Thursday, 31 October 2013

Workin' With Themes: Word Bearers 32nd Host

My well read copy of Dark Disciple.

The Word Bearers are one of my favourite Legions (just behind my Thousand Sons and Iron Warriors). Their unwavering loyalty to chaos and sense of purpose is admirable. Today, I’m sharing my interpretation of the 32nd host from the Dark Disciple novel, led by the aspiring Dark Apostle, Marduk. This list represents the detachment send to Perdus Skylla, to unlock the secrets of the Nexus Arrangement, a mysterious Necron artifact. This example list comes in at bang-on 2000 points.

HQ

Dark Apostle, mutation, murder sword melta bombs

warpsmith, mutation, sigil of corruption, mark of tzeentch

Elites

5 terminators, reaper Autocannon, chainfist, combi-plasmagun, veterans of the long war, champion with lightning claw and combi melta
Land Raider, daemonic possession

Troops

8 chaos marines, mark of khorne, veterans of the long war, champion with chainaxe and mutation

10 chaos marines, missile launcher, plasma gun, veterans of the long war, power axe, meltabmbs

7 chaos marines, icon of vengeance, veterans of the long war, champion with power sword and gift of mutation, meltabombs

Heavy Support

Land Raider

Land Raider

Land Raider



The major issue I had was including all the characters. As you all know, there are only two Hq slots, but in Dark Apostle there are four main characters, not including minor champions. To combat this, I made the two most distinct characters (position wise), Marduk and Darioq, HQ choices, a dark apostle and warpsmith respectively. Kol Badar is the leader of the Annointed, so it made sense to make him the terminator champion. Burias is represented by the icon bearer in the third chaos marine unit. Not ideal, but it works. To finish off, Khalaxis, Sabtec and Namir-Sin are the unit champions.

Markuk has the murder sword to represent his daemonic chainsword. This replaces the power maul, as he does not use the hallowed weapon in Dark Disciple. Darioq has an Aura of Dark Glory and mark of tzeentch to represent his powerful force field. The mutation gift mimics his wildly mutating body. Khalaxis and Sabtec also have mutations: Khalaxis’ represents his stim-injectors, whilst Sabtec is described as being blessed by the chaos gods, and is thus rewarded.


The list numbers 32 models exactly, excluding tanks. This number was explicably referenced in the book, so I kept to it. The squad sizes (or allocations) aren't identical, but they had to be adjusted to make accommodations in terms of weapon access and FOC slots. For example, the chosen and havocs are normal marine squads. The bonus is that it makes them scoring

The force travelled across the frozen wasteland in four land raiders. I had to do this by maxing out the heavy support slots and giving the terminators a dedicated transport. This is one of the reasons why the 'havoc' squad in the book is represented by ordinary marines. The land raiders have no extra gear, since none is mentioned in the book. The only exception is Kol Badar's tank, which was mentioned to be daemonically possessed in the novel.


I plan to do more of these list articles. If there’s any particular them you’d like to see, from a book or just a cool them idea, let me know of the Facebook page. 

Tuesday, 29 October 2013

WIP: Chaos Spartan Kit Bash Part Four: Back to Work!



It has been some time since I've done any work to this tank. Uni, coursework, and of course new projects, meant this battle tank has, until now, been gathering dust. But not for long. For the past few days I've been incredibly motivated, and so here is my progress on this long-forgotten piece of heavy battle equipment. In the new rules, I cannot run this with a Reaper Autocannon, so for now it only has the Twin linked heavy flamer. I do plan to make it some heavy bolters. In-game, it will most likely run with Armoured Ceramite, Frag Launchers and a Dozer Blade, so I need to figure out how I'll represent them.


My main challenge for this tank was always going to be the wheels and treads. Longer than my old Proteus conversion, it needed more of both. Also, because the wheels and gaps in the track units were not the same size, a bit more work was needed to get them to fit. I've used a mix of wheels from an old WWII tank which was used for the original Spartan conversion (which I think will become a terrain piece), and wheels cannibalised from the never-used Proteus (may it rest in pieces). The front wheels are metal sewing machine bobbins.




I've also started work on a prototype track link. It is based on the style of the Fellblade tracks, but with added chaotic details. I'll need a few hundred of these perhaps, and there is no way I'm making them all like this. I plan to cast up the remaining tracks and speed up the process, and ensure they all look identical. I'll be getting some help with the initial start-up techniques.




As well as the track and wheels, the side armour is being cleaned up. I've begun to cover up the damaged areas with plasticard extra armour. this also gives me a smooth platform to add the laser batteries to.


Apart from that, little else has changed with the body. I've swapped out the front icon for something bigger, and I've been going over areas with the sand paper. Soon I hope to have all of the wheels attached, and finished building the central hull. Once that's done, it's onto completing the side armour and perhaps starting the laser batteries.

Saturday, 26 October 2013

Showcase: Thousand Sons In MKIII Power Armour



My MKIIIs are now complete and ready for showing off. I have to say, the MKIII armour is a beauty to work with. I suspect I'll be getting more of this pattern in the future, perhaps with some MKIV.




The armour has a lot of trim and rivets to pick out. I painted all the trim and rivets in gold, to make it stand out some more. The large rivets at the bottom of the legs were painted like blackstone gems. A gloss varnish was added to give it a glass-like shine.


The icons on the shoulder pads have been freehanded. If these is a lot of interest from you guys, I'll set up a tutorial for you.

The unit sorcerer is perhaps one of my favourite models. I may end up using this as the HQ version as I think it has turned out well. The fiery chains are a great piece and creates a sense of motion and power. The flames were painted using the tutorial in the old 'Eavy Armour Masterclass book. I recommend this to anyone, if you can find it. The paint names are out of date, but it has a lot of handy tips.




Thursday, 24 October 2013

WIP: Deimos/Lucius Vindicator (Part Two)

Some more progress to report on my heavy siege weapon of doom.


I'm at the final detailing stage, all that is left to do at the moment is to add rivets, then I can get on with painting.

I plan to run this tank with Daemonic Possession, but I've gone with a different way to represent it than the Relic Predator. Rather than have fleshy daemonic denizens writhing across the hull, I've gone with a more "spiritual essence" for this tank. The chains have been added to suggest a binding ritual, and they are holding the angry spirit in place. I was somewhat inspired by this example.


I've added these panels to the rear vents, so help enforce the extra-armour look. These vent covers come from the plastic Baal Predator. I've swapped them over so the vents point backwards, like additional exhausts.

To help protect me from the inevitable weapon destroyed rolls, and for a tiny bit more fire-power, I've added this automated twin-linked bolter. this was made with two classic bolters. One was cut down so one side was flat, the other had a few details removed on the corresponding side, and the two were joined. simple.

For a paint scheme, I plan to go very weathered with this tank. This is somewhat of a Frankenstein's monster, so I plan to paint it as such. Glowing runes will surround the binding chains.

Tuesday, 22 October 2013

Thoughts on: Starting Bolt Action



As you probably saw, there was no post last weekend. This was because I was spending time with family, friends, and looking out for a car. Whilst I was home, I managed to get in two games of Bolt Action, a game that I've made a starter force for, but until this weekend has never played. Today I'm discussing my initial thoughts on the game, and where I plan to go with it.


Bolt Action, for those who don;t know, is a WWII figures game in 28mm scale, produced by Warlord Games. Most of what they make for it actually saw service during the war, as well as a few limited-service, prototypes and potentially concept units. The first thing I realised is it isn't a game you can pick up in five minutes or under. It took me a few turns to realise what was going on and how things worked. Having said that, once you have worked out what the dice that aren't dice do and how the turns work, it gets a lot easier to follow.


After making a list, I realised it is a less vehicle-heavy than say Flames of War and 40k. Infantry is the main player in the game, as most armies are limited to a single tank per platoon. You can take more, but that means you need more infantry. In a way, this somewhat balances the game, and prevents players from spamming Tigers. In my second game, my Flammpanzer B2 survived the whole game, so it seems that even one tank is useful enough (though that might have been due to Anti-tank rifles being weak).

The turns are very different to 40k, and quite exciting. Instead of each player taking their full turn and activating every unit at once, all units are represented by a dice/token, which is taken out of a pot at random. If it's your colour, you pick a unit to act. This continues until all the dice are used up, then it's the next turn. I find that this adds a new level of strategy and planning to the game. You have to decide which unit needs to act first: is it the sniper team who has a clear line of sight on the enemy officer, or do you move the tank that is being flanked by enemy armour? Since you can never be too sure who's dice will come out next, advanced planning is essential.

Snipers are great for pinning units

Shooting seems to be less about killing and more about pinning units. Any hit creates a pin token for the unit, which reduces their combat effectiveness, and leadership. Multiple pins pretty much render whole units useless. So in ways, this is more interesting, and not killing does not mean you are in serious trouble. Even the act of disabling a unit temporarily can give you the edge you may need later.

Burn baby burn!

I've also learned of two of the most destructive things in the game: flame weapons and close combat. Flame weapons, especially flame tanks, are incredibly brutal. My Flammpanzer managed to burn up nine Russians in a single shot, and they were in heavy cover. I imagine it would have gone on to annihilate everything else, had I not run out of ammo immediately after. Close quarters combat is equally destructive. In close combat, both sides roll a number of die equal to the squad size, with bonuses for SMGs. If you hit, a soldier dies. If you kill less than the enemy, your whole squad goes. So in this case, pretty much all close combat rounds are over in one go. They are incredibly bloody, especially when one squad has full SMGs. beware of charges from these guys.


After two very fun games, I think I've decided where I want my army to go next. After I've completed my new Waffen SS veterans and command unit (above) I think a support weapon is next on the agenda. It will most likely be a light or medium mortar team, to help me dislodge sticky units hiding in buildings. My flame tank can take care of them, but as the game gets bigger, so does the enemy's anti-tank guns. After that I may tidy up the platoon with a pioneer squad, an anti-tank gun and some transports.

All in all Bolt Action is a fantastic game that keeps you on the edge. Not as simple as 40k, but in a way it is far more enticing this way.

Thursday, 17 October 2013

showcase: Decimator Daemon Engine of Tzeentch

Round after round punched into the towering daemon engine. One bright lascannon round smashed into the machine's eye socket, and it reeled back, keeling over and landing with a heavy thud. Hooting and cheering from the Venator crew filled the air. The crew exited, and one walked closer to the fallen engine.

"Don't get too close man", said the driver"

"Don't you be such a baby grox Hotchkin!" retorted the guarsdmen.

He clambered over the daemon engine, mindful of the spiked surface.

"Hotchkin, get this. Will make a great pict to send home"

"No Franklins, keep away from it"

"Ah you're just scared, this thing is dead, see?"

Franks kicked the machines head, nothing. Then, one eye started glowing, followed by the burned hole where the other was. The metal around it appeared to turn to water, then started reforming into a gleaming gold faceplate.

"Crap! Get back now, the damn things not dead!" Franklins yelled, leaping off the daemon engine. It began to sit up. One of its gun arms, which had been sheered off by lascannon fire, began to float mid air, slowly moving back, and reconnecting as both cut ends melted back together.

It stood, appearing s if no damage had ever befallen it. It bellowed in a metallic rage. A hastily fired lascannon shot struck its shoulder, burning a deep furrow through it. A bunch of barbed spikes burst out of the wound, leaking what looked like oily blood.

The daemon engine bellowed again, and fired its energy weapons. Several beams of multi-coloured light struck the lightly armed Taros Venator, destroying it in an enormous cloud if fire. Pieces of metal scythed through the air, tearing Hotchkins into ribbons. Franklins was struck in the thigh by a half-metre shard and fell screaming. The metal monster loomed over him, blocking the light of the twin suns. It lifted a huge metal foot, and Franklins prayed to the Emperor. 


The Decimator is complete, and today I'm sharing my finished work.


This was an interesting vehicle to work on, and the first time I've sprayed parts separately before assembling fully. The "skeleton" of the Decimator was primed black, and painted  silver and brass. The few blue areas were painted after. The armour (legs and shoulders) were primed Ultramarine Blue. Once the colours were washed and highlighted, he whole vehicle was then covered in a ton of scripture, glyphs and symbols


I wanted the daemon engine to look ancient and venerated, so I used Vallejo Liquid Gold instead of my usual gold scheme.


I added a few daemonic design cues to the model, and painted them to suggest a living thing. The central back exhausts were actually painted like burned hollow bones. I also added plenty of blood effects inside the spike-wound on the shoulder, as well as the snarling daemon mouth on the knee. I added little drips on the toes and base to suggest a fresh kill. As well as that, I freehanded plenty of eyes and daemon maws on the flat surfaces.





All in all it's been a fun machine to work on. Next up for this machine is to work on its other weapon options. First of those will be the very brutal siege claws.

Tuesday, 15 October 2013

Workin' With Themes: Iron Warriors Siege List

Themed lists are a fantastic way of showing your love for a particular faction, force or even a small rag-tag band of individuals from a story you read once. This is the beginning of a new series, Workin’ With Themes, where I take on a theme that I either come across or one you suggest in the comments section or on the Facebook page, and create a legal army list based on your fluffy idea.  Whilst they may not be the most powerful lists, that is not the aim. The aim is to create a cool themed list you will enjoy playing.

Our first list is one that is prominent anywhere where the Iron Warriors are involved in warfare: the siege list. The Iron Warriors are the undisputed masters of trench warfare and siege-craft. To fully represent this list, I’ll be delving into the use of allied forces, in the form of Codex: Imperial Guard. Here is my attempt at a 2000 points list.

HQ
Warpsmith-Murder Sword, Sigil of Corruption

ELITES-4 Terminators, power fist, combi plasma x2

TROOPS
10 chaos marines-lascannon, combi-plasmagun
10 chaos marines- meltagun x2,  combi-meltagun, rhino
30 cultists
10 chaos marines, flamers x2, mark of khorne, power fist, rhino

HEAVY SUPPORT
Land Raider
Maulerfiend

ALLIES
HQ
-Command squad-Plasma gun
-Techpreist-2 technical servitors

TROOPS
-10 veterans, autocannon

HEAVY SUPPORT
-3 Basilisks


Iron Warriors are known to be fond of vehicles, machines and mechanics. It would be unlawful to not run any sort of chaos techmarine equivalent. I’ve chosen a Warpsmith as the key HQ choice. The Warpsmith has great stats, and whilst not the toughest model available or the best for value, he does have some handy abilities, namely repairing vehicles and shatter defences. He has the Murder Sword (replacing the pistol) to help him take out any tougher heroes. The Aura is there to make him more survivable, should his 2+ save not be enough. This guy should dish out plenty of attacks, so we need him to survive..


The army takes on the key them of heavy-hitters and artillery. This is why I’ve included the three tank basilisk squad. The Basilisk is the perfect artillery piece; high strength, big blast and very long ranged. Feel free to swap it out for something like the Medusa or Colussus. I close the Basilisk because of its strength, versatility, and because of the new upcoming Legion pattern of the tank. The imperial guard infantry which accompany it can be modelled as slave overseers, or even Dark Mechanicum helpers. The Techpreist is there to keep the artillery up and running (since allies of convenience cannot repair each other’s tanks).

Many units have been given lascannons or meltaguns. As the ultimate fortification fighters, they need weapons capable of blasting bunkers and armour alike. The big unit of plain cultists makes an ideal slave unit. In Storm of Iron, slaves were thrown at the enemy before the marines, to waste the enemy’s ammo and provide cover. This unit aims to mimic that tactic. They should hopefully screen the other assault unit; the Khorne marines with flamers. A great little unit for tearing up infantry.

Iron Warriors are known for their daemon engines as much as their artillery batteries. The Maulerfiend is a big help for the assault unit, and is capable of taking on anything the infantry cannot handle; whether that’s a scary Deff-Dread or a bunker with soldiers inside, this beast can break them all wide open.
In terms of tactics this is fairly mixed. Keep the lascannon squad far back, along with all of the guard units. The command squad can boost the tank-hunting abilities of its plasma gun or the vet’s Autocannon (or provide other bonuses), whilst the artillery pounds the enemy from the furthest point, preferably behind cover.

The Terminators, Khorne marines, Maulerfiend and cultists should advance quickly. The Terminators should either deep-strike or jump in the land raider, ideally with the Warpsmith. Use the land raider as portable cover for the rhino if you wish. The Maulerfiend is great at traversing terrain, so use as much of it to your advantage. The cultists, well…like in the fluff, do not matter. Use them to screen other units and give them cover saves. Or if you like, use them as an enormous objective camper.

As usual, feel free to comment, especially if you have an idea for a future theme to tackle.

Saturday, 12 October 2013

Fun with Forge World (1000 points)

Last lime I discussed Forge World units, I was talking about how even at the low level of 500 points, you can enjoy playing with these unique units. Today, I'm talking about their inclusion at the 1000 points level. At this level, you can afford to use bigger, deadlier units, but not the big boys (unless you sacrifice a big chunk of your points. I’ll be sticking to the more affordable units...sub 250 points. Again, the focus is on chaos/marine units.

Let’s start by visiting our old friend, the Relic Predator. With a Bigger points allowance, we can comfortably afford the more expensive options, namely the executioner plasma cannon, the magma melta and the heavy conversion beamer. We all know from the leman russ executioner that its main plasma weapon is incredibly deadly. Now marine forces, both good and bad, have access to its potency. Coupled with the cheap predator platform, this creates a very cost effective unit. It’s not as tough as its Imperial guard counterpart, but it can dish out much more accurate firepower.

The magma melta is the answer to multi wound terminators and heavy tanks. With melta stats and a large blast, this has the potential to wipe out any heavy armour. It can be closely compared to the imperial Devildog. It is slower and shorter ranged, but the better armour and larger blast can counter its shortcomings.


Now, the heavy conversion beamer. It has the potential for massive damage, only if you keep it far back. Also, it cannot move and shoot, so be sure to deploy well the make the most of it. However, with good positioning, it makes a great artillery piece.


From tanks to walkers, here comes the Contemptor dreadnought. I've discussed this unit before, so to save repetition I’ll keep it brief. The Contemptor, whilst pricey, can dish out the hurt both at range and in a swirling melee. Take advantage of its superior armour, invulnerable saves, and unique weapons options (namely Kheres assault cannons for imperials, and butcher cannons for chaos.

Plague Hulks are prefect to use if you enjoy making friends by vomiting on them. It is both a Chaos Space Marine (if you have Plague Marines) and a Chaos Daemons unit .When compared to the Defiler, it has better armour and is 45 points cheaper (without options). What it lacks is ranged options, and its rot cannon is a weaker version of the Battle Cannon (though it has rending). The Warpsword is a very nice option, essentially a master-crafted power weapon for a walker. A very fun and thematic unit for any Nurgle force.


To finish off, it’s worth quickly going back over the Plague Drone and Blood Slaughterer. They are available as squads up to three big, so that is another potential option. If you like how those units play, bigger units can only mean more fun.  

To close the series, I'll be discussing the biggest units to use, aimed mainly at the 1500-2500 points bracket. Hope you enjoyed today's offering. 

Thursday, 10 October 2013

Tutorial: Painting The Mark of Tzeentch

God of sorcery, deception and scheming, Tzeentch is the man with a plan. Today, I'm showing you a way of painting his icon of worship. For this you will need your choice of colours (I've gone with yellow) and a fine detail brush or better.

First off, paint a small circle and fill it in with your chosen colour.


Next, paint on two 'half-bananas' on both sides of the circle as shown. Make sure the inner lines follow the curve of the circle.


To add a bit of detail, paint a few flicks at the tips of the banana shapes. Once that is done, paint over in your main colour (or add another layer to get a solid colour)


Finish up with some highlighting and general tidying.


And there you go, now your armies of chaos can sweat allegiance to the lord of sorcery in style.

Tuesday, 8 October 2013

WIP: distractions (Relic Predator and Annilation barge)

It's a gamer thing. Getting distracted. We are all like magpies when it comes to new projects. Today, I'm sharing just two of my sidetrack projects (I'm meant to me working on the Decimator and MKIII's, but oh well).

First up is this Relic Predator for my Thousand Sons. I've decided to go with the Baal predator as the base-model. It's early stages, but it should have a more Deimos/classic chaos predator (square turret) feel to it once it's had more work done.

As you'll notice, I've sliced off the exhausts on both sides. I plan to convert the tank in a similar way to the Deimos Rhino I did before last Christmas. However, I will make adjustments for the sponsons.

Pretty much everything that can be magnetised will be magnetised. The main gun and ammo box on the turret have been, so I can swap out for the other interesting guns.


So far I've only done the Flamestorm Cannon and most of the Converstion Beamer (above). I think for the  big Plasma Cannon, I may find a way to merge two normal ones into a double-barrelled killer.


The sponsons are also magnetised. Although they'll only have Heavy Bolters, it gives me the option to run my tank without sponsons. for example, when using the Magma Melta or conversion beamer, I won't necessarily need the sponsons, so I can swap them for plain doors and save a few points.




The other project is this Annihilation Barge, the first true vehicle in my girlfriend's necron army. This was a joint-build effort. I helped her because this kit is an absolute pain in the nether-regions to put together.


It's got the twin linked Tesla Destructor for general...destructing,  and a Gauss Cannon for anti-armour. It will be interesting to see how one of these plays in-game.

Saturday, 5 October 2013

WIP: Deimos Hybrid Vindicator

Resources in the Eye of Terror are known to be more limited than other areas of space. Whilst Daemonic forge worlds can spew out an endless array of daemon engines, not all bidders can pay the prices. Many legions and war bands rely on raids for supplies and war engines. Many which they own, after several thousand years of neglect, have fallen into various states of disrepair. In desperation, some vehicles are combined to produce a single functioning vehicle. Renegade Warpsmiths do not treat vehicles with the same level of sacred care that we do.


Take for example specimen 33-alpha-1/V. This Vindicator support gun was spotted on the planet Primos-Alpha-1. Tech adepts suggest it is, for the most part, a Lucius pattern Vindicator siege tank. However, one will notice extreme modification, likely to make it functional. The entire front glasis, gun mount and gun shield appear to have been cannibalized from an older Deimos pattern of siege gun. The armour around the mating points has been reinforced, likely to cover up weak zones from the transplant. A large dozer blade has been added to the front for terrain clearance. The rear engine bay appears to have been enlarged for a more powerful engine; the Deimos was noted to be a heavier variant. Be cautious. These engines are incredibly dangerous, and an affront to the machine god. Prioritise the destruction of these bastard hybrids. 

Innovation is sin. The Machine God guides all. Hail the Omnisiah.

Forge World appeared to be the star of the show at Gamesday UK this year. Not only did they produce epic displays, they also previewed and released a metric ton of new products. one of my personal favourites was the Deimos vindicator. Inspired by this awesome devastating-looking tank, I've created this Deimos/Lucius hybrid.


For the most part, this is still a standard lucius pattern Vindicator. The main change has been at the front. the entire front end has been removed and redesigned to look like the Deimos. The cannon is now central, and surrounded by a new gun shield.



I've gone with a slightly different design for the dozer blade, and have used a spiked blade that was leftover from my Armoured Proteus.



The one thing that annoyed me about the plastic kit was how the taller roof didn’t reach the end of the model. To fix this, I’ve extended the roof so that it fits flush with the back armour, and tidied up with some trim. I may add the raided engine cover, similar to the official model.


As a little bit of detail (and to explain how the crew sees past the enormous gun shield) I've added this sensor/camera apparatus. This was made from a gun part from the Dreadknight.


Once I’ve finished all the rivets, I’ll be adding the final details before getting it prepped for painting.

Tuesday, 1 October 2013

Review: Puppets War Sorcerer Shoulder Pads

Bits for "28mm super-soldiers" seems to be a big money maker. You can't go to any major 3rd party bits producer without seeing some form of acessory that can fit the ever popular armies of the sci-fi world. Today, I'm covering one of Puppets War's varieties, the sorcerer pad. Seeing as I play Thousand Sons, this pattern was the most relevant to me.

Price wise, these are priced very competitively. For the sum of £4.79 (excluding postage) you get ten identical resin pads. Pads from Kromlech usually retail for around £5, and Forge World's can be in the region of £9. This places Puppets War's pads at the bargain end of the scale, but don't think that means low quality. 
Left to right: Puppets War 'Sorcerer', Forge World 'MKIII',
 GW plastic Chaos pad, Kromlech 'Stygian'

The details on this kit are stunning. When compared to other pads (above) they appear much sharper, the edging is thinner and crisper, and the details can be made really small. I prefer this to the chunkier styles offered by other companies.


The pads fit onto model pretty easily. Here is an example pad on a Forge World Space Marine. The pads are of a similar size, and fit just as well as any other pad should. It's quality also helps it blend in to the highly detailed Forge World model.

Quality however is where the pads loose a few marks, as it is a bit of a mixed-bag. In terms of air-bubbles and defects, there are none. However, a number of pads were damaged, probably during transit, and a few were damaged simply removing them off the sprue, just because the resin on the trim is very brittle and thin. Whilst this does make for great detailing, thin resin is precarious to work with. Fortunately, it seems Puppets War has a habit of giving you extra. They had packed in a few extra pads, which more than covered the damaged pads.

So in conclusion, Puppets War pads are a fantastic addition to any Space Marine (or other sci-fi super soldier) army. I advice extreme caution when working with the thinner parts, but with due care, you should have no problem. Here are my main points:

Pros:

  • very well priced
  • great details
  • zero defects
Cons:
  • incredibly delicate