Welcome. A veteran player of the 40K hobby from the Games Workshop.Not satisfied with standard "straight out of the box/blister" models; I like to "Konvert" to put my own interpretation or vision of how I want my figures to look. Often to project the "fluff" or for WYSIWIG. Some model ranges have a very limited variation or expression .... I like to introduce a change (Sisters of Battle). Some have an unlimited scope for variation (Orks).

WiP of Ork Trukk

WiP of Ork Trukk
Konverted from an action dragster. The engine rocks and the flames move along with the vehicle.

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Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Thursday, 4 March 2010

Big Mek with Kustom Forcefield

Great, another one down and a new addition to my Ork Horde.

Big Mek Nobgul Mekwort

I think he will do very nicely, along with some company in the form of Grot Oilers (no imagination needed) Bodjit 'n Skarpa.


I have decided on a starting point for the army, and I still have 5 points to spend (Ooooooh!) note: spent

Mekworts Skrapyard Stomperz

HQ:
Big Mek Nobgul Mekwort; KFF, 'Eavy, Cybork, Burna, Bodjit 'n Skarpa.
Warphead Oddnutz
Elites:
4 Meganobz; 2 kombi-skorchas, 2 kombi-rokkits, Trukk; Red, rokkit
Troops:
1#     20 Shoota Boyz; Nob, PK, Boss pole, 2x rokkits
2#     12 Trukk Boyz; Nob, PK, Boss pole, Trukk; Red, Rokkit
3#     12 Trukk Boyz; Nob, PK, Boss pole, Trukk; Boarding plank, Rokkit
4#     Deff Dredd; "Da Lawnmowa", 4 DCCW, grot riggers
Fast Attack:
Zagstruks Vulcha Boyz (14 Stormboys)
Heavy:
Deff Dredd; "Dakka Deff", 2x Big Shootas (this is going to be a new Deff Dredd - I can't resist!)
Kan Sqn; (x3), Rokkit, Big Shoota, Skorcha

1500 pts (hopefully)

Extremely low on Da Boyz, so I am chickening out already.
No!, I must be strong. I wanted to try out new (& dust off old) units; then I have to accept that they are going to get mullered.
Just enjoy the scrap.
This list may survive, it may not. I wonder if I can get away with only 3 Meganobz? another Kan may be useful.
Maybe just drop the Vulchas for tourney games, use them for friendliesonly; that way I can get a Battlewagon and fill it with Boyz. It will be more competitive for a tournament army .......................... I just don't know!

Monday, 1 March 2010

Project- Make a Decision. "The winner is.......Orks, orks, orks, orks!"

Bristol Vanquish is looming and I have to make a decision on what Army to take along.
With all the work on the Orks of late, it would seem churlish to not give them an outing; but away from my usual Speed Freek style.
Again, it will be an opportunity to field some new units or those that have been relegated to permanent storage. So, a general idea is forming (Dredds, Kans, Stormboyz, Meganobs, Battlewagon) but for this set-up I will need a new HQ.
Now comes the problem;
It will be a Big Mek, with Kustom Forcefield. Having only an ancient Shokk Attack Gun model, I will:
a. Buy the new figure (very nice!) and spend more dosh.
b. Tie a securing tether and dive into the expansive Bitz Box (if I cannot come up with a kit-bash Konversion, I may as well give up!)

Sense and Sensibility calls for option b.
Grabbing a handful of bitz & an old Warboss model (the one with the chainaxe) ..... off we go.
What do I want?
A name: Big Mek Nobgul Mekwort
Armour: 'Eavy, Cybork body
Kit: Meks tools (standard), Kustom Force Field (KFF), Burna (the only Ork option for a power weapon attack), Grot Oilers x2 (a re-roll for fixin' fings)
That is 130 points of obscured/cover save, fixing goodness (with a bit of choppy if necessary).

For a change I remembered to photo journal the rabid process over the last couple of hours (yes; once started it was frenzied).
First visualisation was a head: IIRC this is from the Nobz sprue, to represent Cybork bitz.




Next WYSIWIG was a start on the Mek tools. The mek backpack placed at the belt area.
There were plenty of options for the next steps (too many), a lot of metal bitz were promising, but I didn't want to be cutting, pinning and filing all of the fiddly bits so swapping an changing all the time I progressed in a logical (sort of) manner to make a KFF.
Power (lots of battery packs - from the Predator sprue).                        Energy coils and gubbinz (A cut-down lascannon)                            More Mek tools (cut from an equipment panel off the Land Raider Sprue.                                                                                       Supported by another cut-down Lascannon (more coils), for the other side, to balance it up.                                                                       You can see the first options for the spinny generating gubbinz, these evolved as I went along.
Next was to secure the whole thing to his body, as a backpack and start build the generating gubbinz.With some use out of the old Shokk Gun (big spinny bit and the central globe-bit, then an angled metal rod with a small polystyrene ball (craft shop) stuck on the end.
The Polystyrene was stuck with PVA and then coated with PVA (hopefully, so it won't melt when spraying later).                                   A harness was added for effect (from the Burna/loota sprue), because I am that retentive!                                                                              So: KFF ......... check!
Now for the arms (& effect). A Burna and something for the pose.
I liked the big choppa arm from the Nobz sprue, with it resting over the right shoulder, or the Standard pole arm from the Black Orc sprue .... the big choppa would be easier to konvert, so there we go.
With the right arm taken, the Burna then became a problem (as all the ones from the burna sprue are right handed). Choose a left arm, cut off the hand attached to the burna and stick on! The fuel hoses need to be re-positioned as well, with the burna fuel tanks trimmed and stuck on the base of the KFF.
Back to the right arm; I was thinking about whittling some caliper jaws, but that was too much aggro for me. I have plans for a Techmarine servo-harness, that doesn't need on of the caliper arms (Conversion Beamer....ahem!...).
With jaws pinned into place I was now ready for the final pose and effect, before painting. (I had to knead the connecting screw with pliers, to widen the reach and fit the big choppas head).

Here it is.

Comments are very much welcome (before I start painting please). I like the pose and the "Mekkiness", I'm very happy (and still have a few "beer tokens" in my pocket!).



Sunday, 28 February 2010

"Bring out your Dredd (s)"

Sorry, I couldn't resist the Monty Python quote.
And as an aside, I also couldn't resist showing off this pic of the most brilliant piece of work I have seen for 40K.
To share with you:
"Ah Ha! Noooobody expects the Spanish Inquisition!"

I cannot deduce the originator, to acknowledge their awesomeness; but here is the thread link I found it on. http://www.heresy-online.net/forums/showthread.php?t=56102&highlight=expects&page=2
If anyone does know the source please let me know and I will add a full acknowledgement (plus try to purchase them!).
These even surpass the brilliance of the comical Ork Kommandos. If I can ever find them again: One is holding up a poster of a Space Marine in front as kamouflage, others as bushes etc.

Ok, so back to the original post. After completing Da Lawnmowa, I searched high & low to find my existing Dredds & Kans, as I may very well field them for Vanquish.

A bad move as they were in seriously poor shape, in fact the storage segment looked like a Meks scrapyard (although this is also an excellent place to start).
Broken, weapons blue-tacked and in dire need of updating or finishing painting.

I have everything from Rogue Trader Mk1 Dredds (both Ork & Marine) as Kans, The Mk1 Metal Kans, a Mk2 Ork Dredd and a Mk3 (slightly larger) Ork Dredd..
With the new Plastic Dredds and Kans due out very soon, my collection looks sad. The new models are brilliant. If you haven't seen them yet .... get to see them immediately. On the sprues ... lots of options for a Mad Meks dream ... whilst made up, the Ork Deff Dredd looks "Proper Orky!" it towers over the Marine Dredds.
Methinks there may be room for a "Wafer-thin one!" to squeeze into my Army .. somewhere ... please.

The Mk2 Dredd I have is actually about the same size as the new Kans, so this may be re-assigned to make room (the Mk3 is still a reasonable size). I am also going to have a go at some Grotzookas (yes they are in the new sprues for the Kans). So ...... "Wait-Out!"

Edit:
An update for the Kommados mentioned earlier;
again, apologies for the Originators acknowledgement (whomever made these models), but the link where I found it is here http://images.google.co.uk/imgres?imgurl=http://www.the-waaagh.com/images/photos/gf1.jpg&imgrefurl=http://www.dakkadakka.com/dakkaforum/posts/list/234092.page&usg=__cHFa5SYI5pMtDg0ljF2thrFs2hI=&h=519&w=706&sz=249&hl=en&start=1&um=1&itbs=1&tbnid=0-GYn0IH-abx3M:&tbnh=103&tbnw=140&prev=/images%3Fq%3Dork%2Bkommando%2Bconversions%26um%3D1%26hl%3Den%26safe%3Doff%26sa%3DN%26tbs%3Disch:1

Backlog Update: Meganobz

Back to clearing the backlog, and the last on the list (present list) for the Orks was the Meganobz.
Mostly in pieces these have been hanging around for ages ....... well, not anymore.

Using alternate bitz; simple headswaps and the like needed very minor konverting. Essentially they were just filing or trimming down, filling in hollows on the back of the head or the addition of trophies.
I do like to overall effect away from the standard model.

On the right, a couple of Shoota-skorcha kombi weapons. Their muzzles drilled out and the swap of a helmetted head from the plastic Black Orc sprue (WFB). This sprue is great for 'Eavy Armour swaps and guantletted hands.

To the left, shoota-rokkit kombis; an armoured visor head from the Burnaboyz sprue and a Nid spine plate on the shoulder.

The other Nob has a Cybork head, with exhaust from the new Nobz sprue.

Both needed trimming to fit into the jaw plates.









Finally, as I was another jaw plate diffy (slang: deficient), another head from the Burna/Loota sprue (Mekboy), but a faceplate/mask from the Black Orcs sprue, just stuck on the front of this shoota-skorcha kombi Meganob.






Painted up with different primary colours, based and then accompanied by my lonely Mega Armour Nob that has never seen the light of day (it needed a basing update, to tie-in with the others). Here are the finished articles.



Cabling was picked out with a simple Ice Blue and Snot Green contrast.

The list is complete ....... "NEXT!!"

Tuesday, 23 February 2010

Backlog Update: Orks

Working through the backlog, I finally got around to finishing the Battlewagon. Having completed the DeffDredd (Da Lawnmowa) and the Painboy Biker last week, I have taken some photos to upload.

Before


The DeffDredd:
Da Lawnmowa, my fit of fancy made from the Bitz Box and a Deffrolla from the upgrade sprue. I decided on a yellow colour scheme for a change, with a red counter pattern. The black and white checks are transfers from the Ork sheet, as I am hopeless at painting them freehand. In order to support the Deffrolla (counts as 2x DCCW) the base is extended out with a tiling piece from the old Gothic ruins set.




Picking out the panels on the Dredd with Tau Sept Ochre as the base coat, then Sunburst Yellow, all slightly thinned. A few checks and dags done with Mechrite Red and then Blood Red breaks up the piece, even if they are not masterpieces of freehand skill.

A wash of good old Devlan Mud to tone down the yellow; and it was done.

For the base, nice and simple: alternate tiles in White and Codex Grey, with a wash of Badab Black. Flocking and Talus grit, leaving some on the tiles to break them up and add texture.


The Painboy Biker Nob:
In order to show the Eldar War Walker components; Ultramarines Blue with a stippling of Ice Blue then 'Ardcoat Gloss Varnish, with the stones (?) picked out in TauSept Ochre, a dab of white highlite (like a jewel effect) and a coat of Yellow Glaze.
The Orky components kept the usual red and black, "Shimples!".

The Battlewagon:
Oh, what colour scheme to paint this?
"Red Wunz go Fasta!!!"
So, that finally decided, a Mechrite and Scab Red mix straight onto the lowest individual plates leaving the edges and random wear and tear exposed to the base metal basecoat. Picking out yellow parts as a contrast and an occasional raised plate in Ultramarine Blue or Dark Angels Green. The 'Ardcase and Big Gun Turret bitz were also completed (not gluing the top down, so I can swap-out the weapons).
A wash of thinned Badab Black (for a change), then I got to play with a couple of new additions I picked up from a town centre (Brum) model & railway store, Ian Allen Books ..... some weathering powders.
They had a collection of Faded Olive Drab (Allied), White Ash & Faded Japanese Military Yellow(ish); and Dark and Light Mud (which I purchased).
Not having used them before, I first stippled the Dark on then the Light Mud on the higher areas and raised areas: Without a great success. So, revisiting with a dampened brush; stippled again. This came out well.
I then added some transfers ('Ardcoat Gloss beneath them, to reduce the edging contrast that you get from the transfers against acrylics.
Note: Don't finish with a spray of Purity Seal Varnish ........ all the weathering details then vanished as it blended them in. I then redid the weathering over the varnish and it stayed. I like the effect, and a new technique experienced.
However, I do think that I'll read up (http://www.forgeworld.co.uk/pdf/weathering-powders.pdf) on using powders properly.

There you go, another clump of backlog done; as promised.

They may show up in Bristol, but I'm not sure now... I enjoyed using the Sisters a lot, at the weekend. A few tweaks and I may yet take them along.

Edit: I have just read the Forgeworld guide on Weathering powders. With the Forgeworld stuff (I used Mig powders) it is to use dry then seal with varnish ....?????. I no not, what happend. Time to experiment.

Sunday, 21 February 2010

Immortal Warzone - 20th Feb 2010

Well, Saturday saw a gaming extravaganza of 3 games at 1750pts. A great little tournament with a good turnout of 30 players with a good selection of armies.
All Saints Church social hall hosted The Immortals - GCN Club event with bacon butties and tea & coffee on offer.
The Purgatus Force Karamazov deployed into the 3 rounds of gaming, painting & best army judging with sportsmanship scores going to the overall Tournament scoring system. 3 points for a win, 2 for a draw, 1 for a loss. Unpainted (0), basic (1), painted 3 colours etc (2) and "Wow" (3 points). Sportsmanship points per game from your opponant 0-3. Then an overall judging from the players of Best Army and Best Sportsman. 1st, 2nd, 3rd place & wooden spoon awards of figures for generalship.

Onto the 1st game:
Dawn of War (not my favourite) with Capture and Control.
My opponant Steve set up with .............................. Witch Hunters!!!!! What's the chances of that! A good selection of: Inquisitor Lord with Gun Servitor retinue, 3x foot Battle Sisters Squads, 2x Exorcists, 2x Dominion Squads, a Retributor Squad and Stormtrooper squad with Rhino (plenty of plasmas) and a Callidus Assassin.
Each objective was placed in respective ruins.
I placed the 2 foot SoBs in my ruin and Karamazov opposite his objective. His was covered by the Lord squad and a SoB in the ruin another Sob deployed in cover.
He had first turn. His first act was to evict one of my SoB forward with "a word in your ear".
Then he brought everything on apart from the Assassin. With the 2 Dominions flanking on my left. I brought everything on opposite to the objective apart from the assassin (running up to the top floor of my objective, and the Repentia to speed bump the Dominions (more on that later). 

The main highlights (amid a lot of laughter at our dice rolls) were; An exorcist immediately taking out my Immie, even with nightfighting, Karamazov strolling across the table like a Sunday stroll, only managing to stun an exorcist. My Vindicare did OK by taking an exorcist out with a Turbo penetrate round in the side armour, taking out special weapons but failing to damae the Inquisitor & retinue. Racing across the table, it was "Handbags at dawn" around his objective with the arcos engaging his SoB squad in cover (and wiping them out), my Dominion scaring off the last Exorcist, a heavy flamer personally accounting for his Stormtroopers and ..... my Repentia .....................................

OK, competition time.... Spot the difference!
The right-hand shot is lots of flamers later! A Barbie, anyone!
Finishing with me ramming a Rhino through the rubble onto his objective and me dropping back to shoot the snot out of his late arriving Callidus (that had previously cleared my objective of a squad of SoB). The game ended at the time limit and I wasn't clos enough to mine to claim it back.
A well fought Draw.

Game 2:
Spearhead setup with Seize Groud (5 Objectives).
Scott placed down a very nice Necron army (Sisters & Necrons faced!!!! excellent). 1 Lords with Resurrection orbs (one a Destroyer), 3 Troops, an Immortals Squad, a Heavy Destroyer Squad, deep striking Scarabs and 2x Wraith Squads.
I left the Repentia and the Arcos in reserve and got first turn again.

                                                
I really thought I had more photos of this game ... alas, no.

The Highlights:
Lei Harvei (Vindicare) ..... couldn't hit the side of a bull Grox!!!! Scott turbo boosted both Wraith squads into my quarter (by the baseline), but my reserves turned up early. The Repentias hit on squad, Karamazov hit the other. History in the making now, the Repentias actually swung, hit and won .... huzzah! Leaving onewraith in each squad left, they were locked and tied-up. The Arcos went on their merry way to try for the nearest loaded objective.
My Sisters did a great deal of damage now that they were in range on turn 2; clearing the Immortals and putting the hurt on everything else.
The Repentias cleared their combat (yes!) in the Necron phase and fair sprinted with Holy Rage able to charge an objective .... then winning again, and forcing the Necrons (& Lord) to fall back off the objective. With the Arcos and the Repntia trying to cut off the retreat, they were still forced to fallback in their next turn: A Rhino then forcing them off the table in a subsequent turn.
The Lord Karamazov was tied up the entire game with a single Wraith that just would not die, even with dubious assistance from Lei Harvei (it is great to be able to target into combat though).
Phase out of the Necrons was narratively correct when the Arcos finally got to grips with a Necron Lord, and promptly launched 25 attacks that he couldn't recover from ........ A win for the Sisters and an impressive display from the Repentias ... finally. The wooden spoon shared by the tag-team of Karamazov & Lei harvei.

Game 3:
Pitched Battle with Annihilation.
Against Orks!
I got first turn; this is where any chance I had, vanished.

Sam laid down: Wazdakka, a Warbike Warboss, a standard uber-nasty fit of Nobz Bikers, 2x large Warbikes Mobz, 3x Trukk Boyz Mobz.

This was always going to hurt.
All I had on my right was Karamazov and the Arcos; not ideal against the Nobz Bikerz from hell. But I thought they might give a bloody nose to weaken the steamroller of choppy goodness. Just about everything else was thrown forward, trying to wheel right to block of the trukks and prepare for the worst as he shot forward at breakneck speed.
It was just a sea of green and revved engines.
I got the first "licks in" with Lei Harvei still having a bad day (a 2+ to hit is all that is needed) even failing to pop a ramshackle ork truck with a Turbo round.
Karamazov & the Arcos bravely charged in; caused some damage, but the great way of wound allocation meant no physical losses. Then payback. They didn't survive the riposte.
Poor target sequencing meant the main body of my attack wasn't as effective as it could have been. Two trukks destroyed and one mob in the range of the Repentias (supported by an SoB squad) again successfully dispatched the Mob (a cheer again). Ok, loss from embarking damage and a couple of kills from the SoBs (due to initiative helped a lot).
Sam then swung the bikes around for the transports and charged into the woods to clear the annoying Sisters embedded therein. The Nobz visited revenge on the Repentias and Sisters. But the transports remained intact as I kept the squads inside them. I had a counterattack still.
Juggling around the transports, offloading and better target selection cleared the Bikes and Trukk Boyz in the woods. Lots of the Adeptus Sororitas "Holy Trinity" of Bolter, flame, melta poured out in vengeance.
Lasting one more turn of me being able to run the remaining bikers off the board and taking a lot of damage from the Nobz piling in again.
A loss by 8 to 6 kill points. Plus a hell of a difference in VPs (to my deficit).

A fantastic and enjoyable day that thanks to maximum scores for the painting and sportsmanship allocation, saw me sneak into 11th spot.
A lot better than I was expecting at the start. I wanted to field a fluffy army to try new units out on the board.
I got it all.

My thanks to Geraint and the rest, for putting this on.

About Me

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A modeller, gamer, painter; in order of preference (and more like skill as well). I usually have a huge backlog of figures and projects to get done. More often than not, I will have something waiting around for years, until "The Muse" takes hold and obsession takes over. This is then usually completed; ocassional projects do stall and are left at the basecoat and metal drybrushed stage (until I can get the drive for the detail painting). Armies i currently run are WH40K only: Orks (lots & lots & lots) Blood Angels (lots & lots) Witch Hunters (lots of Sisters of Battle) Iron Fists Space Marines (developing at approx 2000pts).