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JackMann
Aug 11, 2010

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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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JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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!!!

Right guys..... guys? Right? :ohdear:

edit: If I didnt manage to paint over 100 in the 10+ years ive been collecting Orks its never gonna happen

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/



I'm not sure how that'll scale to Combat Patrol size, but they are keeping the 3 army thing going for DE

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

JackMann
Aug 11, 2010

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OhDearGodNo posted:

They are 85% good and 15% bad with this.

My issue: They still want to have an in-print focus. Maybe it’s because they still have a contract to fill with a publisher or something, maybe it’s that the miniature part has margins that are too thin; either way they should consider reducing print copies and removing the requirement to have purchased one.

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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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Omar al-Bishie posted:

what's better for shoota boy orkz, death skulls kulture or bad moons?

e: bad moons seem like rerolling 1s would be most effective, I'm not sure why only being able to reroll on e thing for death skulls is so highly rated in the goonhammer article, maybe I'm not understanding it?

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.

JackMann
Aug 11, 2010

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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.

edit: an exception to mixed paint jobs is that I kind of want chaos allies. is that something that you can do? I haven't played this game in years

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

JackMann
Aug 11, 2010

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MRLOLAST posted:


My sisters I am working on. Definitely not up to a great standard like you guys but it's been fun. Started with some old resin zephyrim that I had for 20 years and then decided to pick up the hobby again. Cheap paints , cheap brushes but then I added some washes from GW. Should have bought a thinner primer because a lot of the faces and details are hosed up. But.. battle ready :D
P.s spot the Necron warrior you got for free from an old White Dwarf.

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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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Working out my army for Iron Hands. How does this list look?

quote:

HQs

Gravis Captain
(Warlord, Imperium's Sword, Chapter Master, 2 CP)
115

Primaris Chaplain
85

Iron Father Feirros
140

Coteaz
(No Force Org Slot)
95

Troops
5 Intercessors
(Auto Bolt Rifles, Auxiliary Grenade Launcher, Thunder Hammer)
117

5 Intercessors
(Auto Bolt Rifles, Auxiliary Grenade Launcher, Power Fist)
112

5 Intercessors
(Stalker Bolt Rifles, Auxiliary Grenade Launcher, Chainsword)
102

Elites

Apothecary
(Hero of the Chapter, Chief Apothecary, Father of the Future, 3 CP)
60

Redemptor Dreadnought
(Heavy Onslaught Cannon, Onslaught Cannon, Storm Bolters, Icarus Rocket Pod)
186

3 Aggressors
(Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher)
135

Invictor Tactical Warsuit
(Incendium Cannon)
165

Fast Attack

3 Suppressors
105

Heavy Support

3 Eliminators
(2x Bolt Sniper Rifles, Instigator Bolt Carbine)
90

Thunderfire Cannon
140

3 Eradicators
120

Flyers

Stormtalon Gunship
(2x Lascannons)
185

Total Spent
1,997/2000 Points
5/12 Command Points

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

JackMann
Aug 11, 2010

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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

JackMann
Aug 11, 2010

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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.

For the Eradicators, it's entirely possible they won't have anything to shoot at on turn one, or if they do, it will just be screening elements that the melta is gross overkill on. So skipping turn one fire isn't that much of a sacrifice if it means they can't be killed until after you bring them on the board with Strategic Reserves on turn two, preferably in range of something important that needs to die.

I'd also consider jiggering your points to bring your Aggressors up to a five man unit. Five seems to be the magic unit number in 9th edition. It's as many wounds and guns that you can take without getting negatively impacted by the Blast and Coherency rules.

Finally, don't sleep on Lieutenants. Overlapping auras is where Space Marines live. Re-rolling 1's to wound when stacked with Re-rolling all to hits is a surprisingly effective combination.

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?

JackMann
Aug 11, 2010

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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.

Meanwhile, a lieutenant's buff works every turn for your whole castle.

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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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).

I can't think of any reason this wouldn't be true for Draxus so will play as you suggest - thanks.



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.

JackMann
Aug 11, 2010

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Schadenboner posted:

Did 9E maker stompas great again good for the first time ever?

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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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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.

JackMann
Aug 11, 2010

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Fallen Rib
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:


Welcome to the Warhammer 40,000 thread! Check out the previous thread here.

What is Warhammer 40,000?
Warhammer 40,000 (aka 40k aka Warhams) is a tabletop miniatures wargame created by Games Workshop set in the far-off forty first millennium. It has over 30 years of rulebooks, miniatures, novels, video games, and death metal set in its expansive universe. In 2020, Games Workshop released the game's 9th Edition, improving on the already well-received 8th Edition with cleaner rules and a greater focus on achieving tactical objectives.

The Setting
In the grim darkness of the far future, there is only war (and yet more skulls). The 40k setting is one of the more compelling aspects of the game. The Imperium of Man stretches across the stars, and is a nightmare future where chances are pretty good you’ll get born in a sewer, rise up to become a lobotomized cyborg factory worker, and then have your skull turned into a little robot that carries toilet paper. It’s a cartoonishly bleak backdrop for a game where giant men in giant armor hit each other with chainsaw swords. Humanity is beset on all sides by aliens, traitors, daemons, and bureaucratic incompetence, and every day is a struggle for survival.

The Horus Heresy
The Horus heresy was a galactic civil war taking place 10,000 years before the current Warhammer 40K timeline. During this time, half of the Space Marine Legions fell to Chaos and half stayed loyal. These grudges and old rivalries still fuel the narrative 10,000 years later. There is a separate game system for the Horus Heresy that, at this time, is not compatible with 8th Edition Warhammer 40K, but it may be in the future. There are also a large number of novels covering this setting. More on that later!

The Models
At the center of this hobby are the jewel-like objects of wonder known as Citadel Miniatures™. These are models (typically multipart plastic models, but sometimes resin or pewter) that represent the armies of the 41st millennium. It is up to you how you assemble and paint your armies as you muster them for war.

Did You Say Paint?
Painting these models is one of the main aspects of this hobby, taking precedence over playing the actual game for some. Models can be painted with Games Workshop’s own line of Citadel paints, or the paints of any number of other manufacturers. Players can paint their armies following the paint schemes of the studio painters, take their own spin on established schemes, or even come up with their own! Your models are your (expensive, tiny) canvas!

How do I get Started?
There are now three starting boxes, depending on how deep in you want to go. The Recruit Edition includes 20 models, including 14 Necrons and 6 Space Marines, some basic tools, and basic rules booklet that will get you started on play. Elite Edition ramps it up with more models, bringing the count up to 27, including some sweet bikes. Command Edition adds in terrain to use in play, plus a full rulebook. There are also Start Collecting sets which contain small starter armies at a decent discount.

Who is Games Workshop?
Games Workshop are the games company miniatures company evil empire corporate entitity who create the game and the miniatures. Since the 70s they’ve been making models and rules almost entirely for their own games, and for a long time were seen as an obstinate ivory tower who didn’t know what was best for the game. More recently they’ve turned over a new leaf and begun interacting with the community and treating their customers better. While they’re not perfect, it’s a marked improvement.

Forgeworld
Forgeworld Are games workshop's subsidiary that focus on boutique models as well as things like the Horus Heresy. These models tend to be more expensive than the standard plastic models, but usually look really loving cool. Some of the more obscure and less supported armies will see Forgeworld support, although lately it's mostly just been Horus Heresy stuff.

Video Games
Video games based on 40k range from some of the finest games of their genre to absolute shovelware, so do your research ahead of time. Recommended games include the Dawn of War series, Space Marine, and if you can handle some 90s gameplay, Chaos Gate, Rites of War, and Final Liberation, which are on https://www.gog.com/

Books
There is also a heaping helping of novels based on both Warhammer 40,000 and its prequel series the Horus Heresy. These are published by Black Library, Games Workshop’s publishing branch. The quality varies, but generally if it’s by Dan Abnett or Aaron Dembski-Bowden, it’s worth your time.

9th Edition? What’s Changed?

The change from 8th to 9th is smaller than the change from 7th to 8th, but there have been a lot of major quality-of-life changes. It now costs CP to have multiple detachments instead of generating more. Vehicles and monsters can shoot into melee, and take no penalties for moving and firing heavy weapons. Modifiers on attack rolls are capped at +1 and -1. For a more thorough look at what's changed, I recommend Goonhammer's 9th Edition Roundup.

One of the more exciting changes is the new Crusade system, basically a campaign you play with your group where your army can grow and evolve through play, getting new abilities, taking injuries, and getting special equipment.

The Armies
There are a buttload of armies in this game, and chances are pretty good there’s one that’ll suit your playstyle. Whether you want giant supersoldiers with the best equipment available, or hordes of ravening aliens that blanket the table in models, there’s probably something for you! Currently, any army that doesn't have a 9th edition codex will continue using their 8th edition codex. In late 8th Edition, GW released a set of books called the Psychic Awakening, which added further rules and options for various armies.

The Imperium of Man

Mankind has expanded to become an impercievably vast Empire with countless worlds and billions of souls within it. The only thing these worlds and people all have in common is their veneration of the immortal Emperor, who sits on his Golden Throne on Terra. This Imperium is governed by the High Lords of Terra and defended by the noble Space Marines, shadowy Inquisition , devout sisters of battle, mysterious Adeptus Mechanicus, and the endless armies of the Imperial Guard.

Space Marines
The uniforms of the Imperial Guard are camouflaged in order to protect their wearers by hiding them from sight.
The principle is that what the enemy cannot see he cannot kill. This is not the way of the Adeptus Astartes. A Space Marine’s armour is bright with heraldry that proclaims his devotion to his Chapter and the beloved Emperor of Mankind. Our principle is that what the enemy can see, he will soon learn to fear…

Games Workshop’s bread and butter. The Space Marines are humanity’s greatest warriors, each the equal of a dozenhundredthousandhowever many the author deems necessary regular soldiers, and they’re equipped with the best weapons and armor the Imperium can provide. If you want an army that’s tough, powerful, fast, and with a lower model count, this is the army for you! Space Marine chapters follow a strict rule of war called the Codex Astartes, and none adhere closer to it than the Ultramarines. While most chapters also adhere to these same rules, some take them as guidelines.

A major change in 9th edition is that chapters that previously had their own codices (Space Wolves, Dark Angels, Blood Angels, Deathwatch) will be using the Space Marine codex, with codex supplements similar to those for chapters like Salamanders, Ultramarines, and Imperial Fists. They all received support in Psychic Awakening. Regular Space Marines received some new options in Faith and Fury. Dark Angels were supported in Ritual of the Damned, Blood Angels in Blood of Baal, and Space Wolves in Saga of the Beast. Deathwatch received a mini PA update in White Dwarf 453.

Grey Knights
You carry the Emperor's will as your torch, with it destroy the shadows.
Well, uh, this is awkward. You know how the Space Marines are the best of the best? Well these are the best of the best of the best. Each Grey Knight is a psyker, trained to fight and kill daemons, traitors, and the myriad forces of Chaos. This is an even more elite army than the Space Marines, and they’re bolstered on the battlefield by their powerful psychic powers and anti-daemon abilities. They received some fancy new psychic tools in their PA book, Ritual of the Damned.

Adeptus Custodes
Well, this is starting to get ridiculous. Even more elite than the elite of the elite are the Adeptus Custodes. These fabulous golden boys are all extremely able and extremely tough, exemplifying the idea of quality over quantity. If you want to focus on having a small, but extremely potent army, look no further. They received support in the PA book War of the Spider, along with...

Sisters of Silence
"..."
Working extremely closely with the Adeptus Custodes, the Sisters of Silence are all psychic blanks, able to just ruin the day of any psykers who had any plans to cast today. They work very closely with the Custodes, and you can slot them right into a Custodes detachment without losing any of your Custodes' detachment abilities, or keep them in their own detachments.

Sisters of Battle
By bolter shell, flamer burst and melta blast, the mutant, the heretic and the traitor alike are cleansed of their sin of existence. So has it been for five millennia, so shall it be unto the end of time.
Due to a language oversight, the Ministorum could not have a standing army of men, but it said nothing about an army of women! The Sisters of Battle, also known colloquially as nuns with guns, are a zealous fighting force made entirely of women in power armor armed with boltguns, similar to Space Marines. While not genetically enhanced like the Space Marines, they do have access to powerful Acts of Faith that manifest on the battlefield. They received a full update in 8th edition, bringing them a full plastic model range and new rules. They technically received an update in the PA book Pariah, but it only consisted of a single new model, likely because their codex came out right before PA kicked off.

Astra Militarum
I have at my command an entire battle group of the Imperial Guard. Fifty regiments, including specialized drop troops, stealthers, mechanized formations, armored companies, combat engineers and mobile artillery. Over half a million fighting men and thirty thousand tanks and artillery pieces are mine to command. Emperor show mercy to the fool that stands against me, for I shall not.
Also known as the Imperial Guard, the Astra Militarum is the largest fighting force Humanity has ever mustered. Billions of souls from millions of worlds unite under the banner of the Imperium to fight in His name. While not as powerful individually as the Space Marines, what they lack in individual strength they make up for in sheer numbers and armored support. if you want an army that plays like World War II in space, this is the army for you! The variety of uniforms and schemes gives you the opportunity to customize your own force, and the sheer number of tanks available is a treadhead’s dream. Their PA supplement, The Greater Good, ramps this up even further.

Adeptus Mechanicus
It is my great regret that we live in an age that is proud of machines that think and suspicious of people who try to.
Responsible for the fabrication and invention of all the Imperium's war machines and equipment is the Adeptus Mechanicus. Their standing armies consist of cyborgs, servitors, and biomechanical horrors armed with exotic, electric and radioactive weaponry on powerful mechanical chassis. This army is distinctive in that they don't really have transport vehicles, as their soldiers chiefly have mechanical legs which never tire. Hailing from Mars, the Adeptus Mechanicus supplies most other armies of the Imperium with tech priests and in addition to their other equipment. A more recent addition to the game, the Adeptus Mechanicus are a unique army among the forces of the Imperium. They received some nice buffs and new units in the PA book Engine War.

Imperial Agents
There is no place for the weakwilled or hesitant. Only by firm action and resolute faith will mankind survive. No sacrifice is too great. No treachery too small.
The Imperium of man has many agents, assassins, inquisitors, and general weirdos working for it. While not always viable as a full army, Imperial Agents typically make for a fun and characterful extension of an existing force. The rules for Assassins can be found in the PA book War of the Spider, while Inquisitors are hiding out in Pariah.

Imperial Knights
Where kings walk, Knights follow
Do you like giant robots? Because we’ve got giant robots. Knights are single-pilot bipedal war machines that tower over the battlefield. Smaller than the war machines of the titan legions, knights are often seconded to another force. Capable of taking immense punishment and dishing it in return, they’re a force to be reckoned with on the tabletop, and offer painters the chance to go nuts designing their own heraldry or drawing from one of the established schemes. The PA book Engine War makes them even stompier and shootier.

Chaos

Chaos comes from the warp, essentially hell in space. Fueled by unchecked emotion, Chaos corrupts, and none are free from its grasp. The four Chaos gods vie for control over the souls of mortals, each representing a different aspect or desire. Khorne is the god of war and bloodshed, Slaanesh is the god of excess, Tzeentch is the god of change, and Nurgle is the god of decay. Every action can fuel Chaos in some way, and it is for this reason that Chaos is the greatest threat to the Imperium, and the galaxy at large.

Chaos Space Marines
Your shrines will burn, your streets run with blood, your false idols shattered, your people slaughtered by the thousands, your very planet torn apart… and the barest fraction of my hatred will be satisfied.
Embittered, ancient, Veterans of the Long War, most Chaos Space Marines fell to the dark powers during the Horus heresy. Whether they are The devout of one of the four Chaos gods, grudgebearing renegades, or just spacefaring pirates out for their own gain, the Chaos Space Marines are as diverse and ruthless as their loyalist counterparts. they are also a great opportunity for modelers, as they can use parts from loyalists, Chaos, and Horus Heresy kits to great effect when customizing their own models.

Just like their goody-two-shoes brethren, Chaos Space Marines received support in the PA book Faith and Fury. In addition, a new subfaction of CSM, the Creations of Bile, appeared in War of the Spider.

Death Guard
In the embrace of the great Nurgle, I am no longer afraid, for with His pestilential favour I have become that which I once most feared: Death.
While not all Plague Marines belong to the Death Guard, all Death Guard are Plague Marines. The Death Guard are entirely devoted to Nurgle, and spread his plagues throughout the galaxy. The Death Guard are incredibly tough, even moreso than regular Space Marines. Supported by hordes of Poxwalkers, they can be a very difficult force to shift on the battlefield. If you like zombie or horror aesthetics, this is the army for you. They became even more disgustingly resilient with the buffs from their PA update, War of the Spider.

Thousand Sons
The only good is knowledge and the only evil is ignorance.
The Thousand Sons are, for the most part, an army of automatons inside power armor. Well most of the Legion is but dust inside their armor, it's most powerful Sorcerers are still alive and well. fewer in number than regular Chaos Space Marines, the Thousand Sons rely on their powerful psychic abilities to carry them through the battle. With an Egyptian theme and a bevy of psychic powers at their disposal, the Thousand Sons are a very distinctive Chaos Legion. The PA book Ritual of the Damned gave them new faction abilities and stratagems, just as planned.

Chaos Daemons
Woe to he who hears the word of the Infernal Denizen of the Great Abyss, for his soul shall be tainted for all eternity.
Better to die in eternal ignorance than to burn in the eternal fire.

While there are no shortage of mortal servants of the dark gods, the Pantheon has their own armies beyond those of men and Chaos Space Marines. Chaos Daemons resemble their chosen God, from the smallest Nurgling, to the largest Bloodthirster. Chaos Daemons are typically hordes of lighter infantry supported by beasts and monstrous creatures. They're largely melee focused, with some shooting and psychic support. Their PA book, Engine War, not only gives them new tools, but also collects the datasheets for models that had come out after their codex.

Xenos

While Chaos is the threat from within, Xenos represent the threat from without. There are many alien races vying for control of the galaxy, and these represent some of the most exotic and strange armies of the 41st millennium.

Orks
Travellin' through space is boring. Well, boring unless da hulk yer on is full of dem gene-sneakers, or a base fer da chaos lads wiv da spikes, or already has Boyz on it. Or if humie lootas come callin', that's always good fer a bit a sport. Or unless yer have a mutiny or two to pass da time, or unless strange fings start happenin', which dey usually do when yer out in da warp. One time we had some bloody great ugly fing come straight out of Weird Lugwort's 'ed! It butchered half da lads, that was pretty entertainin'. Come ter fink of it, space is a pretty good larf. And that's before yer find yerself a nice world ta crush!
Orks are, by their own admission, made for fightin’ and winnin’. the Orks, also known as the green tide, are a variety of warbands and klans fighting their way across the stars in their own respective WAAAAGH!s, each of which are halfway between a crusade and a pub crawl. With hordes of troops, ramshackle vehicles, and oodles of technology that really shouldn't work but still kind of does, Orks are an immensely fun army to paint, model, and play. These Orks are less Lord of the Rings, and more Mad Max. It is sad that were the Orks to unite, they could overrun the entire galaxy, but they have too much fun just fighting each other to ever do that. Orks are the closest 40K comes to a comic relief army, and as a result have a lot of fans both in this thread and the greater gaming community. They received a number of fun new toys in the PA book Saga of the Beast.

Tyranids
To think that Tyranids are mindless beasts is a grave mistake. When you fight Tyranids you face not only those before you on the battlefield, but the untold thousands which seek to surround you, which attack your supporting units and destroy your supply lines in perfect synchronicity. These aliens have shown evidence of both tactics and strategy that speaks of a far worse threat than that posed by a mere beast.
Tyranids are unique in that while they don't all have individual will, they do share a gestalt psychic consciousness. This psychic will power is spread through their synapse creatures which control the larger horde. They range in size from the small gaunts, which are roughly man-sized, to tank sized carnifexes all the way to monstrous bio-titans. The swarm’s only will is to kill and devour. If you like the Zerg from Starcraft or the bugs from Starship Troopers, you'll find something to like here. They received some new mutations, stratagems, and powers in their PA book, Blood of Baal.

Genestealer Cults
Genestealers are perfectly bio-engineered infiltrators that rove ahead of the Tyranid hive fleets seeking rich feeding grounds. These deadly creatures work by implanting and subverting members of the host species, striving to dominate their victims through alien cunning or terrifying violence as the situation requires.
Ahead of the greater Tyranid hordes are the vanguard organisms that are genestealers. Genestealers begin by implanting their DNA in members of a planet's community, and then through a combination of psychic will and good old-fashioned propaganda, are able to take control of its people and start a Genestealer cult, a sort of doomsday cult awaiting the arrival of their “salvation” at the arrival of the great Tyranid swarm. With a combination of industrial equipment, looted military ordnance, and good old-fashioned Tyranid claws, Genestealer Cults are a subversive but fragile force which relies on sneak attacks and outflanking to accomplish its goals. They have a decidedly industrial aesthetic which provides a little-seen glimpse into day-to-day life in the Imperium. They work as a great support Force for Tyranids, and offer numerous modeling and converting opportunities due to their background.

Their PA book, The Greater Good, gave them some rules for customization as well as new stratagems and powers.

Necrons
Order. Unity. Obedience. We taught the galaxy these things long ago, and we will do so again.
Unbelievably ancient, the Necrons have been slumbering throughout the universe for millennia. Only recently have they awoken, and it is their goal to reconquer all that they lost in their sleep. Afflicted with an ancient curse, most Necrons are merely soulless automatons trapped in regenerating bodies of metal. Others have gone completely mad and seek to wear the skin of those they kill. Some still kept parts of their old personalities and are now eccentric and ambitious Warlords all. Armed with weapons that strip the matter from their target’s bones, and made of regenerating living metal, Necrons are a force to be reckoned with. In previous editions they were essentially mindless Terminator-esque automatons, but more recently they have been fleshed out to incorporate more personality and an Egyptian theme. Their standard silver scheme also lends itself to beginning painters and people who want an army done fast.

They were one of the losers of Psychic Awakening, receiving a single new datasheet and nothing else in Pariah. However, that's because they're receiving one of the very first codices, with a number of models (both new and refreshes of old) coming with it.

Tau
Ryu ga waga teki wo kurau!
Young, ambitious, and technologically-advanced, the Tau Empire is a recent contender for control of the galaxy. Their troops, while well armored and heavily-armed, are not well trained for close combat, but are supported by their alien auxiliaries and the heavier firepower of their armored units. Tau vehicles are typically fast hovertanks armed with heavy ordnance, but the real heart of a Tau force is in its battle suits. Ranging from single man Crisis suits all the way to monstrous Stormsurges and Supremacy armor, the Tau mount most of their best weapons on these bipedal war machines. Even still, they eschew close combat in favor of superior firepower, and are rare in that they have no psychic presence whatsoever. The Tau have a decidedly Eastern aesthetic, drawing heavily from Mecha anime like Robotech.

Their PA book was, appropriately, The Greater Good, and gave them some fun new stratagems to play with, as well as some faction customization rules.

Eldar
I hear the song of the celestial heavens, and the music is cacophonous. It is strange but I find comfort in its dissonance. Righting the discord of the universal opus is what’s given my people purpose when, by all rights we as a race should have collapsed in upon ourselves. It is in such moments when species find their greatness or settle back into the muck that spawned them... For myself I have purpose if only to correct one particular stray note in a symphony ran amok. Win or lose, this battle is already my victory, my triumph. It is now fate which decides whether I am there to celebrate that fact or not.
Before mankind was young, the Eldar were the rulers of the galaxy. However, their hedonistic society collapsed in on itself giving birth to Slaanesh, the Chaos god of excess. Since then the surviving Eldar have lived on floating craftworlds, vessels which blur the line between planet and spaceship. They live an ascetic lifestyle, singular in purpose, be it poetry or warfare. Their armies are made up of elite Aspect Warriors, specialized in one way of war, supported by ghostly Wraith constructs, powerful gravtanks, and some of the most devastating psykers in the universe. They provide a painter ample opportunity to test their skills on some incredibly detailed models, while also letting them paint a diverse variety of colors and uniforms within one army. The Eldar dominate the psychic phase typically, and their fragile nature and Powerful weaponry reward a skilled player.

They were one of the first factions served by the Psychic Awakening in Phoenix Rising, which gave them some new powers and updated datasheets.

Dark Eldar
Why do we ride atop these elegant craft? The better to hear the screams of our prey as we ride them down, to savour the fear etched on their faces, to taste the tantalising tang of their blood in the air as an appetiser before the feast. But most of all we ride them so that the slaughter may begin as soon as possible.
Not simply Chaos Eldar, the Dark Eldar instead spread suffering and pain to feed She-who-thirsts, their name for Slaanesh. They do this not to serve the Prince of Excess, but to sate its hunger and keep it from devouring their own souls. For this purpose, the Dark Eldar typically capture slaves either for the sake of torturing them, or to fight in the gladiator arenas on Commoragh. They do this from the decks of their fast-moving Raiders and Venom skimmers, or on their Reaver jetbikes. The Haemonculi among the Dark Eldar are master fleshsmiths, capable of cloning fallen Dark Eldar warriors, or turning them into biological monstrosities such as the Wracks or Talos pain engines. By and large, the Dark Eldar are even more of a glass cannon and precision army than the regular Eldar, but without psychic powers to fall back on they rely more on speed. There's a real Hellraiser aesthetic here that make them an ideal Army for horror fans.

Coming in with the Craftworlds Eldar, Drukhari were also updated in Phoenix Rising. They received some faction customization options and a updated datasheets.

Harlequins
I'm a be down, I'm a be down
Down with the clown till I'm dead in the ground

Neither Craftworld Eldar, nor Dark Eldar, the harlequins are a bizarre and eccentric troupe of Eldar devoted to re-enacting the Legend of the Fall of the Eldar. They are Servants of the Laughing God, and dress in garish and colorful costumes that they wear to war. They see no distinction between performance and war, and they serve their God by performing on the battlefield. They are a specialized and fragile army, even among the Eldar. They reward a player with a distinct plan and a steady paintbrush. They are most often used alongside their Craftworld or Dark brethren as a supporting force.

As with Deathwatch, they didn't receive a dedicated Psychic Awakening book, instead getting an update in White Dwarf. However, it did give them some nice new stratagems and relics to help soup them up.

Podcasts
There are actually a bunch of podcasts out there detailing the lore, gameplay, and other aspects of this silly game about plastic spacemen.
The Independent Characters is the go-to for a positive, inclusive, and professional take on their bi-weekly topics.
The 40k Badcast is where you can go to hear SRM and ya boy TheSexCannon talk about how bad we are at 40k, and cover various topics in a tighter and more humorous light. We also read bad fanfiction and post every other week.
40k Radio Is a more general 40K podcast that updates about once a month. Its undergone numerous changes in both its hosts and contents, but is pretty stable right now
Camhammer is SRM's dead Warhammer-based Youtube channel. I reviewed Warhammer video games, showed off armies, and talked about various aspects of the game and universe.

Dawn of Awesome

SRM made some dumb cartoons about the Dawn of War games
https://www.youtube.com/playlist?list=PLrf6H9c5gFdiIcVzexkySbteQi6dLlh4v

Other Threads
If you want to know more about painting, The Miniature Painting Thread is for you!
If future historical wargaming is your bag check out The Horus Heresy thread!
Like reading books? Check out The Black Library thread and talk some Warhams fiction.
If you want to play some of the more esoteric games in the Warhammer setting, try The Specialist Games thread!
There’s a Warhammer Roleplay thread that I’ll admit I’ve never been to
If you want to chart the bizarre course that took 40k’s sister game, Warhammer Fantasy Battle, into the Age of Sigmar, check out The Warhammer thread.

Other Sites

There is only one good Warhams website on the Internet that isn't run by GW, and it's Goonhammer dot com

Official Sources
Games Workshop’s Official website offers 360-degree photos of most of their models and serves as a great catalog to browse their products. While there are some store exclusive products available, it's usually best to go through a discount source.
Forgeworld Is there Boutique specialty model shop. Models tend to be more expensive, but better sculpted and made of resin instead of plastic. Forgeworld models tend to suit more niche armies and interests.
Warhammer Community Is part of their more customer-facing strategy and contains articles written by both the studio as well as some members of the community, previews, advertisements for their products, and other stuff. It's pretty okay.
The Regimental Standard Is an in-universe propaganda page written with tongue firmly planted in cheek. Masquerading as motivational material for Imperial Guard soldiers, it's always good for a laugh. Updates once a week.
WarhammerTV Provides trailers, the occasional interview, and most importantly daily painting tutorials by our Lord Duncan Rhodes. seriously, they're very helpful for painters of all skill levels.
Their Twitch Channel Live streams games, interviews, and other stuff multiple times a week. if you subscribe you can watch all their old streams.
They also have Facebook pages:
https://www.facebook.com/WarhammerTVteam/?ref=br_rs
https://www.facebook.com/Warhammer-40000-1575682476085719/?ref=br_rs

Other Materials
Getting Started With Painting and Modeling: This helpful article from our friends at Goonhammer goes over the basics of building, priming, and painting models.
Getting Started with Airbrushing: Another Goonhammer article which explores what you'll need if you decide you want to add an airbrush to your equipment.

Where to Buy:
Separate from GW’s official stores, there are a number of websites that sell GW stuff, usually at a discount:
http://chaosorc.com/ - Often stock used or out of print material, and they too offer a good discount.
https://elementgames.co.uk/ - UK shop with a good variety of GW and other hobby stuff.
http://www.ebay.com/ - you can find most ham things here, as there is a healthy secondhand market as well as stores with their own ebay pages. Be wary of anything from Eastern Europe or China, however, as it is likely a recast model.

Special Thanks: This thread was largely edited from SRM's post for the 8th Edition thread. Thanks also to TheChirurgeon for making all the banner images, and the Something Awful goons for supplying sweet pictures of their hams. Don’t be afraid to ask questions, and happy hamming!

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

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
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.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
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.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
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.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib

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?

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib

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:


Thoughts on things to change? New links that should be added? Someone earlier mentioned maybe redoing the bit on the black library section.

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

JackMann
Aug 11, 2010

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Fallen Rib
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.

JackMann
Aug 11, 2010

Secure. Contain. Protect.
Fallen Rib
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.

JackMann
Aug 11, 2010

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Fallen Rib
The thread is dead! Long live the thread!

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JackMann
Aug 11, 2010

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Fallen Rib

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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