imperium faction, they don't take up a slot. This can be good! If you're running a battalion at 2000 points, you may run short of HQ slots. But in this case it hurts you because you're short on points at this level, not force org slots.
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# ¿ Jul 17, 2020 06:39 |
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Serdain posted:That makes sense and seems to tally with the rules/ The only confusion I have is that BattleScribe seems to specifically call this out as an exception (with the rest of the Inquisitor gang being 'no force org slot', as you say). That'll be a bug in Battlescribe, likely because Draxus was just added. I'd expect next time they update that data file, She'll be fixed to resemble the other inquistiors. It's a general rule that lets you add inquisitors to non-inquisitorial detachments, Agent of the Imperium. That rule also spells out that they don't take up a force org slot.
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# ¿ Jul 17, 2020 07:07 |
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Schadenboner posted:Did 9E maker stompas Oh goodness no. They're actually much worse. While the points change was honestly fairly benign overall (going up only 4%, which makes it effectively a points decrease compared to most units in the game) and the addition of blast to several of its weapons is helpful, it's now much harder to actually use a stompa in your list. First of all, the fact that points went up overall means that what you have left over after buying the stompa doesn't stretch as far as it previously did, so now the stompa is an even bigger millstone around your neck. Second, the change to detachments means that it's now even more painful to add the stompa into your army. In addition to paying the points cost, it also costs you 3 CP to take a super heavy auxiliary detachment. You can't even load him into a Supreme Command detachment anymore. This means that in a 2000 point game, a stompa is nearly half your points, costs you 3 CP, and you can't get kultur on it anymore. It really needs a complete data sheet ravamp in addition to a points change. Maybe when orks get a new codex they'll fix it.
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# ¿ Jul 18, 2020 22:15 |
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For my birthday, I treated myself to a Contemptor Dreadnought. I used a very basic paint scheme, only a little fancier than what I use on my Intercessors. I primed black, gave it a light hit of a dark gray on top, and then went in to the details. Steel was done with Coat d'Arms Gun Metal, Reaper True Silver, and Vallejo Chrome. I also drybrushed over the corners and bits with some of the Gun Metal to help it look more worn. I also experimented with the new Citadel colors a bit. The bronze bits were done with Runelord Brass. I didn't like it at first. It had no real contrast against the steel. But once I hit it with the Skorpekh wash, it really came out. I also used the new Tesseract Glow on the lenses, with a little dab of Contrast Warpstone Green on the upper bits. I really love the sculpt they gave the Iron Hands contemptor's head. Very robotic. In my never-ending quest to try and paint like the grown-ups, I've started using pigments for weathering my dudes. I also liberally applied it to the base to help the two blend together. I tried to smush the grass down where its footsteps had fallen, but I'm not sure it quite came out. Now, I know what you're thinking. "Mann! How can that be an Iron Hands dreadnought? It doesn't have any hands of any metal or alloy!" That's where my secret weapon comes in. Magnets. How do they work? Pretty drat well, as it happens. This will also help if, say, the contemptor stays good but the twin lascannon becomes bad. It's much cheaper to buy one or two weapons than to buy an entirely new model, after all. Overall, I'm fairly satisfied. I sometimes struggle to feel like I'm making any real progress on painting, but I do think I'm starting to get better.
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# ¿ Aug 3, 2020 05:47 |
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Trying to figure out how I'm gonna paint my necrons. How does this look as a basic theme? JackMann fucked around with this message at 02:10 on Aug 9, 2020 |
# ¿ Aug 9, 2020 01:55 |
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^burtle posted:Finished my first Nobz tonight. I took a few shortcuts at the end but I feel like they are a big improvement from the Boyz I posted here before. Please be gentle, my wife has been roasting me all week for being this invested. Looking good. You're definitely improving, and that's the most important thing. I also really like the color choices you've made here. The next thing I think you should work on is edge highlighting. A little orange on the edges of the red armor would really help them pop, and you can use the same skill on your marines.
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# ¿ Aug 10, 2020 03:30 |
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I've got a fair amount of extra Space Marines stuff that either doesn't fit with Iron Hands or I have more than I can fit into an army. I'm thinking about revisiting the custom color scheme I came up with a long while ago. I think I could do a better job of it these days. For one thing, I think a more pastel yellow and lighter bone color would really help it work better (especially with some good white or ivory edge highlighting). Just need to start brainstorming on some fluff for them. Fun fact: They're based on the color scheme for Bastion from Overwatch, because I was playing a lot of it back in the day and I thought the stormraven looks a lot like his head, so I was going to paint one up that way.
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# ¿ Aug 10, 2020 03:53 |
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Finished painting up my first set of eradicators. I experimented a bit with using contrast paints for muzzle burn. It ended up not too terribly, though it was pretty crap looking until I drybrushed some metal on to help smooth the transitions.
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# ¿ Aug 13, 2020 05:11 |
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I painted up an assassin! I could go into a big spiel about why I went with bright yellow for an assassin, but I really just wanted to try out the yellow ink over pink primer method. I rather like the effect, though I may go with a bit more white primer over the pink before I hit it with the yellow. But this still looks quite nice. I do wish I'd gone over the mini more carefully before painting. Because I bought it second-hand, I didn't have a really good feel for where the mold lines were, and I didn't see them until after I'd gotten the basecoats down. I really didn't feel like redoing everything, so they ended up staying on. Another casualty of the second-hand market, the end of the hair bit had fallen off at some point. I decided to replace it with a skull. It's hard to see, but I also freehanded a little sigil on there for funsies. The blade is done in Turbo Dork color shifting paint. The effect is a bit better in person, though from a lot of angles it just looks like a metallic blue. I think it would have worked better on a more curved surface. Still, I don't hate that color of blue and it contrasts well with the yellow. The hair was done with the reaper red hair triad, which works fairly well, and a final highlight of ivory. Overall, not the greatest mini I've ever painted, but I did learn a lot. And I think I can say it's very different from most people's callidus assassins.
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# ¿ Aug 31, 2020 06:05 |
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I finished up my mekboy workshop! Decided to go with some bright primary colors splattered on in an orky fashion, with lots of rusty metal. This was a ton of fun to paint. There are a lot of really great details in amongst the tools. See if you can spot the official Citadel Mold Line Scraper. It was an absolute pain in the rear end tracing all of the individual wires and coloring them, and then cleaning up around them. A pox on them, I say.
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# ¿ Sep 7, 2020 06:45 |
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I have completed some more stuff! First, I have the Indomitus Lieutenant. I gave him a MKIII head from the FW Iron Hands upgrade pack just to make things look a little more unique. Plus, who doesn't like green lenses? The more the merrier! I based the painting of the pistol on Rockfish's Lieutenant. I really liked the molten iron look he gave it. My freehand is getting better. It's not good by any stretch of the imagination, but you can more-or-less make out what this says, which is a huge improvement. Previous attempts have usually ended up with me grabbing the micron pen, but I just used the brush this time. Also pretty happy with how the shield came out overall. Went with my usual standby for basing. Vallejo red oxide paste, primed black and painted with various shades of brown, and then some static grass. I also finished my eradicators! I'd gotten most of the painting done on these guys a few weeks ago, but I forgot to do decals and didn't paint their purity seals. That corrected, they were ready to be sealed and photographed. And finally, some terrain complete: Technically they're Age of Sigmar terrain, but there are still trees in the grim darkness of the 41st millenium. I've still got a lot of painting to do to get my Orks and Iron Hands ready for the table, but it's nice to make some decent progress on things.
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# ¿ Sep 10, 2020 06:01 |
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In the spirit of being the change you want to see in the world, I'm working on a new thread, having gotten SRM and TheChirurgeon's blessing. Right now it's largely just a rehash of SRM's original post, just with some 9e updates:quote:
Thoughts on things to change? New links that should be added? Someone earlier mentioned maybe redoing the bit on the black library section. JackMann fucked around with this message at 22:31 on Sep 13, 2020 |
# ¿ Sep 12, 2020 03:00 |
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I've edited the What's Warhammer bit to 9th edition and added a brief blurb on Crusade to the What's Changed section. I'll look into adding Custodes and trimming down the Space Marines. How do other people feel about the quotes? I like 'em, but I'm willing to cut them if other people think they're cluttering things up too much. Anyone good at making banners? I've basically just got MS Paint, so while I could do it, it would be a bit of a pain for me. Getting some more updated pictures would definitely be a good change, though.
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# ¿ Sep 12, 2020 03:51 |
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I've made some further adjustments to my post. Principally, I've added in some notes for Custodes and Sisters of Silence, mentioned the Psychic Awakening, listed the PA book for each faction as they came up, and adjusted Sisters of Battle slightly.
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# ¿ Sep 12, 2020 05:30 |
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Fixed! And this is why I posted it here before starting the thread. My plan is that once the basic content of the post is good enough, I'll post the thread. We can add in new banners and pictures as we develop them.
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# ¿ Sep 12, 2020 07:19 |
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Psyber Spine posted:Looking good! Would it be worth having some articles about questions that frequently pop up in the thread like airbrushes and transporting miniatures? At the very least, I think it's worth linking to some. Does anyone have any recommendations for some good resources?
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# ¿ Sep 13, 2020 06:28 |
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JackMann posted:In the spirit of being the change you want to see in the world, I'm working on a new thread, having gotten SRM and TheChirurgeon's blessing. Right now it's largely just a rehash of SRM's original post, just with some 9e updates: I added in some links to Goonhammer articles on starting painting and airbrushing. If anyone has a good article somewhere that talks about transporting one's army, that would also be a good addition. Last thing before I get ready to post this puppy: How do people feel about the army quotes? I know Kitchner is not a fan, but I want to hear some other opinions too. EDIT: Booley pointed out that I don't actually have permission from anyone to use their armies in the new thread, so I'm just going to remove the banners for now. We can add 'em back in as we create new ones. JackMann fucked around with this message at 20:03 on Sep 13, 2020 |
# ¿ Sep 13, 2020 19:44 |
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The bigger issue is with people who've left SA and might not want their images getting reused. Plus, it gives us a chance to add in our new stuff.
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# ¿ Sep 13, 2020 20:57 |
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Look, guys. I already have at least a few people who don't want their stuff being used. I'm not gonna use their stuff, and instead we're gonna make new banners, both for consideration and to get new stuff in the banners. If people want us to continue using their stuff, they can post it again. I'm not going to change my mind on this, so can we just drop it and focus on getting the post in shape? Speaking of, I'm gonna go ahead without the pictures for the moment. I just want some quotes for the Custodes and Sisters of Silence, and I'll go ahead and post with that. Then we can start the first few pages with people posting their cool stuff to get the banners made.
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# ¿ Sep 13, 2020 22:23 |
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The thread is dead! Long live the thread!
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# ¿ Sep 13, 2020 22:39 |
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# ¿ May 15, 2024 10:02 |
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BULBASAUR posted:can't monetize on SA, so no sharing copyright goonhammer images/links for OPs on dead internet forums where their community started For what it's worth, Chirurgeon, the person who creates the goonhammer art, gave his blessing to use his stuff from the opening post. It's only the pictures of individual people's models that I've been asked not to use. And those in question were not asking as representatives of Goonhammer, but as individuals. Whether or not you agree with their decision, it has nothing to do with monetization. It's not like having their old stuff here would be taking any money away from Goonhammer. Anyway, I've asked the mods to close this thread, so let's get pictures of plastic space barbies up on the new thread.
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# ¿ Sep 14, 2020 20:09 |