Prezentacja z dzisiejszego pokazu gier bitewnych na Bemowskim Pikniku Rodzinnym.
A Photostream from today's wargaming presentation on the Bemowo Family Picnic (Warsaw, Poland).
Oraz filmik z zamknięcia - mam nadzieję, że macie elastyczną szyję, ponieważ miałem spory kłopot żeby przekręcić mp4 (i ostatecznie wgrałem nieobrócony filmik):
Pokazywanie postów oznaczonych etykietą wh40k. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą wh40k. Pokaż wszystkie posty
sobota, 7 maja 2011
sobota, 29 stycznia 2011
Wnioski z DMW
Na samym wstepie chciałbym podziękowac oragnizatorom.
Na zeszłoroczne DMW wspominam bardzo dobrze- z tego też jestem bardzo zadowolony.
Szybka relacja z wnioski z gry.
Stwiedziłem, że chcę jechac z nietypową rozpiską na ten turniej ( z resztą jak reszta teamu- WH rhino-naporowe i Orki na Warpheadzie). I tak zabrałem, takie oto IG:
główne jego cechy to duża wypornośc i elastycznośc młota pneuamtycznego:
CCS ze Strakenem
Pluton 50 osobowy, na wypasie z Lascannonami, Power Weaponami i Komisarzem, 1 melta
Pluton 50 osobowy, na wypasie z autocannomai, Power Weaponami i Komisarzem i 5 meltami
2 Mantikory
Wszędzie gdzie się da voxy.
Jako kapitan, odpowiadałem za parowanie, ale pominę kwestię tego czym się przy parowaniach kierowałem
1. Bitwa z Free Frag Team'em (pozdro dla całej ekipy!)- przeciw gwardii Venatora - dośc standardowa rozpiska, jakbym jechał zwykłą gwardią to też bym się tak wystawił.
Venator wygrał wybieranie tury/strefy, wystawił się pierwszy ja schowałem się w rezerwy, żeby nie przegrac w pierwszej turze.
Wyszedłem dośc dobrze, tzn. Straken i 1 pluton w 2ej turze, mantikory i reszta w kolejnej.
Miałem mantikory sprawowały się przyzwoicie dobrze, mantikora Venatora nie mogła poszczycic się tym samym.
Generalnie miałem szczęście tam gdzie to się liczyło.
Dograliśmy do 5ej tury, gdzie skończyliśmy 10-10.
Wyszło u mnie trochę braku ogrania- nienalepsze wystawienie 2ego plutonu (ale nie fatalne) - nie zająłem jednego znacznika w swojej strefie a mogłem.
2ga bitwa z ARRRR'em z Space Wolves'ami z Team Damage.
Pitched battle, wystawiałem się jako drugi.
Brak mobilności bolał, i rozpiska niedostosowana do impasów też. Mantikory mogłem ustawic tak aby były niewidoczne dla fangów, tylko tak że były na przeciw Thunder Wolfów. Niefajnie. Ustawienie plutonów dostosowałem do ustawienia plutonów.
W tej bitwie po ustawieniu rzucałem już tylko kostkami.
Przejąłem inicjatywe i prztrzebiłem wilki, ale w 2ej turze i tak doszło do combatu, który trawał do 6ej tury (a może 5ej?). Kiedy dobijałem ostatnie pieski ARRR zajął niebronione objectivy i skończyło się 17:3 dla niego.
3ecia bitwa z Lokiim (Black Temparzy) z DEL Team'u.
Wystawiłem się zachowawczo piechotą. Kluczowe w bitwie było błędne ustawienie broni ciężkich, przez co miałem słabe pole ostrzału, a w konsekwencji ponosiłem przez większą część bitwy straty których mogłem uniknąć. To z kolei spowodowało, że nie wyczyściłem najgroźniejszych oddziałów strzeleckich, przed wyjściem mantyś z rezerw.
Dobra systematyczna i odważna wtedy kiedy to było konieczne gra przeciwnika, doprowadziła do tego, że na jednym z wypasionych plutonów musiałem paru krotnie testować na break'a, którego nie zdałem złamałem się i straciłem pluton, którym w innym wypadku wyczyściłbym i zabezpieczył flankę.
Ostatecznie 11-9.
Tempo bitwy było bardzo wysokie, chyba trochę irytowałem Darth'a tym, że w pewnym momencie nie byłem w stanie rozróżnić między 3 a 4 Puszczający oczko.
Wnioski:
Moje pierwsze 3 bitwy taką gwardią. Gdy poznałem już typowe układy terenów turniejowych, wiem co należałoby zmienić. Mantikor często nie da się schować, bo nie ma takich terenów w strefie wystawienia (tylko w 1 bitwie był taki teren, ale akurat w strefie wystawienia przeciwnika i stała tam jego Mantikora). To z koleji oznacza, że możliwie lepszym wyborem były Leman Russ+Mantikora. Żeby się gdzieś schować całkowicie, trzeba wyjechać ze strefy wystawienia- co dla mantyś jest oczywiście bez sensu.
Wędrowanie generalnie jest kiepskim pomysłem- nie wykorzystuję wtedy efektywnie swojej siły ognia. Tracę tylko żołnierzy, a nie wywieram presji na przeciwnika.
Autocannony najlepiej wymienić na laski dla lepszej synergii z 'Fire on My Target' co może byc zabójcze dla fangów itp.
Potrzebne są mi oddziały do napierania na dalekie znaczniki, tak aby piechota nie musiała się ruszać- to oznacza powrót kurczaków klub penali.
5 melt na bańkach gwardyjskich się nie sprawdzi ponieważ, napieranie 'blop'em' powoduje niepotrzebnie duże straty.
1-2 melty wystarczą jako broń obronna przed tank schockami. Jak piechota ma stac, to potrzebuje plazm, lub co najmniej granatników.
Autocannony na PCS'ach w takiej armi są takie sobie. Już strata 1 ludzika powoduje panikę - lepsze byłyby 4 granatniki.
Wnioski co do gry mam takie-bardzo często nie jestem w stanie schować kluczowych jednostek w swojej strefie wystawienia. Lub ustawienie terenów powoduje, że nie możliwe jest zdyslokowanie oddziałów dowodzenia, tak aby nie zginęły od ostrzału.
A na koniec muszę domalować gwardzistów z rozróżnieniami oddziałów- bo ogarnąć ten cały bałagan nie jest łatwo.
Jak zmieniłbym rozpiskę:
CCS z voxem (jeśli można brać bohaterów to ze Strakenem, wtedy nie wystarczy punktów na część poniższych zabawek w armii na 1500punktów)
2*Pluton:
PCS z 3ema granatnikami i voxem/4 granatnikami
4/5*odziały piechoty:
4/5*Lascannon, 4/5*sierżant z pw, 1 melta, 2 plazmy, komisarz z pw, 1 vox
Mantikora
Mantikora/Leman Russ/Leman Russ Demolisher
Sentinel z multilaserem/ Rough Riderzy
Na zeszłoroczne DMW wspominam bardzo dobrze- z tego też jestem bardzo zadowolony.
Szybka relacja z wnioski z gry.
Stwiedziłem, że chcę jechac z nietypową rozpiską na ten turniej ( z resztą jak reszta teamu- WH rhino-naporowe i Orki na Warpheadzie). I tak zabrałem, takie oto IG:
główne jego cechy to duża wypornośc i elastycznośc młota pneuamtycznego:
CCS ze Strakenem
Pluton 50 osobowy, na wypasie z Lascannonami, Power Weaponami i Komisarzem, 1 melta
Pluton 50 osobowy, na wypasie z autocannomai, Power Weaponami i Komisarzem i 5 meltami
2 Mantikory
Wszędzie gdzie się da voxy.
Jako kapitan, odpowiadałem za parowanie, ale pominę kwestię tego czym się przy parowaniach kierowałem
1. Bitwa z Free Frag Team'em (pozdro dla całej ekipy!)- przeciw gwardii Venatora - dośc standardowa rozpiska, jakbym jechał zwykłą gwardią to też bym się tak wystawił.
Venator wygrał wybieranie tury/strefy, wystawił się pierwszy ja schowałem się w rezerwy, żeby nie przegrac w pierwszej turze.
Wyszedłem dośc dobrze, tzn. Straken i 1 pluton w 2ej turze, mantikory i reszta w kolejnej.
Miałem mantikory sprawowały się przyzwoicie dobrze, mantikora Venatora nie mogła poszczycic się tym samym.
Generalnie miałem szczęście tam gdzie to się liczyło.
Dograliśmy do 5ej tury, gdzie skończyliśmy 10-10.
Wyszło u mnie trochę braku ogrania- nienalepsze wystawienie 2ego plutonu (ale nie fatalne) - nie zająłem jednego znacznika w swojej strefie a mogłem.
2ga bitwa z ARRRR'em z Space Wolves'ami z Team Damage.
Pitched battle, wystawiałem się jako drugi.
Brak mobilności bolał, i rozpiska niedostosowana do impasów też. Mantikory mogłem ustawic tak aby były niewidoczne dla fangów, tylko tak że były na przeciw Thunder Wolfów. Niefajnie. Ustawienie plutonów dostosowałem do ustawienia plutonów.
W tej bitwie po ustawieniu rzucałem już tylko kostkami.
Przejąłem inicjatywe i prztrzebiłem wilki, ale w 2ej turze i tak doszło do combatu, który trawał do 6ej tury (a może 5ej?). Kiedy dobijałem ostatnie pieski ARRR zajął niebronione objectivy i skończyło się 17:3 dla niego.
3ecia bitwa z Lokiim (Black Temparzy) z DEL Team'u.
Wystawiłem się zachowawczo piechotą. Kluczowe w bitwie było błędne ustawienie broni ciężkich, przez co miałem słabe pole ostrzału, a w konsekwencji ponosiłem przez większą część bitwy straty których mogłem uniknąć. To z kolei spowodowało, że nie wyczyściłem najgroźniejszych oddziałów strzeleckich, przed wyjściem mantyś z rezerw.
Dobra systematyczna i odważna wtedy kiedy to było konieczne gra przeciwnika, doprowadziła do tego, że na jednym z wypasionych plutonów musiałem paru krotnie testować na break'a, którego nie zdałem złamałem się i straciłem pluton, którym w innym wypadku wyczyściłbym i zabezpieczył flankę.
Ostatecznie 11-9.
Tempo bitwy było bardzo wysokie, chyba trochę irytowałem Darth'a tym, że w pewnym momencie nie byłem w stanie rozróżnić między 3 a 4 Puszczający oczko.
Wnioski:
Moje pierwsze 3 bitwy taką gwardią. Gdy poznałem już typowe układy terenów turniejowych, wiem co należałoby zmienić. Mantikor często nie da się schować, bo nie ma takich terenów w strefie wystawienia (tylko w 1 bitwie był taki teren, ale akurat w strefie wystawienia przeciwnika i stała tam jego Mantikora). To z koleji oznacza, że możliwie lepszym wyborem były Leman Russ+Mantikora. Żeby się gdzieś schować całkowicie, trzeba wyjechać ze strefy wystawienia- co dla mantyś jest oczywiście bez sensu.
Wędrowanie generalnie jest kiepskim pomysłem- nie wykorzystuję wtedy efektywnie swojej siły ognia. Tracę tylko żołnierzy, a nie wywieram presji na przeciwnika.
Autocannony najlepiej wymienić na laski dla lepszej synergii z 'Fire on My Target' co może byc zabójcze dla fangów itp.
Potrzebne są mi oddziały do napierania na dalekie znaczniki, tak aby piechota nie musiała się ruszać- to oznacza powrót kurczaków klub penali.
5 melt na bańkach gwardyjskich się nie sprawdzi ponieważ, napieranie 'blop'em' powoduje niepotrzebnie duże straty.
1-2 melty wystarczą jako broń obronna przed tank schockami. Jak piechota ma stac, to potrzebuje plazm, lub co najmniej granatników.
Autocannony na PCS'ach w takiej armi są takie sobie. Już strata 1 ludzika powoduje panikę - lepsze byłyby 4 granatniki.
Wnioski co do gry mam takie-bardzo często nie jestem w stanie schować kluczowych jednostek w swojej strefie wystawienia. Lub ustawienie terenów powoduje, że nie możliwe jest zdyslokowanie oddziałów dowodzenia, tak aby nie zginęły od ostrzału.
A na koniec muszę domalować gwardzistów z rozróżnieniami oddziałów- bo ogarnąć ten cały bałagan nie jest łatwo.
Jak zmieniłbym rozpiskę:
CCS z voxem (jeśli można brać bohaterów to ze Strakenem, wtedy nie wystarczy punktów na część poniższych zabawek w armii na 1500punktów)
2*Pluton:
PCS z 3ema granatnikami i voxem/4 granatnikami
4/5*odziały piechoty:
4/5*Lascannon, 4/5*sierżant z pw, 1 melta, 2 plazmy, komisarz z pw, 1 vox
Mantikora
Mantikora/Leman Russ/Leman Russ Demolisher
Sentinel z multilaserem/ Rough Riderzy
Etykiety:
Battle Report,
Imperial Guard,
Tactica Imperialis,
Taktyka,
Turniej,
wh40k
czwartek, 27 stycznia 2011
wh40k Warsaw Team Tournament

This Saturday our club will be fielding two teams (codenamed: Alpha and Omega) to attend this year's Wh40k Warsaw Team Tournament.
Last year we attended with just a single team, and what we encountered was generally a mix of really maxed out armies, needles to say they were generally pretty similar.
Knowing this will probably happen this year as well (we were right), we decided to go with either not top-peer armies, or some strange builds. Anyways we're not going there to claim points, but to shed blood and create as much mayhem as possible :)
The army lists are limited to: 1500pts, 1 HQ, 2-5Troops, 2FA, 2Elites, 2 HS, 1 Special Character per team.
Below is the army I'm going to bring in- Elements of the 27th Interplanetary Brigade. The army flavor is Soviet-style: lots of infantry with commissars to lead and some rocket artillery to suppress the enemies of the Peoples!!!
Company Command Squad =150
Colonel Ironhand Straken, Vox Caster
1st Platoon =515
Platoon Command Squad
Autocannon, Vox Caster
1st Squad
Sgt w/Power Weapon, Commissar w/Power Weapon, Krak Grenades, Lascannon
2nd Squad
Sgt w/Power Weapon, Vox Caster, Meltagun, Lascannon
3rd Squad
Sgt w/Power Weapon, Lascannon
4th Squad (50)
Sgt w/Power Weapon, Lascannon
5th Squad (50)
Sgt w/Power Weapon, Lascannon
2nd Platoon =515
Platoon Command Squad
Autocannon, Vox Caster
1st Squad
Sgt w/Power Weapon, Commissar w/Power Weapon, Krak Grenades, Meltagun, Autocannon
2nd Squad (50)
Sgt w/Power Weapon, Vox Caster, Meltagun, Autocannon
3rd Squad (50)
Sgt w/Power Weapon, Meltagun, Autocannon
4th Squad (50)
Sgt w/Power Weapon, Meltagun, Autocannon
5th Squad (50)
Sgt w/Power Weapon, Meltagun, Autocannon
Manticore 160
Manticore 160
Etykiety:
Imperial Guard,
Turniej,
wh40k
czwartek, 25 listopada 2010
Tides of War - Only through internal struggle can true champions emerge.
As a prelude to the Incunabilis campaign we tested the rules for Chaos Fleets made entirely of Daemon-Possessed Vessels. It was an internal double so to speak with Chaos vs Chaos Daemons in the Planetary Assault Scenario. Below is a "fluff" description of the battle that resulted as a victory for ... Chaos with limited loses (some meagers escorts) while the Daemon fleet lost the "Admiral" and "vice admiral" of their fleet and sustained alot of damage to other ships as well.
Not a single "assault point" was scored! Praise the Hidden Gods.
-------------------------------------------------------------------------------------------------
744.211M41
Incunabilis Sector
Moerius Mortus Sub-sector
High orbit above Palas
The atmosphere of Palas was always thin; thin enough that in the space above the war vessels under the service of Myrkathul, the Exalted servant of the Hidden Gods could be seen with the naked eye.
The call had come a few weeks later. The sorcerers that Myrkathul employed had told him about the tides their whispering allies brought. The omens spoke of great waves in the Empyrean; waves that indicated more than one fleets of warship approaching the sector. To make matters more interesting they sensed the presence of upheaval in the system and although should the servants of the Corpse Emperor would become a problem if they received reinforcements the seers told of servants of the Gods also coming.
For those reasons Myrkathul had commanded all his subservient commanders to gather above Palas for briefings. Already some of the vessels had arrived hence he had also joined his lieutenants aboard the Dreadful, his Despoiler Class Battleship which served as the fleets Flagship.
It was during the first of many routine inspections that the sirens started wailing. Myrkathul approached the closest vox hub to be informed that enemy vessels had approached the area and were almost within striking range of the planet below. For a second he was dumbfounded, To make matters worse the signals revealed capital ships and nobody could tell him how such vessels had approached so close undetected.
Thankfully his presence on the ship meant his minions were aptly motivated, and terrified, and as such responded with great speed bringing the ship into full battle readiness in less than twenty minutes. Communication had already been exchanged with the other fleet vessels alerting them of the danger before Myrkathul had arrived at his bridge.
More data poured in from one of the patrolling destroyer squadrons that spoke of the enemy as Old Night designation cruisers that refused all hails and challenges. Before long he heard cries from the deck of one of the destroyers as they were fired upon but from what he saw on his screens the void shields of the destroyer held.
With a smile on his face he ordered all available ships to intercept. Fighters and assault boats were immediately launched and similarly the other fleet vessels trained their lances and weapon batteries towards the enemy.
As time progressed and the distance was reduced the two fleets started exchanging salvos. Little was done to the forces of the Exalted Champion as his ship lead from the front taking the brunt of the attacks from the enemy lances and bombers. The powerful void shields held and only minimal damage was inflicted on the battleship.
Not a single "assault point" was scored! Praise the Hidden Gods.
-------------------------------------------------------------------------------------------------
744.211M41
Incunabilis Sector
Moerius Mortus Sub-sector
High orbit above Palas
The atmosphere of Palas was always thin; thin enough that in the space above the war vessels under the service of Myrkathul, the Exalted servant of the Hidden Gods could be seen with the naked eye.
The call had come a few weeks later. The sorcerers that Myrkathul employed had told him about the tides their whispering allies brought. The omens spoke of great waves in the Empyrean; waves that indicated more than one fleets of warship approaching the sector. To make matters more interesting they sensed the presence of upheaval in the system and although should the servants of the Corpse Emperor would become a problem if they received reinforcements the seers told of servants of the Gods also coming.
For those reasons Myrkathul had commanded all his subservient commanders to gather above Palas for briefings. Already some of the vessels had arrived hence he had also joined his lieutenants aboard the Dreadful, his Despoiler Class Battleship which served as the fleets Flagship.
It was during the first of many routine inspections that the sirens started wailing. Myrkathul approached the closest vox hub to be informed that enemy vessels had approached the area and were almost within striking range of the planet below. For a second he was dumbfounded, To make matters worse the signals revealed capital ships and nobody could tell him how such vessels had approached so close undetected.
Thankfully his presence on the ship meant his minions were aptly motivated, and terrified, and as such responded with great speed bringing the ship into full battle readiness in less than twenty minutes. Communication had already been exchanged with the other fleet vessels alerting them of the danger before Myrkathul had arrived at his bridge.
More data poured in from one of the patrolling destroyer squadrons that spoke of the enemy as Old Night designation cruisers that refused all hails and challenges. Before long he heard cries from the deck of one of the destroyers as they were fired upon but from what he saw on his screens the void shields of the destroyer held.
With a smile on his face he ordered all available ships to intercept. Fighters and assault boats were immediately launched and similarly the other fleet vessels trained their lances and weapon batteries towards the enemy.
As time progressed and the distance was reduced the two fleets started exchanging salvos. Little was done to the forces of the Exalted Champion as his ship lead from the front taking the brunt of the attacks from the enemy lances and bombers. The powerful void shields held and only minimal damage was inflicted on the battleship.

Their enemies, a Styx designated Heavy cruiser and two Devastations, did not fare the same fate. Numerous lances penetrated as did a few waves of assault boats. The results were troubling. Although it was obvious the assault boats had reached their targets despite the enemy fighters all contact was lost with the boarding parties. Minutes later explosions riddled the enemy capital ship proving the success of the attack. On the other hand Myrkathul watched his interest growing as none of the crews seemed to return to their assault boats.
Instead, in the blink of the eye all enemy contacts disappeared. He screamed at the men controlling the sensor servitors to check and recheck but the result was the same. No contact. The enemy vessels disappeared along with any and all assault boats as well as their own cloud of fighters.
Before he had time to vent off his frustration at a bridge officer that was trying to get his attention the Oculus at the middle of the command screen lit up. The panicked voice of the captain of the Deviant, the Hades class Heavy Cruiser that Myrkathul noticed was still on high orbit despite his orders, made all heads turn from their posts.
“By the powers! They came from nowhere! They are all around us! My Lord I require assistance! Three enemy capital ships have appeared without any previous indication in orbit around the planet. Sire no human culture has the ability to cloak ships of that size and the moment they appeared the Astropath and Navigator started screaming and went into fits. Sire, it means only one thing. IT has sent the creature-ships to destroy the planet, after 111 years of truce; Fthonos is trying to consumer Palas once again! “
The Chaos Champion smiled, his filed teeth glinting in the light reflected from the screens before him.
“Bring me the witch” he growled and soon after the wretch that was always kept on board for such an eventuality, was brought before him. The woman was blind and ritual scarring marked her face yet she seemed to sense what was going on and was struggling against her captors. As the champion rose from his throne and approached the two men turned their heads not wishing to see what would happen.
Although not very gifted Myrkathul still possessed some rudimentary abilities from dabbing into sorcery and this was one of the first rituals his mentor had taught him. He drew the long adorned golden knife and plunged it deep in the woman’s belly and as her screams started to fill the room he also spoke the arcane words that made his throat bleed from tension. As the woman slumped to the floor blood oozing around her he lowered himself near her face and spoke.
“Be prepared to be destroyed Daemons for none crosses Myrkathul the Champion of the Gods no matter how close to them they may be. If you are hearing this I give you one chance to join me in the coming days or be destroyed.”
From the on it went downhill for the Daemon Fleet. The crew aboard most vessels in this regions were drilled and indoctrinated on this eventuality as the agreement reached between the renegade forces and the intellect known as Fthonos the Daemon Price was not just known but branded in every second child born from humans in this sub-sector. Such children were raised till their eleventh year and then sacrificed to appease him.
For those reasons only a few minutes passed and reports had already trickled in. The trap had been sprung and as the daemon-vessels re-appeared this time in low orbit, the hidden escorts as well as the now powered up Deviant fired upon the enemy flagship. This time before it had time to dematerialize the plasma drives were punctured from the numerous lance hits and an explosion of great magnitude took the whole ship with it. Some of the destroyers perished in the explosion as well but that was irrelevant. One of the other possessed vessels went up next, the debris as well as the concentrated fire from the vessels returning to the planet overloading the void shields first and then destroying it completely as its own plasma reactors exploded as well.

As the entities in the remaining vessels sensed the death of their kin and their auspex arrays showed them the approaching flagship they did the one thing they could.
Space above the planet became calm once more as the remaining four daemon cruisers disappeared in the blink of an eye. It would rain debris on Palas for weeks to come.
Etykiety:
Battlefleet Gothic,
Campaign,
Chaos,
Games Workshop,
Incunabilis,
Kampania,
Warhammer 40,
wh40k
środa, 13 października 2010
Van Burren's Painting Report: Weathering of Ork Trukks
Van Burren here,
I finally managed to find the time to write up the report of my latest painting escapade. This time we will take a look at everyone's favorite four wheeled ramshackle box of exploding death, the Ork trukk.
I know that you all wish you had entire 5000 point armies painted to Golden Daemon standards, yet that not being the case, we have to make due with the skill AND time (there is never enough of it, is there?) we have. Thus, last time we concentrated on very general painting techniques that are quick and easy and give fairly good visual results for organic characters. This time around the report will focus on the quick AND easy weathering, for that touch of realism.
The trukk model is, unlike what you most non-orkers think, quite an elegant and complicated machine. The only mekanikal bitz that are missing is an operational engine to start zooming about for real (well, ok, I AM EXAGGERATING, but the detail put into the engine block, suspension and transmission is amazing). The only complaint I have is that you seldom get to see all this goodness as the trukks usually end up exploding before anyone has a chance to say "Oh, that's ne..!". On the other hand, the trukk has a lot of flat surfaces with mixed texturing. The flat surfaces make for good contrast to the machine bits and can be used to add a lot of personalization to the trukks. All in all, this is a really fun model to build, convert, and paint.
Strangely enough, the ork technology of the 40-first millennium is very close to ours, and so it is fitting to use our trukks as reference.

Ork Trukk circa 1996
Take a look at the picture above. Notice the rust all over the unpainted metal and eating away at the paint. Also of import is the dust on the sides of the tiers. For even more reference pictures just do an image search for truck + dirty + panties.
For my particular trukks I was aiming for the look of a WWII German half-track inbred with a garbage bin.
Let's get down to the painting table.
I started off by priming my trukks and adding a single coat of paint for, well, the paint.
Nothing special there. Next, I painted all the metallic parts with boltgun metal. Here comes the INTERESTING part: after the paint dries, I use a mix of 2/3 Tin Bitz and 1/3 Dark Flesh and a bunch of water to create a wash. This is my "rust" wash. Notice that we are going to apply it on bare boltgun metal. The question that we have to ask ourselves is w-h-e-r-e will the rustiest bits be and where we will have no rust.
Places where rust accumulates:
- Unpainted metal exposed to water
Places where metal is less likely to accumulate:
- Moving bits
- Hot bits
- Very dry bits
- Smokey bits
- Oiled bits
- Touchy bits (handles and some such)
Following this short guide and our reference pictures, we apply more-less-none of the wash to the metal bits on the model.

After the wash is completely dry I applied a black wash to the metal bits to add some cheap shading. At this step I also applied a wash to the painted parts using a mix of black and dark green. Once THAT dries, I used some mythril silver to highlight areas where the metal is more polished.
Places where the metal will be the shiniest are any areas that will be often rubbed by the orks. As they are not likely to be actually cleaning anything, these will only include the service areas. I also used it to add edge highlights to the rest of the metal, for the pop-effect. Look at the picture below and notice how I put my mythril where my mouth is :P
The next little step was to dry brush highlights on the Paint as well as adding some white edge highlights to emphasize the straight edges.
Once we have the paint (and whenever I say the paint, I mean the Paint) ready, it is time for some weathering on it.
Digressing....
Long, long time ago, in a land far away, there lived... Bolt and Rivet. Bolt and Rivet were laying happily in dump land when suddenly a big green tornado of teeth and wrenches took them far away. Where he screwed both of them. After the screwing, they were covered under a thick layer of icky paint. The Bolt and the Rivet thought that there life was over, as they were away from water and air, but it was not so. Soon enough they found themselves being jerked ... and vibrated... until they became loose and the paint cracked around Rivet. When that happened water seeped in between them and they started to ... oxidate.
To simulate this I went over all the screw heads under the paint and applied some rusting (you can use the same wash as before). Use as much as you want, just remember to highlight the bolt once you are done to create a nice contrasting effect.
Ok, time for another effect. But before we do that let's paint in some of the other details not related to weathering. Now. ... Mud. ... Orks love mud... it reminds them of childhood. To make mud I looked to my spice cabinet. Ground cinnamon! Looks good. Take the cinnamon (or any other fine powdery condiment) and mix it with white glue and the color of your own personal mud. The cinnamon will absorb it all and create a thick paste that you can now apply wherever mud naturally goes... which is everywhere. Take special "care" of places where the wheels are, where orks move about (yeah, they like mud), and any other spot that will have contact with the ground.
In this case it was the wheels, anything near the wheels, the ramming bit, the loading area, and the seats.... oh, wait, that's not mud.
Once all that is finished. We can add some dusting. A very fine wash applied sparingly bottom up on the vehicle. Dust accumulates everywhere but the closer to the ground, the more of it will be.
Although we are done, there are few more touches I want to show you.
Chipped paint. Using a sponge dabbed in black paint I rubbed it wherever the paint would come into contact with some scratchy bits and then painted the inside of the black with mythril, as can be seen on the next photo.
I used a toothbrush to add a spatter effect of muddy water on the sides of the truck and of a mark of an unfortunate road blocker on the front of the truck.
On the previous picture on the ram, and on the next one, on the wheels, check the mythril marks showing where the dirt/rust/poop/'umies got recently rubbed off.
Other interesting things to note:
Sooty engine block and exhausts.
Rubbed handles.
Rockets, being "disposable" do not show any aging.
Where did the other trukk go?
I hope all of this will be helpful to getting your weathering done in an hour or two (as opposed to leaving your model outside the window for a year).
Allright, that's it for now! May the emperor protect.
I finally managed to find the time to write up the report of my latest painting escapade. This time we will take a look at everyone's favorite four wheeled ramshackle box of exploding death, the Ork trukk.
I know that you all wish you had entire 5000 point armies painted to Golden Daemon standards, yet that not being the case, we have to make due with the skill AND time (there is never enough of it, is there?) we have. Thus, last time we concentrated on very general painting techniques that are quick and easy and give fairly good visual results for organic characters. This time around the report will focus on the quick AND easy weathering, for that touch of realism.
The trukk model is, unlike what you most non-orkers think, quite an elegant and complicated machine. The only mekanikal bitz that are missing is an operational engine to start zooming about for real (well, ok, I AM EXAGGERATING, but the detail put into the engine block, suspension and transmission is amazing). The only complaint I have is that you seldom get to see all this goodness as the trukks usually end up exploding before anyone has a chance to say "Oh, that's ne..!". On the other hand, the trukk has a lot of flat surfaces with mixed texturing. The flat surfaces make for good contrast to the machine bits and can be used to add a lot of personalization to the trukks. All in all, this is a really fun model to build, convert, and paint.
Strangely enough, the ork technology of the 40-first millennium is very close to ours, and so it is fitting to use our trukks as reference.
Ork Trukk circa 1996
Take a look at the picture above. Notice the rust all over the unpainted metal and eating away at the paint. Also of import is the dust on the sides of the tiers. For even more reference pictures just do an image search for truck + dirty + panties.
For my particular trukks I was aiming for the look of a WWII German half-track inbred with a garbage bin.
Let's get down to the painting table.
I started off by priming my trukks and adding a single coat of paint for, well, the paint.
Places where rust accumulates:
- Unpainted metal exposed to water
Places where metal is less likely to accumulate:
- Moving bits
- Hot bits
- Very dry bits
- Smokey bits
- Oiled bits
- Touchy bits (handles and some such)
Following this short guide and our reference pictures, we apply more-less-none of the wash to the metal bits on the model.
After the wash is completely dry I applied a black wash to the metal bits to add some cheap shading. At this step I also applied a wash to the painted parts using a mix of black and dark green. Once THAT dries, I used some mythril silver to highlight areas where the metal is more polished.
Places where the metal will be the shiniest are any areas that will be often rubbed by the orks. As they are not likely to be actually cleaning anything, these will only include the service areas. I also used it to add edge highlights to the rest of the metal, for the pop-effect. Look at the picture below and notice how I put my mythril where my mouth is :P
Digressing....
Long, long time ago, in a land far away, there lived... Bolt and Rivet. Bolt and Rivet were laying happily in dump land when suddenly a big green tornado of teeth and wrenches took them far away. Where he screwed both of them. After the screwing, they were covered under a thick layer of icky paint. The Bolt and the Rivet thought that there life was over, as they were away from water and air, but it was not so. Soon enough they found themselves being jerked ... and vibrated... until they became loose and the paint cracked around Rivet. When that happened water seeped in between them and they started to ... oxidate.
To simulate this I went over all the screw heads under the paint and applied some rusting (you can use the same wash as before). Use as much as you want, just remember to highlight the bolt once you are done to create a nice contrasting effect.
In this case it was the wheels, anything near the wheels, the ramming bit, the loading area, and the seats.... oh, wait, that's not mud.
Chipped paint. Using a sponge dabbed in black paint I rubbed it wherever the paint would come into contact with some scratchy bits and then painted the inside of the black with mythril, as can be seen on the next photo.
Sooty engine block and exhausts.
Rubbed handles.
Rockets, being "disposable" do not show any aging.
Where did the other trukk go?
I hope all of this will be helpful to getting your weathering done in an hour or two (as opposed to leaving your model outside the window for a year).
Allright, that's it for now! May the emperor protect.
piątek, 3 września 2010
Tactica Imperialis: Tauros, Tauros Venator
"Just drive down that road, until you get blown up"
- General George Patton, addressing reconnaissance troops
Since the Blog gets more hits from International viewers then from Polish ones, I’ve decided to go for an full English article this time. This article is a continuation of previous Tactica Imperialis articles written by your humble scribe (me) in low gothic (Polish) about Griffons, Penal Legions and Sentinels.
So without further ado...
Tauros and Tauros Venator are the two new toys from Forge World for all the Tread Heads out there. Their rules can be found in Imperial Armour Vol. 8 Raid on Kastorel-Novem. All the coolness factor aside (IG buggies - yeah!!!), let us consider their battlefield efficiency.
These two vehicles share a few special rules: scout, open-topped and fast are the standard ones, but theres more...
You’ve been thinking about buying a hybrid car? - Well, think again: the purely electric driven Tauros (thanks to the Galvanic Motors®) is the best thing since bread came sliced. On 4+ you ignore Immobilized armor penetration results. This is just awesome for a squadroned vehicle (one does not need to deny the enemy his vehicle by blowing it up!) . On top of that you can re-roll failed Dangerous Terrain tests, when moving at combat speed- this too sometimes comes in handy.
Let’s take on the smaller of the two vehicles first: the Tauros.
I will compare it to the most similar unit from the generic IG codex: the sturdy Scout Sentinel (later referred to as SS (but not as “The SS”) For just the same cost as a SS with a heavy flamer you get the basic Tauros (with a heavy flamer as well). You loose the ability to engage the enemy in close combat, but you get the ability to move 12” and still fire your heavy flamer. When outflanking this gives your the ability to threaten enemy infantry that is up to 20” from a short table edge.
This buggy has a drawback however- the options it has are generally sub-par army wise. The special-issue Tauros grenade launcher is a mid-strength/low-strength blast weapon- one of many, many the IG can field (the 4 GL Platoon Command Squad comes to mind) and I really don’t see anything justifying mounting it on a speedy car. The grenade launcher variant does not improve the overall army performance of the Imperial Guard. A fast and cheap heavy flamer carrier does.
And now for something completely different...
oh well, maybe not that much different: Tauros Venator (I will restrain myself from using the TV abbreviation)
for 10 points more you can buy Tauros’ combi-cabrio version: you get 2 more wheels and 2mm armored plate for some real protection from the front - STOP- this doesn't interest gamers that much, let's try again...
for 10 points more then the standard Tauros you get AV11 front, and a twin-linked multilaser. Honestly I think that multilaser SSs are much better. Point for point (almost) they have the same firepower and can take just as much punishment before going down (2 TVs vs. 3 SSs), but Sentinels can attack in close combat- which is advantageous for a outflanking unit.
So what makes the Venator good?- well the TL lascannon does. The lascannons always have come with some kind of sacrifice in the IG codex, and it’s great to have one more option of deploying this powerful tool of Emperor’s Justice. For 65 pts, you get a fast moving lascannon platform, that is quite accurate, and has a small size (so is easily to hide).
Unlike the Vendetta- it can easily be completely or partially hidden (even behind infantry!). A squadron of Venators can maintain maximum firepower when moving up to 12”, whereas a Vendetta can not. For these advantages one has to sacrifice the transport ability and some firepower at low speeds.
The goodies don’t just stop here- the Venator can take up to 2 HKM’s (bumping it’s cost to a whooping 85 pts for a wet paper buggy [with some cardboard to the front- to make it just]. This certainly is a valid option, although one has to be very careful in using this paper sword. A squadron of 3 TVs all kitted out with lascannons and HKM’s costs over 250, and I would only seldom advise taking it.
Summary:
The Tauros and Tauros Venator make great additions to the Imperial Guard Army, but unlike Scout Sentinels they are highly specialized, and can only perform well their specific task: Tauros as a infantry killer, and Venator as a Tank/Monster hunter. Both Tauros variants are designed to punch the enemy in the face (the Venator preferably from 2 leagues away, as not to get punched back) and should be used this way. They either can not fulfill the many roles the Sentinels can, or would so for much more points, so it’s probably good to use both these units at the same time. The Venators present a valid alternative to the much loved (or hated, dependant upon if you are looking up or down the lascannon’s barrel) Vendetta Gunship, whereas the smaller Tauros replaces Flamer Sentinels.
So without further ado...
Tauros and Tauros Venator are the two new toys from Forge World for all the Tread Heads out there. Their rules can be found in Imperial Armour Vol. 8 Raid on Kastorel-Novem. All the coolness factor aside (IG buggies - yeah!!!), let us consider their battlefield efficiency.
These two vehicles share a few special rules: scout, open-topped and fast are the standard ones, but theres more...
You’ve been thinking about buying a hybrid car? - Well, think again: the purely electric driven Tauros (thanks to the Galvanic Motors®) is the best thing since bread came sliced. On 4+ you ignore Immobilized armor penetration results. This is just awesome for a squadroned vehicle (one does not need to deny the enemy his vehicle by blowing it up!) . On top of that you can re-roll failed Dangerous Terrain tests, when moving at combat speed- this too sometimes comes in handy.
Let’s take on the smaller of the two vehicles first: the Tauros.
I will compare it to the most similar unit from the generic IG codex: the sturdy Scout Sentinel (later referred to as SS (but not as “The SS”) For just the same cost as a SS with a heavy flamer you get the basic Tauros (with a heavy flamer as well). You loose the ability to engage the enemy in close combat, but you get the ability to move 12” and still fire your heavy flamer. When outflanking this gives your the ability to threaten enemy infantry that is up to 20” from a short table edge.
This buggy has a drawback however- the options it has are generally sub-par army wise. The special-issue Tauros grenade launcher is a mid-strength/low-strength blast weapon- one of many, many the IG can field (the 4 GL Platoon Command Squad comes to mind) and I really don’t see anything justifying mounting it on a speedy car. The grenade launcher variant does not improve the overall army performance of the Imperial Guard. A fast and cheap heavy flamer carrier does.
And now for something completely different...
oh well, maybe not that much different: Tauros Venator (I will restrain myself from using the TV abbreviation)
for 10 points more you can buy Tauros’ combi-cabrio version: you get 2 more wheels and 2mm armored plate for some real protection from the front - STOP- this doesn't interest gamers that much, let's try again...
for 10 points more then the standard Tauros you get AV11 front, and a twin-linked multilaser. Honestly I think that multilaser SSs are much better. Point for point (almost) they have the same firepower and can take just as much punishment before going down (2 TVs vs. 3 SSs), but Sentinels can attack in close combat- which is advantageous for a outflanking unit.
So what makes the Venator good?- well the TL lascannon does. The lascannons always have come with some kind of sacrifice in the IG codex, and it’s great to have one more option of deploying this powerful tool of Emperor’s Justice. For 65 pts, you get a fast moving lascannon platform, that is quite accurate, and has a small size (so is easily to hide).
Unlike the Vendetta- it can easily be completely or partially hidden (even behind infantry!). A squadron of Venators can maintain maximum firepower when moving up to 12”, whereas a Vendetta can not. For these advantages one has to sacrifice the transport ability and some firepower at low speeds.
The goodies don’t just stop here- the Venator can take up to 2 HKM’s (bumping it’s cost to a whooping 85 pts for a wet paper buggy [with some cardboard to the front- to make it just]. This certainly is a valid option, although one has to be very careful in using this paper sword. A squadron of 3 TVs all kitted out with lascannons and HKM’s costs over 250, and I would only seldom advise taking it.
Summary:
The Tauros and Tauros Venator make great additions to the Imperial Guard Army, but unlike Scout Sentinels they are highly specialized, and can only perform well their specific task: Tauros as a infantry killer, and Venator as a Tank/Monster hunter. Both Tauros variants are designed to punch the enemy in the face (the Venator preferably from 2 leagues away, as not to get punched back) and should be used this way. They either can not fulfill the many roles the Sentinels can, or would so for much more points, so it’s probably good to use both these units at the same time. The Venators present a valid alternative to the much loved (or hated, dependant upon if you are looking up or down the lascannon’s barrel) Vendetta Gunship, whereas the smaller Tauros replaces Flamer Sentinels.
Etykiety:
English,
Imperial Guard,
Tactica Imperialis,
Taktyka,
Warhammer 40,
wh40k
wtorek, 31 sierpnia 2010
Painting Report: Ogryn 1996
Van Burren here,
My first time on this blog with a Painting Report!
First, let me start with giving a bit of background on me & painting:
I started painting miniatures back in 1996. That was when I got me a shiny box of second edition WH 40k and botched all the marine miniatures with a silver spray ... Having ruined all of the marines I only had the orks left, which I then started collecting and painting.
Due to life's unforeseen circumstances... and lack of a gamer group in my new town, I stopped painting in 1999. That was a sad time in my life....
In March 2009 when I got me a shiny box of 5th edition WH 40K and relived beautiful memories from my childhood, with the exception of raping my space marines with wall paint. And so I painted some more orks with a strong feeling of deja vu.
Apart from miniature painting I have doubled in digital art, REAL painting, lots of sketch work, murals, sculpting and all sorts of artsy stuff since I was ... hmmm I don't recall ever not doing any of that. I you could say I have a fairly strong background when it comes to paint. Also, I would like to mention I'm addicted to coolminiornot.
I do hope this is not going to be the last report of this kind... and I promise not to rant on the next one.
Anyyyyywayyyyyss, back to business.
Today I'm going to be painting (in a figurative sense) an Ogryn bone 'ead called Stefa, from 2nd edition (whom I managed to retrieve from the time-warp he was sitting in since 1999).
Those Ogryns were a bit different from the modern day ones. They had a bit more of an edge to them and less of a I-m-too-dumb-to-wipe-my-own-arse look on their faces.
Since he was already painted by me back in 1996 (... doesn't that sounds like a quote from "Back to the Future 3"?) I decided to simply enhance that paint job. So here is the first pic showing the ogryn with a new coat of paint.

I wish I had made a photo of him before I started painting, so you will have to use your imagination or x-ray vision to see what he looked like before.
The colors I used there were dwarf flesh, german cammo green, chaos black(weapon). All the remaining paint was there before.
First I started off with the gun using a technique I use from most inorganic objects. I added highlights with about 1/2 black 1/2 Enchanted Blue, then added edge highlights with 3/4 khaki 1/4 black, then added pure khaki extreme highlights, and some very extreme pure white highlights. This is not very fine blending and to tie the colors together I washed it with badab black ink. After it dried I redid some of the extreme highlights with a watered down white.
I do not like to spend a lot of time on guns and other menial equipment as I find it that it requires a lot of concentration to make blending on them look very good and for me it is not interesting enough to do spend time on it. The technique I used here did not take more than a few minutes and the result is satisfactory for anything other then competition entry or collector piece.
Next up I did the metallics on the gun. I undercoated it all with boltgun metal and then applied highlights with mithril silver, washed with badab black, and redid some mithril highlights. Sometimes I use a mix of white and mithril silver to do extreme edge highlights. Also notice that I painted the shells. Since I do not have a brass colored paint I based them with burnished gold, then washed with badab black and gryphon sepia, and at the end dry brushed some mythril silver.
This is my favorite part, painting the skin. I really enjoy painting the organic bits such as skin and fur as a more free and imprecise way of painting, such as mine, works to the benefit of such surfaces as they are never perfect in nature. The first thing I did was to gradually paint from dwarf flesh to white (off-white is an even better choice). I did this by putting a bit of white right next to dwarf flesh on the palette and mixing them in between, gradually adding more white to the mix. I usually do this by eye, but what I end up doing in the end, is painting around three to four progressive levels till I arrive to near-white.
Ok, we finished doing the gradient.... but it certainly does not look like skin! Oh, wait my friends, do not throw the first stone! We are only behind the first and least inventive step. What we need to do now is to add character. I've done this by adding things like a red nose (diluted blood red), swelling around the band-aid, eyes!, drybrushed hair, and redness on stressed joints using diluted red gore.

Now we are getting somewhere! Notice on that last picture that I also painted the combat blade. I used the same technique as the metal on the gun, and after that added weathering to both by washing them with a mix of strongly watered down tin bitz and dark flesh. Also, I added some dried blood smearing to the knife using a loose brush with only a little diluted red gore, it is better visible on the next pic.
As the flesh still looks way to fresh and baby like, I added a wash of very watered flesh-sepia-black to the whole skin area, making sure that the paint does not pool.
The clothing and leather were painted in a similar way to the gun. 1. Do three stages of highlights, 2. Wash with base color, 3. Re-do extreme highlights. For leather I used a bit more extreme highlight as leather tends to reflect light much better. I added another highlight to the skin mixing gloss varnish, white, and dwarf flesh to reinforce the highlights and add it a lively feel.
The 98% finished model looks like this:
And here are the pics of his buddies:

Allright, that's it for now! May the emperor protect.
My first time on this blog with a Painting Report!
First, let me start with giving a bit of background on me & painting:
I started painting miniatures back in 1996. That was when I got me a shiny box of second edition WH 40k and botched all the marine miniatures with a silver spray ... Having ruined all of the marines I only had the orks left, which I then started collecting and painting.
Due to life's unforeseen circumstances... and lack of a gamer group in my new town, I stopped painting in 1999. That was a sad time in my life....
In March 2009 when I got me a shiny box of 5th edition WH 40K and relived beautiful memories from my childhood, with the exception of raping my space marines with wall paint. And so I painted some more orks with a strong feeling of deja vu.
Apart from miniature painting I have doubled in digital art, REAL painting, lots of sketch work, murals, sculpting and all sorts of artsy stuff since I was ... hmmm I don't recall ever not doing any of that. I you could say I have a fairly strong background when it comes to paint. Also, I would like to mention I'm addicted to coolminiornot.
I do hope this is not going to be the last report of this kind... and I promise not to rant on the next one.
Anyyyyywayyyyyss, back to business.
Today I'm going to be painting (in a figurative sense) an Ogryn bone 'ead called Stefa, from 2nd edition (whom I managed to retrieve from the time-warp he was sitting in since 1999).
Those Ogryns were a bit different from the modern day ones. They had a bit more of an edge to them and less of a I-m-too-dumb-to-wipe-my-own-arse look on their faces.
Since he was already painted by me back in 1996 (... doesn't that sounds like a quote from "Back to the Future 3"?) I decided to simply enhance that paint job. So here is the first pic showing the ogryn with a new coat of paint.
I wish I had made a photo of him before I started painting, so you will have to use your imagination or x-ray vision to see what he looked like before.
The colors I used there were dwarf flesh, german cammo green, chaos black(weapon). All the remaining paint was there before.
First I started off with the gun using a technique I use from most inorganic objects. I added highlights with about 1/2 black 1/2 Enchanted Blue, then added edge highlights with 3/4 khaki 1/4 black, then added pure khaki extreme highlights, and some very extreme pure white highlights. This is not very fine blending and to tie the colors together I washed it with badab black ink. After it dried I redid some of the extreme highlights with a watered down white.
Next up I did the metallics on the gun. I undercoated it all with boltgun metal and then applied highlights with mithril silver, washed with badab black, and redid some mithril highlights. Sometimes I use a mix of white and mithril silver to do extreme edge highlights. Also notice that I painted the shells. Since I do not have a brass colored paint I based them with burnished gold, then washed with badab black and gryphon sepia, and at the end dry brushed some mythril silver.
Now we are getting somewhere! Notice on that last picture that I also painted the combat blade. I used the same technique as the metal on the gun, and after that added weathering to both by washing them with a mix of strongly watered down tin bitz and dark flesh. Also, I added some dried blood smearing to the knife using a loose brush with only a little diluted red gore, it is better visible on the next pic.
As the flesh still looks way to fresh and baby like, I added a wash of very watered flesh-sepia-black to the whole skin area, making sure that the paint does not pool.
wtorek, 24 sierpnia 2010
IG closing-in!!!
More pic's of my IG (actually the 3rd Invasion Corps).
Tym razem zbliżenia na moje IG, albo raczej 3 Korpus Inwazyjny:















Tym razem zbliżenia na moje IG, albo raczej 3 Korpus Inwazyjny:
Etykiety:
Imperial Guard,
Malowanie,
wh40k,
Work-In-Progress,
Zbieranie Armii
poniedziałek, 23 sierpnia 2010
Piechota w Natarciu
Dzisiaj wyjąłem pozostałą część mojej kompanii zmechanizowanej, daleko jej jeszcze do skończenia, ale koniec malowania jest bliższy niż początek.
Etykiety:
Imperial Guard,
Malowanie,
wh40k,
Work-In-Progress,
Zbieranie Armii
niedziela, 22 sierpnia 2010
Kompania Zmechanizowana
Never-ending WIP of my Mechanized Company (Bad Company, 2nd Battalion, 489th Regiment, 3rd Invasion Corps) together with designated Corps Airforce unit(203 Special Operations Wing).
Nieustanny WIP mojej Kompanii Zmechanizowanej (Kompania B, 2 Batalion, 489 Pułk Zaporowy, 3 Korpus Inwazyjny) wraz z desygnowanymi jednostkami lotnictwa Korpusu (203 Skrzydło Operacji Specjalnych).
Nieustanny WIP mojej Kompanii Zmechanizowanej (Kompania B, 2 Batalion, 489 Pułk Zaporowy, 3 Korpus Inwazyjny) wraz z desygnowanymi jednostkami lotnictwa Korpusu (203 Skrzydło Operacji Specjalnych).
Etykiety:
Imperial Guard,
Malowanie,
wh40k,
Work-In-Progress,
Zbieranie Armii
sobota, 21 sierpnia 2010
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