Friday, 28 September 2012

Holy Vessel of Judgement



During the last article I promised some snaps of completed Vassal Mechanics and Holy Zealots, so consider this post an interim article…

I have decided to try and get the whole Menoth faction painted, something that I’ll likely not complete, but will certainly give it a go.  iBodger collection manager has my Menoth faction painting at about 50% so I guess I’m half way there already – trouble is that the Judicator is calling as well as other shiny toys!

After ogling the Judicator and sticking some unwanted 40K/WFB on eBay in an attempt to fund “Nick’s Menite Colossal fund” I felt I should crack on with the Menoth Battle Engine; Vessel of Judgement.  Podcasts seem to think this BE is the best one, I’ve only field tested it once and didn’t really feel I got 9 points worth out of it.  I’m going to field test it a bit more however and feel that it is a stunning model and would make a great centre piece to the army.

Work in progress
I haven’t got any photos of the bare resin/metal, but suffice to say that the sculpt was relatively clean, though there is always some clean-up of mold lines etc.  The parts were a bit ill-fitting in places however I was able to make the worst of it not be visible with greenstuff and filing down.  The final assembly was pretty good and I primed the model with Halfords car spray primer, then Citadel Chaos Black.  It may not have been necessary, perhaps just a hang up from the Forgeworld resin kits which needed stronger undercoats.

As with many Menite models I start with the gold, as discussed previously it is quite messy and I prefer to do it first.  I took some snaps of the before and after stages with the wash I mentioned in the last post so that you can see the ‘warmth’ the chestnut wash adds to the gold.

Vessel with three tone gold drybrushes
Vessel with chestnut wash applied























I started ‘the Dude’ who pulls the Vessel first, he was painted not in-situ with the base, but rather on a piece of plastic with pins holding him in place, basically because the 5” base is too big to handle!  Additionally if you look carefully there are pins and flat areas for the Vessel to sit comfortably when painted.  The base needs tufts and static grass applying, but this will be done when the Vessel is ready to be glued down.  I took extra care on the skin of the Dude as he is a muscley fellow and took the opportunity to make those well defined.  Interestingly he has a huge Menofix brand on his back which adds character, I’m not sure if he was very naughty or very pious to get such a huge brand mark!

Great pose for pulling the Vessel, really dynamic

That is one painful looking brand mark!

This dude is one strong mutha
Below are some photos of the WIP Vessel, the base colours are done with a first shade to the white, highlights yet to be applied.  I did take the time to painstakingly ink line the gold leaf where it meets the white.  This adds a strong definition and can look quite messy without it.  It does take forever and a very steady hand as well as a 5-10 zero brush!  At this point the gold leaf needs to be re-highlighted as the black ink has  been allowed to run over the original finish.  The black/purple menofixes need to be highlighted as well as the silver metals.  The priest also needs to be fully painted.

Work in progress 1

Work in progress 2

Work in progress 3

Hopefully the Vessel will come out as a great centre piece, but the time spent black ink lining the gold leaf will lift the model and hopefully make it stand out.  I got a good look to the Dude and if I can get the robes well defined on the priest it will meet my expectations.  Fingers crossed!


Thursday, 20 September 2012

Painted Menites!



Especially for Mark…

As promised in the last thrilling blog post some Menite stuff has been painted and now photographed.  Below are some of the fruits of my labours over the past couple of weeks as well as a bit of painting info:

Templar
The Templar for the Feora2 list was once a Crusader, from the Starter Set, I painted it up whole (without magnetising).  I used a razorsaw to remove the Crusader’s mace and added magnets to these parts allowing for the Crusader to be re-assembled when the need arose.  I also added another tiny magnet into the open fist allowing for the Templar’s shield to be added.  I tried to pop off the Crusader’s head so that I could magnetise and swap this, but unfortunately it was glued too well.  Below are a couple of shots of the completed Templar:

Templar, ready to beat face!
Feora2
Following on from the Templar I painted the good lady herself; Feora2.  I originally assembled the whole model for gaming purposes, but when it came to painting I cracked the glue joins and removed her from the epic base.  Given that her epic base is basically a big bonfire I needed to be able to get a brush to all of it, additionally it would allow me to paint from underneath the model easily and do a thorough job on her cloak and chainmail.

Feora2 front view
 Painting Gold
Feora2 side view
Feora2 rear view
Feora2 front vie
I followed the standard Menoth colour scheme for her cloak and armour etc, but I’ll elaborate on the gold a little more: the model firstly took a heavy drybrush of P3 Rhulic Gold with a second coat to strengthen the colour.  The next step was to do a further drybrush of P3 Solid Gold, this was applied less heavily than the first in order to add highlight, rather than obliterate the effect.  Drybrushing is often seen as a less advanced technique and somewhat negative, but I find that it takes some skill and a lot of practice to get the consistencies and technique right for the desired effect.  The gold at this stage looks strong and there should be definition from black undercoat in the deepest crevasses to Solid Gold on the highest points.  I usually allow the paint to cure for a short while between coats as drybrushing can be quite abrasive, a good idea is to do several models at once.  After the drybrushing is complete and the paint hardened a little I add my own gold wash, it is basically Citadel Chestnut Ink and P3 Mixing Medium and clean water.  The chestnut colour adds warmth and richness to gold whilst not matting the sheen, however inks tend to pool and streak so medium is essential to get a proper wash.  I add clean water to simply dilute the strength of the ink.  I’ve found that the mixture needs to be strong enough to be seen, but not so strong it removes the dark to light gradient generated by the drybrushing, this is inevitable to a certain extent, hence the next step is to re-drybrush Solid Gold, but only lightly.  A good tip is to ensure the wash is 100% dry and had some time to cure before drybrushing as this mistake will ruin everything…

In summary the two P3 golds are really good, they provide a strong coverage and a rich colour, but the wash is what makes the effect really work; hopefully you can see it in the photos.








Feora2 base (no flash)
Painting Fire
Feora2 base (flash)
As you can see above in the photos of Feora2 she is standing on a bonfire, this was a pain in the arse to do and hopefully it looks like fire, I started from a black undercoat, as I’d sprayed the whole model months ago, possibly not ideal I thought, but I don’t have any more white, so I tried a top spray of grey primer and did a couple of heavy drybrushes of pure white.  I then tinted the whole thing with Citadel Wash Baal Red.  This gave me the deep red in the nooks and crannies up to a lighter red where the Citadel Skull White had chance to make a strong coverage.  Next I layer painted Citadel M. Solar Orange onto the flames higher points, using the lighter red washed areas as a reference.  I attempted to layer paint P3 Cygnar Yellow onto the previous orange, but found it did not lay well, therefore I painted Citadel Skull White instead.  Then, over the top of the white I applied the Cygnar Yellow, the white giving me a good foundation to make the Yellow work.  Finally I layered Skull White onto the top most flaming highlights.  The result was a layered flame effect from dark red through orange and yellow, up to white.  Similarly to the gold I made a wash to pull the shades closer together- the mid shade being orange, so I mixed Cygnar Yellow with P3 Khador Red Highlight and lots of medium and some clean water.  The resultant wash was applied in several layers and had the effect of lightening the reds and darkening the yellows and tinting the white to the desired effect.  Washing will bring colours closer together and I managed to remove the stark changes in red/orange/yellow/white whilst preserving the illusion of depth

Next some Zealots and Menofixer action!  But until then feast your eyes on this bad mutha:

Judicator, photo obtained from the PP Menoth forum

Tuesday, 18 September 2012

Menite Heavy Armour



A new Challenge:
After a brief tour of the Dark Side; Cryxian Bile Thrall painting, a bit of playing Dirty Denny and Terminus I decided to crack on with some more Menoth painting; primarily because I’m hoping to attend a couple of tournaments in the near future (late October).  As regular readers will know I’ve been quite comfortable at 50 points with Kreoss1 and field tested this extensively until I was as happy as I could be with the choices for the ETC et al.  I’ve mused over other lists that would complement Kreoss1 in the Steamroller 2012 constrictions.  Initially I used Sevvy1, but in all honesty both lists fought the same way and had a very similar unit composition so I needed something more diverse.  I considered various Warcasters, but perhaps my main goal was to find a list which works as well as the Kreoss1 list, doesn’t conflict with character restrictions and presents a challenge tactically for me as well as my opponents.

The ying to Kreoss1’s yang:
Feora2: Source BattleCollege
I decided to analyze the strengths and weaknesses of the Kreoss1 list and try and go for something that filled whatever I was missing.  I also wanted a list that didn’t seem to boil down to Errants and two Reckoners, giving me something new to paint and learn to use!  In a nutshell the Kreoss1 list is good at dealing with infantry whilst presenting a lot of infantry to deal with itself.  I felt that perhaps with the recent addition of Colossals to the meta I should try and build a list that can deal with lots of armour as well as present that.  To cut a long story short I settled on Feora2 as a Warcaster who could fit this niche.  I decided to go ‘jack heavy with a couple of very hard hitters, namely the Avatar and a bonded Templar.  Feora2 has two excellent ‘jack spells: Ignite and Escort.  The former simply adds +2 STR and critical fire to a unit or model (so it can work on stuff besides ‘jacks), this helps with the armour-cracking theory behind the list; as it is upkeepable there are options for cycling it round.  The latter, Escort, gives warjacks in Feora2’s battlegroup +2 movement and grants her +2 ARM if she is within 3” of one of those ‘jacks (not including the Avatar I might add).  Extra speed on the slow-to-medium speed Menite ‘jacks escalates them to fast, verging on ‘alpha-strike’ speed, certainly a nice ability.

List building: Theorymachine:
Avatar: Source BattleCollege
As noted above I wanted to build a list which could crack armour as well as present it, therefore I felt four heavies was the order of the day, the Avatar being one of them for definite.  I researched Feora2 on the interwebz for ideas and poached the idea for the bonded Templar, I had initially considered the Redeemer for the bond to take advantage of the continuous fire effect the bond grants to ranged as well as melee weapons, however with Ignite, Hymn of Battle and four focus this bad boy can hit as hard as the Avatar, what is better than one Avatar?  Two of course!  So with two uber hard hitting Avatar’s I felt that I would need some troop clearance and the Vanquisher was almost mandatory, given I wasn’t going for the bonded Redeemer.  Initially I included two of these, but later dropped one for a Reckoner, reasoning was that I had more ranged melee threat with the Reckoner (SPD 5 and reach = 12” threat with Escort) which presents opponents with a difficult question to answer.

Templar: Source BattleCollege
Regarding support I went for a minimum Choir, two Vassals, two Vassal Mechanics, Gorman and Eiryss2 leaving 8 points spare for a unit.  Obviously I considered Errants, being so good, but wanted to include something that wasn’t that unit, especially considering a Reckoner had sneaked into the list already!  I field tested Bastions and am still in two minds about them, but more than likely will settle on a full unit of Holy Zealots plus Monolith Bearer.  Eiryss2 ended up joining the party for upkeep removal duties, especially if I am serious about killing Arcane Shielded Stormwalls.  Gorman is there to provide a bit of mobile cover for Feora2 early game and his grenades later game.  The double Mechanics are for increased chances of repairs to the ‘jacks as fix-it [8] isn’t that reliable.  A full Choir and Wracks have also been field tested, however this is the list (as it stands):

+6  Feora2
  8  *Templar (bonded)
  8  *Reckoner
  8  *Vanquisher
 11  Avatar
  6  Holy Zealots (full unit)
  2  *Holy Zealots UA
  2  Vassal of Menoth
  2  Vassal of Menoth
  1  Vassal Mechanic
  1  Vassal Mechanic
  2  Gorman Di Wulfe
  3  Eiryss2

Concluding thoughts:
I wanted a list which counterbalanced the Kreoss1 list and the above specialises in cracking armour as well as presenting that problem.  It will provide a new painting challenge and will give me some new units to learn how to use.  Although the list is geared towards armour it can still deal with infantry with the Vanquisher’s 4” AOE, which can fire twice.  The Zealots all have AOE’s too, which have Critical Fire and finally Feora2’s feat allows me to move fire around in her control area pinpointing key solos, troopers and UA’s etc.  So in essence a balanced list that meets my criteria.

I’ll field test some more and possibly make more changes, perhaps the Bastions and second Vanquisher will make it back into the list, I even thought about the Battle Engine!  The next couple of articles will expand on the painting of Feora2, Holy Zealots, Mechanics and converting a Crusader into the Templar!

[Next up some newly painted Menites....]

Friday, 14 September 2012

Tactica: Exemplar Errants



As promised a couple of entries ago here is my take on Exemplar Errants and their use in the game, I’ve included the Errant Seneschal in this tactica too, given the obvious synergy.

Errant Unit Overview:
Exemplar Errants unit
The Exemplar Errants are possibly the best unit available to the Protectorate of Menoth and arguably one of the best units in the game, quite a statement and something I’ll attempt to justify in this article.  Errants are a medium cost unit at 5 points for a minimum unit and 8 points for a full unit, the unit attachment being an average 2 points; in all fairness this is quite cheap for what they bring to the table.



Offence:
The Errants are speed 5 without reach, so their threat range for a charge is mediocre (without buffs); they do however possess a RNG 10 crossbow and therefore can provide ranged support.  Errants have a huge array of abilities, some of which are provided by the UA (the UA is mandatory by the way) and solo (Errant Seneschal).  Regards melee capability, they have a high MAT of 7 and are weapon masters at P&S 9, this will average a score of 23 on the charge, something to bear in mind when selecting a target.  They are RAT 6, one less than their melee stat, but still respectable, hitting DEF 13 on average rolls.  The Errant crossbow is Blessed and magical, which means it ignores the bonus to enemy DEF and ARM buffs created by spells (note however it wouldn’t ignore cover or concealment benefits if these were gained through a spell) and can damage incorporeal models.  In summary they are fairly elite in terms of their offensive aptitude and highly versatile given they possess good ranged and melee capabilities.

Defence:
The Errants have a fairly low-to-medium DEF stat of 12, but a very high ARM of 16.  These stats can be improved with certain Warcasters’ spells as well as in game effects and from other sources e.g. terrain and buffing solos.

Errant Abilities:
Errants have Advance Deployment, Self Sacrifice and Fearless as standard.  The Unit Attachment brings tactics: Quick Work and tactics: Pathfinder to the unit as well as being non-targetable by enemy spells.  The merits of the UA and solo abilities are discussed below.

Advance Deployment:
This is a double edged sword, on the pro side it allows the Errants to be placed ahead of the army by up to 6”, this helps with their fairly slow speed, but as I came to realise it brings them closer to the enemy more quickly and their inevitable deaths.  Basically they are always going to be ahead of the main Protectorate force and as such will be the first unit in range and get targeted first.  Positioning them on a flank, or not advancing them quite so quickly can mitigate this and on a serious note the tendency is to simply hurl them forwards as fast as possible into the jaws of the enemy army!

Fearless:
A simple one, they won’t flee from terror causing or abomination models, nor will they need to check command should they sustain 50% casualties.  This makes them very reliable and can be counted on until the bitter end.

Self Sacrifice:
A whole article could be written on this ability; however I will try and be succinct.  Simply put, if you would loose an Errant to an enemy attack, you may choose to Self Sacrifice and destroy another Errant within 3” of the disabled Errant.  In other words you can get a measure of control over which of your models die.  Now the above statement can be pulled apart with many ifs and buts, some of which I will explain below as well as how to get the best use out of the ability.

Self Sacrifice means that another Errant destroys itself allowing the target model to heal 1 point of damage, therefore in-game effects which trigger on boxing or destroying an enemy model DO NOT occur, examples include additional attacks or moves which are triggered when an enemy is killed such as Beserk, Snap Fire, Warpath, Shanghai and many more.  Souls/corpses are also not generated, though if the model which Self Sacrificed is within range of the soul/corpse collector its soul/corpse will be collected as these trigger off destroyed models – so choose carefully.  Be also aware that effects which prevent healing will make sad days for Self Sacrificing Errants, basically if you chose to Self Sacrifice you would loose two models as the original can not heal!  Additionally you can not Self Sacrifice on a simultaneous attack, such as Thresher or that of an AOE, only sequential attacks.  See p.66 & p.244 Prime MKii for further explanations of this.  As noted above there could be a whole article on this skill, but the basics are covered; as a player getting the best out of Self Sacrifice is what makes Errants shine.  Read on for some hints and tips in this department!

Exemplar Errants Officer and Banner Bearer
UA ability- Pathfinder:
Errants aren’t slowed down by rough terrain, this is something that Protectorate models lack somewhat.  If you intend to take gaming seriously, i.e. attending tournaments, some thought should be focused on mitigating this flaw as a board with loads of terrain could spell disaster before a single dice is rolled!

UA ability- Quickwork:
Similarly to Self Sacrifice, this skill can be maximised by good planning and spotting opportunities, positioning your models after a charge in order to get the second shot off is key.  Remember that after a charge you must face your opponent directly, which will dictate the Errants field of vision.  Additionally if the Errant is still engaged, i.e. if it entered melee with two enemy models it will not be able to make the shot.  It is worth noting that in certain circumstances this ability is unbelievably powerful allowing each Errant to kill two enemy models, dubbed as a ‘live the dream’ round on several internet forums!  I would recommend using it wherever possible and should the extra dice or distance not be critical, just advance the Errants into melee so you can get a more favourable arc of vision.

UA ability- Purity:
Whilst the banner bearer is in formation Errants can not be targeted by enemy spells, note however that they can still be affected by them, just not targeted – so sprays and AOE’s for example could be exploited by a canny opponent.  Also note that friendly spells can still affect Errants as Purity differs from Spell Ward for example which means a unit can not be targeted by spells period.

The abilities the UA brings are what brings the Errant unit up from good to excellent and to be honest is mandatory if you are fielding Errants.  It should be noted that both Pathfinder and Quickwork are tactics, which unlike granted, are not lost if the officer is slain.  Often sniping out the officer in a unit will render it less battlefield potent as the abilities die with the model granting it, not in this case however!  Additionally the banner bearer must be alive and in formation to give the Errants Purity.  A good tip, if the enemy, has no real offensive spell casting and Purity is virtually useless, Self Sacrifice this guy early on as he has no weapons.  Obviously the reverse is true if you really need the immunity to spells; use Self Sacrifice and Take Up to keep him alive.

Exemplar Errant Seneschal

Errant Seneschal ability- Hunter:
The Errant Seneschal essentially brings Hunter (within his CMD of 9”) to the Errants already vast toolbox; basically the ability to ignore forests and cloud effects for LOS purposes as well as not incurring the negative ‘to hit’ penalties for cover or concealment.

The Errant Seneschal has the same stats and weapons as the Errant Officer as well as having Pathfinder and Assault (similar to Quickwork), he can also have a friendly Errant within his CMD Self Sacrifice to keep him alive.  As a solo, if he dies then Errants will loose the Hunter ability.  As far as this model goes I am undecided whether it is worth the 2 point investment, however there will be times that it will win games; obviously it is game-to-game specific and highly dependant on terrain.

Advanced Errant Tactics
The various skills and abilities of the Errants have been discussed above, as well as a few tactics for each of these.  Below I will attempt to highlight how to get the most out of the Errants, expanding on the above.

*They’ve got Advance Deployment, so you can position them opposite the unit you want to focus on, alternatively not opposite a nasty threat (something that Preyed them for example).  Plan where they are going to fight and with which unit, use their Pathfinder and Hunter skills to your benefit, only practice and experience will tell you where best to position them.  Also remember the urge to ram them down the enemies throat will get them killed quickly, so you don’t have to run them a full 10” on the first turn.

*Look for ways to exploit Quickwork, sniping out support pieces is an added extra, consider the range: 8.5” charge, then a 10” crossbow shot, with Hunter you might see through a forest where something juicy is waiting unawares for example; or just the raw additional extra kill – remember to always look for a ‘live the dream’ round!

*Self Sacrifice and tar pitting an enemy down is where the unit really shines, denying your opponent that important charge lane and making them over commit resources can turn the tide.  I’ve played tournament games where a single Errant has held up an entire unit of Trollblood Cavalry or preventing an enemy Avatar from charging because the opponent underestimated Self Sacrifice.  Use it whenever you are charged, so that the opponent doesn’t get to attack with half his models, simply take off one within 3” where the opponent hasn’t attacked yet and has no other targets in range – this is possibly the simplest and most effective use, just practice positioning to get the most out of it.  As noted above continuously keep looking for a way to deny your opponent, but practice and experience is the key here.  You’ll know when you’ve got it right as your opponents will moan about how good Errants are more than anything else! ;-)

Synergies
Errants themselves don’t make up an army, though a full unit with UA and the solo take up a fair few points, though I feel they’re a bargain for their cost.  I’m not so convinced by the Seneschal, but certainly a unit and UA.  They will go with any Warcaster the Protectorate can offer as they bring their own toolbox to the table, however I have found that Menoth Warcasters with the Defender’s Ward spell make the Errants incredibly hard to kill, basically their mediocre DEF of 12 increases to 14, where MAT and RAT of enemy troopers needs to be 7 to hit them on average, meaning only elite troopers will hit them on an average roll – obviously not being hit is the first step to surviving and achieving their goal.  The added +2 ARM combos even better than the DEF bonus as ARM 18 is very hard for basic troopers to crack reliably, POW 10 guns will need to roll quite a bit above average to kill them and only charging infantry and weapon masters pose a serious threat.

There are several Protectorate Warcasters with Defender’s Ward and other similar DEF/ARM buffing spells and Errants make ideal targets given their proximity to the action  Other positive Warcaster synergies include the Harbinger, she can make the Errants melee threat range greater with Crusader’s Call, Feora et al can give the Errants Ignite to make them hit harder, Thyra can even make them stealthed, as well as many others; but when playing them with Defender’s Ward you’ll really notice the difference.

I have found that perhaps the dirtiest combination is using the Errants with a Defender’s Ward Warcaster and the following solos: Rhupert Carvolo, Piper of Ord and the Covenant of Menoth.  This combo elevates the Errants from excellent to just obscene.  Rhupert gives the Errants Tough, whilst the Covenant issues ‘no knock-down’ in its CMD meaning that each Errant remains at DEF 14 and ARM 18, has tough, can Self Sacrifice and can’t be knocked down, nor targeted by enemy spells!  Errants can take a tough roll first and if that fails then Self Sacrifice.  This is why the unit becomes so powerful as your opponent will have to dedicate significant resources to shift them.

Clearly there are weaknesses that a skilled, canny opponent will exploit, snipers will hit DEF 14 fairly easily and opt to cause 1 point of damage.  Eiryss2 will shoot Defender’s Ward off the Errants, as will any other models with upkeep removing abilities.  Some units specialise in ignoring tough and others will prevent you from healing, spotting these threats and picking your fights is a skill of the game.

Summary
In summary I hope this article has highlighted the strengths/weaknesses of the Errants, stressed the importance of the UA’s abilities and will inspire you to use Errants wisely.  I have touched on the intricacies of Self Sacrifice and using this ability to great effect is the key, but if you’re a beginner or just not that confident read and re-read the sections on how it works (pages of relevance are quoted in the main body of the text above) as you’ll need to explain it to your opponent no doubt!  Look out for a ‘live the dream’ round with Quickwork, I managed it once facing a full Winterguard ‘Deathstar’ and fully Kayazy, knocked them all down with Kreoss’ feat and each Errant killed two infantrymen each, effectively ending the game!

Thanks for reading :-)