Thursday, December 27, 2012

WGC Vs. KMNB- The Dust Showdown

Well, here it is- my report on the super showdown of super showdowns.

Terrain was chosen by another gamer at the store. I am awful with names, so if you're reading this I apologize. There was a mix if all kinds of terrain, leading to a varied table. No advantage there.

First we exchanged army lists. This was my army:

Faction: Allies ( 299 / 300 )

--- Combat Platoon (142)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
+ M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
+ M9-D Bazookas (1)
Support: MCW M3-D "Cobra" (35)

--- Assault Platoon (157)
Upgrade: Air Drop (5)
Command Section: "Hell Boys" Ranger Attack Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
+ M9-D Bazookas (1)
Support: HAW M6-B "Fireball" (85)
Demitra's army was as follows:

Faction: Axis ( 300 / 300 )

---  Sturmgrenadiere Platoon (189)
Command Section: Kommandotrupp (25)
1st Section: Battle Grenadiers [Upgrade] (20)
2nd Section: Battle Grenadiers [Upgrade] (20)
3rd Section: Recon Grenadiers (17)
Support: MPW III-A "Wotan" [Upgrade] (55)
Support: MPW II-D "Lothar" (40)
Support: Sniper Grenadier Team (12)

---  Schwer Platoon (111)
Command Section: Heavy Kommandotrupp (35)
1st Section: Heavy Flak Grenadiers (26)
2nd Section: Heavy Flak Grenadiers (26)
Support: Beobachter Team (8)
    + Pinpoint Observation (4)
Support: Sniper Grenadier Team (12)

Lots of Grenadiers and my old nemesis the Wotan. It's a supreme tank killer, and I was fielding a supreme tank. This would be interesting. Due to the fits Fireballs had been giving Demitra, The perceived advantage went to the Allies. There really was very little advantage there.

Demitra and I rolled a die to determine which scenario table we would use. On a 1-3 we would use the tournament table, on a 4-6 we would use the standard mission table. with the cube of destiny coming up a 5, the standard table was chosen. We alternated placing scenario points, ending up with the following mission:

Key Positions, Advancing Lines, Off Target Shelling.

This meant the increased number of Axis units could shrug off my return fire, and my squads could easily be pinned down. The objective meant the Axis forces could sit tight in their deployment zone, while my shorter ranged fire would have to move into the teeth of his army where he could react en masse. In retrospect I should have spent both of my points on deployment, forcing Demitra to choose weather he wanted to advance his army or switch to a more advantageous objective. He would also have to decide weather defense or suppression would be a bigger boon to his forces. I'll learn the nuances of scenario generation in practice one day, for now however the advantage lay firmly in the Axis force's hands.

Terrain layout
Terrain was laid out in the usual manner, alternating placing pieces until we had this board. For some reason I thought we were playing a Force Collision mission, and therefore I set up the buildings I laid out at an angle. They should have been with their wide sides facing the long edges of the table in order to screen my advance, knowing the enemy firepower could easily tear me to shreds.

It should be noted that there was a LOT of terrain, to the point that we had trouble maintaining the required 4" gap between items. This should have been a massive advantage to the Allies, but my oopsie in placing the buildings opened up lots of fire lanes to the enemy forces, leading to a big advantage for the Axis. (See where this is going?)
Deployment
Deployment led to Demitra's forces setting up on my right flank. I deployed more or less in the center, with my Grim Reapers left stranded to the right. Again, I don't know what I was thinking when I did this, only that I did, and it would return to haunt me later. I set up the Cobra in a manner that hopefully would allow it to outflank the Axis line, I planned to apply pressure to the left end of the Axis line and hopefully roll it up with the Fireball once I neutralized the Wotan with my five M9-D bazookas, more that capable of tearing the walker to shreds. I figured that with the off-target shelling I could at least suppress, if not destroy, the Axis forces with my Long Tom. The pounding my command section could rain down should have made the Axis forces hunker down in their DZ.

Forces ready, I chose the house my Cobra is deployed next to as my first objective, and the house directly forward it as my second. It turned out that Demitra (unsurprisingly for an Axis gunline) chose the rocky hill as well as the ruined building the artillery walker had deployed in in his deployment area. Honestly, I should have chosen the houses in my deployment zone as my objectives, sitting there aiming for a tie and breaking it by taking out some snipers with Long Tom strikes.
Turn one
Turn one saw me rolling one command, while Demitra generated two. Using my order I moved my BBQ squad up behind the forward objective house, ready to rush any Axis squad that got too close. The other was (unsurprisingly) used to call in a Long Tom strike targeting the Lothar. I wanted artillery superiority. Unsurprisingly I failed to ding the artillery walker, but the follow-up attack managed to kill a single sniper.

Demitra's response was to fire off a sniper shot into my Gunners, killing one and suppressing them, and snapping off a second sniper shot at my Grim Reapers, felling one and handing out more suppression.

During my unit phase I used the Medic skill on the Gunners, failing to return the fallen soldier, but removing the lone suppression on them and allowing them to advance.
Turn one Axis response.
The Axis line tiptoed forward and opened up into my troops. With them going second this allowed them to come just into range and start firing on my troops. The right hand sniper's spotter was returned to play through a use of the Medic skill.



3 died in my Death Dealers squad on my left, two more Gunners went down. I lost another Grim Reaper. At this point my entire right flank had suppression on it, and with Off Target Shelling in place, none of it would go away.


Turn two


The next turn I forgot to record how many orders were generated, but I was unable to radio in a Long Tom strike. The Cobra phased a single Flak Grenadier who had wandered out of cover and just a bit too close to my walker.

Both Flak Grenadiers opened up into my Death Dealers on the right flank, dropping one.

In came the Fireball on the left flank in Demitra's DZ. This was what I had meant to do on turn one, but I totally forgot. The Cobra fired its phaser into the Flak Grenadiers, killing one.

Demitra's Wotan pivoted in place to open fire on my Fireball. It missed with both lasers.His command section used its Medic ability twice on the Flak Grenadiers I had offed, and twice he succeeded in returning his troops to play.

It was at this point I was on tilt.


The final stare-down
It came down to the next turn The Axis line surged forward confident in victory, destroying the center of my line. the Wotan sustained attacked my Fireball, inflicting seven points of damage (three hits, two saves). The shot resulted in a hull breach. As Demitra began reading off the effects of the damage I stopped him after "it may not make any armor rolls" and called the game.
 
I had inflicted no casualties on the Axis line.
 
I had inflicted no damage on the Axis walkers.
 
I had done nothing.
 
It was a total rout, and honestly the most boring game of Dust I have ever played.
 
Oh, well. There's always the tournament, right?

Best Fiancé Ever

Well, Tuesday was a good day. Fun, family food...

Best of all, my fiancé got me this- a statue of my avatar!

Oh, the battle report is coming later today from work. I need something to do during those long, lonely hours. Everything is packed up and ready to go. Prepare for batrep goodness.

Tuesday, December 25, 2012

Happy Holidays!

Merry Christmas, Happy Hanukkah, Happy Kwanzaa, and whatever your denomination, even none, good will toward men.

Most importantly, remember the reason for the season;

Winter Solstice.

Saturday, December 22, 2012

It's The End Of The World As We Know It.

Oops...
If you're reading this (and you are) the world didn't end yesterday.

Today's content is what you love, an army list. I'm thinking of perhaps running a "KV47 rainbow" list. That means one of each non-aero KV47 variant, including Koshka. We'll see what Tuesday brings, but this list will both shock and apall you. It's not just aromr, but lots of armor in my SSU force. Demitra's jaw just hit the floor.

Faction: SSU ( 298 / 300 )

---  Defense Platoon (125)
Command Section: Koshka Rudinova with Grand'ma (53, Hero)
1st Section: "Frontoviki" SSU Battle Squad (20)
    + Rat Fighters (1)
2nd Section: "Frontoviki" SSU Battle Squad (20)
    + Rat Fighters (1)
Support: KV47-C "Natalya" (30)

---  Red Platoon (173)
Command Section: "Red Command" Red Guards Command Squad (25)
1st Section: "Red Thunder" Red Guards Antitank Squad (20)
    + Rat Fighters (1)
2nd Section: "Red Thunder" Red Guards Antitank Squad (20)
    + Rat Fighters (1)
3rd Section: KV47-B "Natasha" (40)
4th Section: KV47-A "Nadya" (30)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)
It's a highly aggressive list, with all of my infantry ready to devour ground and bring all my weapons to bear. The Karamzin commissar goes in the Red Command squad upping the squad to two PTRS launchers. All of the KV47 walkers will advance swiftly into the midst of my opponent's battle line and unleash hell. This army is built to move forward. If it stalls, it dies. I wonder if the armored wall will hold up? Especially against Axis Grenadier spam. That's a lot of anti-tank weapons...

Should I get the two more KV47 walkers I need, this will get some table time for sure. Once I get my Red Guards, that is.

Fear the Dust Kan Wall!

Thursday, December 20, 2012

More Hot Allied Action.

Nope, no battle report as of yet, but yet another army list.

I found out two of the things I'm getting this Christmas by accident because Amazon disappeared them from my wishlist. I found this out by accident when I went to see if the next season of "Shakugan no Shana" (Shana of Blazing Eyes) had hit the shelves yet. Turns out it has, and it also turns out I'm getting some stuff for my Allied army as well. Here's the plan as to what I'll do with my new goodies:

Faction: Allies ( 300 / 300 )

---  Combat Platoon (188)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: MCW M3-D "Cobra" (35)
Support: MCW M3-D "Cobra" (35)
Support: "Crack Shots" Sniper Team (12)

---  Assault Platoon (112)
Command Section: "Hell Boys" Ranger Attack Squad (25)
    + Rat Fighters (1)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: "Crack Shots" Sniper Team (12)
Support: "Crack Shots" Sniper Team (12)
Lots of dudes, lots of snipers, lots of bazookas, two Cobras. Me likey.

Maybe this horde will be the compromise between my SSU wave theory and the cold reality that you really need armor in this game. It's weird that my usual tread-head tendencies haven't come out to play. I mean I run a panzerkompanie in Flames of War, for Pete's sake. That's assuming I ever actually play Flames of War.

I'll have to see how things pan out in the future for my armies. I'll find the perfect balance of armor and infantry eventually, I know.

Next up, either a preview of "The Caverns of Roxor" for Super Dungeon Explore, or the battle report for the league championship.

Wednesday, December 19, 2012

The Ultimate Showdown Of Ultimate Destiny

If you don't know the above reference you need to look up the band Lemon Demon and listen to the song with the above name right now. It's okay, I'll wait.

Right now Demitra and I are probably lining up to decide once and for all (or at least until the tournament) who the foremost Dust player is at Huzzah Hobbies. I'll be putting down my fully painted Allies across from his primed (only because they come that way in the box) Axis. Yep, this is a timed post and I'm trash-talking the day before. That being said, We're working on our long discussed but un-fulfilled threat do do a cooperative battle report (provided we remembered everything).

Here's what he'll be up against:

Faction: Allies ( 299 / 300 )

---  Combat Platoon (142)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
    + M9-D Bazookas (1)
Support: MCW M3-D "Cobra" (35)

---  Assault Platoon (157)
Upgrade: Air Drop (5)
Command Section: "Hell Boys" Ranger Attack Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "The Gunners" Combat Ranger Squad [Upgrade] (20)
    + M9-D Bazookas (1)
Support: HAW M6-B "Fireball" (85)
I'll be grabbing the "Gunners" squad when I get to the store, so hopefully they'll perform right out of the box. So much for my "fully painted" taunt, huh?

The point is that this is a "Fireball Drop" army, a concept which has terrorized Demitra for two of his last few games, most recently our "at home" game today. My fireball looks a bit different from the one here, and you'll be seeing it for the first time in the upcoming battle report. I figure I should have something cool to show off, win or lose.

This list is a bit of a departure for me, as it has no snipers in it. I've found them to be powerful, and I'm going to find out if they're powerful enough to be rated a necessity. It also has very little in the way of heavy infantry. I'm not so sure they're going to be missed though, as I have the M9-D Bazookas rather than the standard issue ones. These (hopefully) will assist in keeping the Axis walker population under control with their increased 1/4 firepower. That means a walker can be one-shotted assuming four failed armor rolls. Not likely, but it brings a smile to my face any way. I'm hoping I won't see a Wotan across the board from me. Those lasers have been known to wreck stuff.

The Cobra is there as an insurance policy. I entrenched it in a crater today, and it held up the majority of the Axis advance pretty much by itself. Sure it was nearly wrecked by the end of turn 4 (when we called the game) but the point is that it held. That turret-mounted Phaser and the .50 cal. and .30 cal. machineguns sure did their jobs. Should the Fireball get offed the Cobra will try to step  in as my mobile firebase. It may instead simply draw a bunch of anti-tank fire, which is okay with me provided it can weather the onslaught for a couple of turns. You see, Demitra is deathly afraid of Phasers, and hopefully the Cobra's 24" threat range will garner some knee-jerk firepower. Again however, a Wotan would spoil that fun in a big hurry.

Hopefully I'll have enough warm bodies to take objectives, as I expect to be heavily outnumbered (which is not surprising given that I sunk 120 points into walkers). Thirty-three dudes seems like a lot, until you remember that they're pretty much all Infantry 2, and that makes them bullet magnets.

Time to root for the good guys.

Tuesday, December 18, 2012

Cake Which Is Cheesy

I'll just leave this right here. I do believe my walkers are in sudden need of maintenance. These lovely ladies will probably be purchased and added to my collection ASAP. They're $30 too, so not too horrible a price. It would be nice if you could get them unpainted, as I't love to grab two sets and paint up one as an Allied repair team, and one for the SSU. I'll be hoping that they get Dust Warfare stats as well as stats for Dust Tactics, if they get stats at all- they may very well just be display pieces, which is okay by me.

Does the little skull and crossbones in the top right corner mean anything? Could we be in waiting for mercenaries? Not too sure on that one. I'll keep rooting around and get back to you.

Personally I'm not too sure about the idea of adding mercs into Dust. If that is indeed happening, which is simply wild speculation on my part. I guess maybe some people would wander from place to place looking for a fight, but in a World War II setting, it would take some pretty darn good writing to convince me.

Any way, enough wild speculation. I'm going to go back to scouring the internet for whatever tickles my fancy. Hopefully I'll be able to keep bringing morsels like this back to you.

Sunday, December 16, 2012

200 Posts Down, Who Knows How Many More To Go

Yep, I noticed today that my last post was number 200! I consider that to be a bit of a milestone. Therefore with post 201 I'm going to put up a little "Wargaming Chaos Trivia".

The #5 entry in terms of popularity is a post about Dark Eldar army construction. I don't know why people come to me for advice since I just tweak netlists to suit my playstyle. I guess I'm just lucky.

Sometimes people come to me for modeling advice. That's where post #4 comes in. My experience putting the Hell Pit Abomination together and getting it fully painted and on the table within a 24 hour period seems to have intrigued the world wide web.

The #3 entry of all time appears to show up because of the search for "Hordes of the Things" It's a shame that this little game doesn't get more love. It's a tight rules system that's very portable and doesn't require a lot of miniatures.

My #2 entry also gets hits for "1,500 point Dark Eldar Army". It's a shame that the picture I linked to has vanished, but oh well. It's nice that people come to my little blog for advice, no matter how green it may be.

My all-time most popular post by far is this one. Not because of the content it seems, but for the "sexy Dark Eldar wallpaper" caption I placed under the first picture. Thanks interwebz, you continue to improve my view of humanity...

What I do like is my hit count. As of this post I have 21,676 pageviews. That's not too shabby for my on-and-off posting style and my less than professional photos. Thank you to those who have stopped by, and an especially big thanks to those few followers I have. It's really nice to have an audience, no matter how limited.

I'll continue this blog for as long as possible, and now that finals are over and I'm in between semesters I hope to get back to a regular posting schedule. battle reports should become more regular. Most importantly that "Coming Attractions" list should be processed in a more timely manner. Don't expect those 40k minis to be up very soon though, Dust Warfare has taken over pretty strongly around my parts. Hopefully it's not just the flavor of the month and it hangs on for a good while.

Happy holidays internet, and thanks for the love, no matter how small.

Alternative SSU Army Idea


Yep, another army list post.

This time around, however, it's a "What if I took the SSU to the tournament?" post. Well, were I to do that, the army would probably look a little something like this:

Faction: SSU ( 299 / 300 )

---  Defense Platoon (95)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Frontoviki" SSU Battle Squad (20)
Commissar: "The Trediakovsky" (8)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)

---  Red Platoon (204)
Command Section: "Red Command" Red Guards Command Squad (25)
1st Section: "Red Thunder" Red Guards Antitank Squad (20)
2nd Section: "Red Thunder" Red Guards Antitank Squad (20)
3rd Section: KV-3 K "Matrioshka" (65)
4th Section: KV47-A "Nadya" (30)
Commissar: "The Trediakovsky" (8)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)


Yep, I'd be running this bad girl right here (assuming the mini is out by then). She eats tanks alive and has enough machineguns to keep infantry pinned down. Also, seeing as she's Vehicle 5, she'll be plenty capable of warding off other SSU snipers' bullets.

Also, the above list has the oodles of snipers I've come to know and love. There's really not too much wrong with this list, other than not having too many line infantry squads. I'm torn as to how I'll match up  the squads and commissars. Do I maximize the squads' effectiveness against enemy targets by giving them all PTRS launchers or machineguns? Or do I mix and match, thus making my Battle Squads have two machineguns and one PTRS, and the Red Guards Antitank Squads a pair if PTRS' and a single machinegun to keep the squads from over-specializing?

So, SSU or Allies? Stuff to ponder, indeed.

Hey Demitra-
I heard you like "Babushka" walkers, so I threw together this list. Thoughts?

Faction: SSU ( 298 / 300 )

---  Defense Platoon (132)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Fakyeli" SSU Close Combat Squad (21)
Commissar: "The Trediakovsky" (8)
Commissar: "The Karamzin" (8)
Support: KV-3 M "Babushka" (50)

---  Red Platoon (166)
Command Section: "Red Command" Red Guards Command Squad (25)
1st Section: "Red Thunder" Red Guards Antitank Squad (20)
2nd Section: "Red Thunder" Red Guards Antitank Squad (20)
3rd Section: KV-3 K "Matrioshka" (65)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)


The Karamzin commissars go into the Red Thunder units giving them three PTRS rocket launchers each. The Frontoviki squad has three machineguns. The Fakyeli just run around and sulfer thrower/shotgun things to death. Babushka, Matrioshka, and the snipers hang back and provide covering fire, getting commands from the SSU Command Squad, while the Red Command joins the advance and leads from the front. Lots of anti-armor, without neglecting the anti-infantry, and two Vehicle 5, 6 Damage Capacity machines. I'm not sure about the Babushka's anti-aircraft capability, so this list may suffer against helicopters. What say you, oh lord of the combined arms?

Saturday, December 15, 2012

Tourney Time Ahead

That's right, it's time to make up for my lacking content.

Dust-War is holding a 24-seat tourney soon. It looks pretty cool, only it has two srtikes against it. one, it's a five-and-a-half hour drive from my home.

...And the tourney starts at 10:00 am.

The other is that my FNSLGS has a tournament going the exact same day. A day I am in deep, deep trouble for agreeing to (you see, it's my fiance's birthday) and I have gotten begrudging permission to go. Leaving at 4:00 in the morning that day or spending the night at a fleabag motel the night before just doesn't sound like a good idea.

So, as you can tell, I'm getting back into tournament mode. Yes, the actual date isn't for over a month, but one can never get too prepared too early in my humble opinion.

Wrong preparation...
That theory in mind, I've been kicking around a few ideas using the Dust Warfare Force Builder. This one in particular:

Faction: Allies ( 298 / 300 )
---  Combat Platoon (178)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: "Crack Shots" Sniper Team (12)

---  Elite Platoon (120)
Upgrade: Air Drop (5)
Command Section: Rhino (22, Hero)
1st Section: "The Hammers" Heavy Ranger Assault Squad (28)
2nd Section: "Tank Busters" Heavy Ranger Tank Hunter Squad (35)
3rd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)

I see a few potential problems here. One, I may have too much anti-armor. Two, those Hammers just never seem to make it in close enough to make a difference. They are fire magnets of the highest order, and despite Rhino helping them to shake suppression (in theory) they usually spend the game hunkered down waiting for the hail of fire to pass. Finally, there's only one sniper.



Breaking up the wall o' text with... Some Etna!

Maybe this would work better:

Faction: Allies ( 296 / 300 )

---  Combat Platoon (178)
Upgrade: Additional Resources (10)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "BBQ Squad" Assault Ranger Squad (21)
3rd Section: "Death Dealers" Ranger Weapon Squad (20)
4th Section: "Death Dealers" Ranger Weapon Squad (20)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: MCW M3-D "Cobra" (Zv) (35)
Support: "Crack Shots" Sniper Team (12)

---  Elite Platoon (118)
Command Section: Ozz 117 (23, Hero)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
2nd Section: "Tank Busters" Heavy Ranger Tank Hunter Squad (35)
3rd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)

Still only one sniper, but with two squads of Grim Reapers I'll have increased anti-infantry capability as well as some pretty amazing anti-aircraft firepower.

...And as I found out last week, I do love shooting SSU choppers out of the sky.

I've also been kicking around the idea of dropping the BBQ Squad down to The Gunners, and giving Ozz and his Reapers Air Drop, but what those guys do to SSU blobs is just amazing.

I'll keep thinking.

Friday, December 14, 2012

And... Content!!! Dust Allies Army In Progress

Yes, as stated yesterday, I have stuff to report on!

Let's begin where I left off, shall we? I've shelved my SSU army for a bit, seeing as my infantry horde idea was, shall we say, ill advised. Lots of Vehicle 5, 6, and even 7 units have been showing up, and despite the horror on my opponents' faces when I plunk down eight snipers, they just don't cut it against heavier machines. This means I'm waiting to pick up a Red Guard platoon so I can take some vehicles to deal with these threats without dropping my sniper count too drastically. In particular the "Matrioshka" tank hunter. Since I can take it as part of a regular Red Guard platoon without eating up a support slot, it's one of the ideal walkers for dealing with heavy armored threats. I'll go into my army plans in a later army list post. For now, Allies!

First up, every army needs a good commander. With this in mind I began with a "Hell Boys" squad. They're monsters up close with two flamethrowers and three shotguns. Unfortunately they don't have a radio or a medic, so it's up to "The Boss" command squad to take up the slack. Combined with their "Long Tom" strike, these bad boys can happily lead from the rear without feeling bad at all.





Having placed a Headquarters in my army, it's time for the grunts. I traded my Axis units from the Dust Tactics starter to Demitra for his Allied units. Thus I have two units of "Death Dealers". What happens when I need to dislodge enemy units from an entrenched position though? Who ya' gonna call? Well, a "BBQ Squad", obviously. I still feel I would like to have some "Gunners" as well as some "Recon Boys" for my force, but these three squads have thus far been a good start.




While these squads are large, they can be a touch squishy. Sometimes you need a more elite unit to deal with a threat. That's where the Infantry 3 elite units come in. Hardcore firepower is provided by a squad of "Tank Busters" and "Grim Reapers". When the Grim Reapers need a touch more... "fire" power, that's when Ozz 117 shows up to play.  With his flamethrower denying enemy units cover, and the Grim Reapers' twin .30 caliber machineguns cranking out loads of shots, enemy units shouldn't last too long in the face of their withering hail of fire.




What about when the fighting gets up close and personal though? Time to call in those most hardcore of hardcore close combat units. "Red Devils" may be slow, and they may have a short range, but they sure do pack a wallop with their 3/1 or 1/3 phasers. Provided they get to do their thing, stuff goes *poof* when they unleash hell. Another tricky to use unit that also packs a punch is "The Hammers". Combined with Rhino they pretty much rule any close combat engagement. Axis Gorillas? No problem. Heavy walker got you down? Just go Berserk and pound its hull in. These dudes tend to draw a TON of fire, and for good reason, so you have to be extremely careful with them. Keep their heads down until the right moment, then go stomp some heads in!




You've got to get those Axis and SSU scumbags to keep their heads down. That's when you call on the "Crack Shots" snipers. Hitting on blanks as well as ignoring both armor and cover, you're sure to whittle down even the most elite of infantry units. They don't have the tank killing power of the SSU's snipers however, so get them into a position away from enemy armor and rain terror down on the enemy.




Now we move on to the real draw for Dust, the walkers. Since I got a "Blackhawk" in the starter box, I painted it up. I really don't have anything nice to say about this machine, so we'll move on. The "Wildfire" on the other hand just plain performs. Its quad .50 caliber machineguns rain terror down on infantry and up at flyers alike. The fact that they're Fast and have a 24" range lets them get just where they're needed and lay in suppressing (or even killing) fire without the enemy getting to react. Very important against those slippery fliers!




The only medium walker I have in my army at the moment is a "Cobra", but I'm pretty sure that's going to change soon. A 24" 5/1 or 3/2 gun that ignores armor? Yes sir.




It's kind of hard to take in the work I've done on my army in the weeks I've been away from a blog entry alone, but here's my current painted horde.




It's gotten to the point where I'm having a rough time getting them into the pistol case I use to carry them around. I'm looking for a non-GW (preferably less expensive than Battlefoam) figure case to get all these minis (plus more, including a "Fireball") into. I guess I'll just have to keep my eyes peeled.

Having an... interesting travel arrangement for my Dust dudes hasn't stopped me from getting a few games in. In fact, I'm tied with Demitra for the championship of our FNSLGS escalation league. This can only mean one thing; showdown! We've not played each other in the store yet, seeing as how we game every Tuesday, but this butting of heads was bound to happen eventually.




One of us (or maybe both) should do a battle report on the game. One thing's for sure, we're going to kick up a lot of "Dust" when Khadoran Machine Never Breaks and Wargaming Chaos go head-to-head!

Thursday, December 13, 2012

Updates Forthcoming, I Swear!




As an appology, have some Etna.
Yes, I've neglected this poor blog for a month now, and I don't really have an excuse for it. I've been busy. And lazy. Busy and lazy.
 
What I HAVE been up to is a lot of painting, and a whole lot of gaming. Demitra and I have been playing copious amounts of Dust Warfare, both at home and at my FNSLGS. You see, my gaming wishes have come true. Dust is now played on Wednesday night, a night I do not work. I've stepped away from the SSU for a bit and stepped up my painting. I've really been enjoying using the Allies in Dust.
 
Any way, I've gotten away from the focus of this post (as usual). The point is, content ahead!

Thursday, October 11, 2012

SSU Wavey Wave

There we have it. My SSU army, all 300 points of it, is finished. Once I get in my last two sniper teams I'll be 4 minis away from completion, which will take me all of a couple of hours to paint. I'm really curious to see how this army will fare on the table, as it is a pretty extreme build. Will it fall to suppression? will all of those Widowmaker rifles live to to their reputation? We'll have to see. For now, here's hoping the local Dust scene will move to Wednesday night rather than sticking to Tuesday. That will let me get out to my Friendly Not So Local Game Store for a game or two. Also, there's Demitra's army. I hope I'll be able to get him up to a full 300 points (the usual size for a game) soonish. While 200 point games are fun, I feel kind of limited as to what I can field. I really want to see what this army looks like deployed on the board.

Hopefully I'll be able to get this army up to full power and on the table soon.

Saturday, October 6, 2012

SSU Wave of Waveyness

This is a really, really short one seeing as I can't get to my computer right now. I just wanted to show off my mob. This is what 300 points of SSU infantry looks like. Impressive, no? Looks like I know what I'll be painting during my two week break.

Oh, and I'll be ordering two boxes of snipers on Friday. Muahahaha!

Tuesday, October 2, 2012

SSU Theorycrafting Continues

Well, the army may morph yet again. After a couple of losses to Demitra today, and quite a bit of downtime at work, I have yet again thought of something. What if I didn't use that second Command Squad? What if I instead had Yakov lead one of the Defense Platoons? What would I swap for that squad?

Snipers.

Yep, with those 25 points, plus a couple left unused in the previous iteration of my army, I could stick two more sniper teams into my army. Two more! That's four more Widowmaker Rifle shots per turn, and these ignore both cover and armor. Those bad boys are perfect for offing stubborn walkers and mopping up mauled units.

In short, I'd field this:

Faction: SSU ( 298 / 300 )

---  Heroes
Nikolaï (20)

---  Defense Platoon (141)
Upgrade: Political Importance (5)
Command Section: Yakov (21, Hero)
1st Section: "Fakyeli" SSU Close Combat Squad (21)
2nd Section: "Fakyeli" SSU Close Combat Squad (21)
3rd Section: "Ohotniki" SSU Rifle Squad (20)
4th Section: "Ohotniki" SSU Rifle Squad (20)
Commissar: "The Sumarokov" (5)
Support: "Jnetzi" SSU Sniper Team (14)
Support: "Jnetzi" SSU Sniper Team (14)

---  Defense Platoon (137)
Upgrade: Improved Command (5)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Frontoviki" SSU Battle Squad (20)
3rd Section: "Ohotniki" SSU Rifle Squad (20)
4th Section: "Ohotniki" SSU Rifle Squad (20)
Commissar: "The Derzhavin" (5)
Commissar: "The Trediakovsky" (8)
Support: "Jnetzi" SSU Sniper Team (14)

That's a lot of firepower, and it's pretty potent an 30" out.

Demitra asked today what the point of all those Widowmaker Rifles was. Simple- fire superiority. With that many bullets flying at that long a range, it will be tough to advance on my line and not come away unscathed. You'll have to make choices against this force. Which units do you fire on? The obvious answer would be the squads that crank out the most dice, and you'd probably be right in a close-in scenario. As anybody whose fought against the "Fakyeli Deathstar" (two Fakyeli squads, the "Sumarokov" commissar, and Yakov) you simply cannot let that squad close on you. It will simply end any enemy squad it gets within 6" of.

But then there's the "Fontoviki Bullet Wall" as I like to call it. Five Machineguns will tear things apart at 16", and you can't react to it. The squad is vulnerable to suppression though, so you just have to force them to keep their heads down.

While you're trying to deal with these two mobs though, I'm dumping Widowmaker fire into your most valuable units. That walker? don't get too attached to it- I can likely destroy it in a single turn. Those Infantry 3 (heck, Infantry 4!)? yep, I can mangle them too. the only thing too tough for this army remains Vehicle 5+ units. Those must either be ignored or simply set on fire. There are ways for this army to deal with that kind of threat, but for the most part (since I can"t really hurt them) I'm just going to have to write off whatever they turn their attention toward. It sucks, but oh well, the Motherland will remember it's brave soldiers forever.

That, and there's plenty more where they came from.

In summation, this army remains being about throwing as many warm bodies at you as possible. My hope is that you'll run out of bullets before I run out of dudes. Oh, and lots of really big rifles. Them too.

Sunday, September 30, 2012

The Human Wave

My Allied list got me thinking- what if I were to take the SSU "human wave" concept to its natural extreme. What if I were to completely remove the KV47 walkers from the picture? I'd end up with almost 60 soldiers on the table is what would happen. That's a lot of angry Russian goodness.

Here's the idea:

Faction: SSU ( 295 / 300 )

---  Heroes
Nikolaï (20)
Yakov (21)

---  Defense Platoon (137)
Upgrade: Improved Command (5)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Frontoviki" SSU Battle Squad (20)
3rd Section: "Ohotniki" SSU Rifle Squad (20)
4th Section: "Ohotniki" SSU Rifle Squad (20)
Commissar: "The Sumarokov" (5)
Commissar: "The Trediakovsky" (8)
Support: "Jnetzi" SSU Sniper Team (14)

---  Defense Platoon (117)
Upgrade: Improved Command (5)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Fakyeli" SSU Close Combat Squad (21)
2nd Section: "Fakyeli" SSU Close Combat Squad (21)
3rd Section: "Ohotniki" SSU Rifle Squad (20)
4th Section: "Ohotniki" SSU Rifle Squad (20)
Commissar: "The Derzhavin" (5)

It's my current SSU army with a couple of tweaks. First of all, no armor. Again, this is to deny my opponent's anti-tank assets. Anything that rolls a lot of dice against vehicles has a tendency (not always, but frequently) to roll a lot less dice against Infantry 2 targets. I'll still need to look out for Spray weapons, but with two more Rifle Squads the enemy will have to dump a lot more fire into my anti-tank assets to silence them. I still have my five machinegun squad, and it still cranks out 15 dice at 16". It was withering against Axis Zombies, and for units that rely on mob tactics like that it can be a game changer.

The Rifle Mob will still contain Nikolai, allowing them to hit on blanks when they sustained fire. That means hitting on blanks with re-rolls. And Armor Penetrating. Nasty. The other two Rifle Squads, as well as the Snipers will dig in and use their 30" range to discourage enemy units from advancing.

Finally, there's the two Close Combat squads. with their commissar and Yakov the mob can crank out an insane number of dice. Of course, Yakov could always join the Battle Squads, and that would mean that the mass of dice would also deny cover, which means a very dead squad. I suppose it will depend on my opponent's army and the scenario.

What does this army fear? Vehicle 7. I simply cannot stop walkers that big. The loss of my walker mounted Sulfur Throwers will really show then. That's a minor factor though. Short of an air-dropped Fireball, I should be able to shrug off the enemy's firepower.

That's it for this brainstorming session. Maybe this list will supersede my Allied list. That really depends on my financial situation, but the odds are pretty good.

Bringin' The Allied Pain

It's hard to find a good picture of Rhino, so you get this one.
After reading this article, I came to a decision- walkers are bad. Not bad in a "this model is awful and useless" sense, just bad in a "this model has no place in this army" sense. Keeping that in mind, I have revised my Allied army. I intend to start in on this army soon, as soon as I paint up my second SSU Rifle Squad and the SSU heroes that came in the mail for me a few days ago. Here's what I now plan on running:

Faction: Allies ( 293 / 300 )

---  Heroes
Ozz 117 (23)

---  Elite Platoon (150)
Upgrade: Extra Hero (5)
Command Section: Rhino (22, Hero)
1st Section: "The Hammers" Heavy Ranger Assault Squad (28)
2nd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
3rd Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
4th Section: "Tank Busters" Heavy Ranger Tank Hunter Squad (35)

---  Action Jackson - British Paratroops (120)
Command Section: Action Jackson (24, Hero)
1st Section: "Red Devils" British Paratroops (32)
2nd Section: "Red Devils" British Paratroops (32)
3rd Section: "Red Devils" British Paratroops (32)

It's all Infantry 3, with no Infantry 2 or Vehicles. This army can stand up to a withering amount of fire, and it denies my opponent of all of his anti-infantry and anti-tank assets. In other words, this army has to be anticipated or else it will rob you of all of your specialized units.

Especially jarring is the no vehicles part. All those .88s will be useless. Even better, the Phasers that the Red Devils are packing will tear enemy vehicles to shreds. Up to 11 shots (22 if every unit is able to Sustained Fire) will just plain annihilate armor and Infantry alike. No armor roll=dead targets.

Obviously Action Jackson will join the Red Devils as both ablative wounds and as extra Phaser death. Equally obviously Rhino leads the Hammers in order to make them a whirlwind of death up close. Perhaps less obviously, one of the Grim Reaper squads will be commanded by Ozz 117. The hail of machinegun fire as well as the Flamethrower that Ozz sports are going to shred infantry 2 units, and can even give aircraft and Infantry 3 a scare, as they will have no cover to hide behind. I'll just have to make sure I suppress their target before I jump in, as that will prevent them from reacting to my sudden 12" jump (giving me an 18" firey machinegun death range). I've even considered sending Ozz over to a Red Devil squad, causing the unit to deny both cover and armor. Nasty.

Of course this army calls for a good sized purchase, and that will be a way out, but on paper this army just plain looks terrifying.

Tuesday, September 18, 2012

Rage of Bahamut

This entry has absolutely nothing to do with wargaming, it's just a plea into cyberspace. If you're on an iPhone or a phone with an Android OS, pick up Rage of Bahamut. It's a ton of fun, it's free, and by entering the code vvd82534 at the end of the tutorial you'll really help me out. Even better, if you stick it out to level 10, I'll get a ton more help. No pressure, just asking.

Should you decide the game is not for you, just send your rare cards to EtnasVassal (all one word) and delete the game from your device.

I'm not tagging this post, so it will disappear into the mists of obscurity soon enough. Thanks for bearing with me.

Thursday, September 13, 2012

SSU Re-Do


I've been looking at my current SSU force over the last couple of days, and I've realized something; my force has no coherent battle plan. My units don't really compliment each other. They're more a hodge-podge of random stuff I bought (mostly because they actually are a hodge-podge of random stuff I bought). I've been looking especially closely at my transport helicopter. What am I going to actually transport in it? as it stands right now, I'm going to be dropping snipers into enemy territory and then using the thing to go around annoying enemy infantry with its machineguns.

I've been lurking in the Dust-War forum and reading what few threads exist on the SSU. One theme has come up- everybody seems to agree that Rifle Squads and Close Combat Squads are the way to go. I've also fallen in love with the "human wave" theme the SSU has going for it with the ability to form their squads into 11-man behemoths. This serves two purposes:

First, those squads lay down a lot of firepower when activated. I mean a lot. My double Battle Squad with "Trediakovsky" Commissar cranks out a mighty fifteen dice at Infantry 2 squads. Even a squad in cover will have to think twice about picking a fight with these boys.

Second, they decrease the size of my command dice pool. This means I'll get fewer orders, which will mean I'll get the drop on my enemies more frequently. This is a Very Good Thing. At first it may seem that I would suffer with fewer commands to go around. The reality is that I'll be activating swarms of infantry at a time whose goal is not to suppress enemy squads, but outright destroy them.

There are downsides, though. Spray weapons will be very, very scary prospects  (that Fireball dropped in my backfield may very well be a game winner). It's easier to suppress my entire force. I have very few overall units with which to grab objectives. The downsides are there, but I feel the upsides by far outweigh them.

"Quantity has a quality all its own."- Josef Stalin
The force I've planned out just drops the transport chopper in favor of Nikolai and a second Rifle Squad. The "Sumarokov" Commissar will be attached to the double Rifle Squad as well as Nikolai, creating what is more or less a sniper mob (they can't be fully supressed, there are twelve bodies, they halve their target's armor, and they hit on blanks).

Finally I'll attach a "Karamzin" Commissar to my Snipers to make a sniper rocket launcher, and form my two Close Combat Squads into one with my "Derzhavin" Commissar forming a wall of sulfur and molotovs.

For those who care, here's my revised list:

---  Heroes
Nikolaï (20)

---  Defense Platoon (153)
Upgrade: Improved Command (5)
Command Section: "The Medvedi" SSU Command Squad (25)
1st Section: "Frontoviki" SSU Battle Squad (20)
2nd Section: "Frontoviki" SSU Battle Squad (20)
3rd Section: "Ohotniki" SSU Rifle Squad (20)
4th Section: "Ohotniki" SSU Rifle Squad (20)
Commissar: "The Trediakovsky" (8)
Commissar: "The Sumarokov" (5)
Support: KV47-A "Nadya" (30)

---  Defense Platoon (127)
Upgrade: Political Importance (5)
Command Section: Koshka Rudinova with Grand'ma (53, Hero)
1st Section: "Fakyeli" SSU Close Combat Squad (21)
2nd Section: "Fakyeli" SSU Close Combat Squad (21)
Commissar: "The Derzhavin" (5)
Commissar: "The Karamzin" (8)
Support: "Jnetzi" SSU Sniper Team (14)
Now I just need to wait for FFG to release the SSU Hero Box so I can actually get my hands on Nikolai. Oh, and I need to wait for my coffers to refill since I'm going to be pre-ordering the limited edition of Dead or Alive 5...

Friday, September 7, 2012

Dark Angel Deathwing Disaster?

Well, my Deathwing Assault Squad is fully painted. How did they turn out? Keep reading to see the answer!

I of course started with a bonewhite primer (thanks Army Painter!) and built up from there. The conundrum I faced from there was how to shade them. I decided on a Dark Fleshtone dip based on Vallejo paints. I got out my chemical agent dish (a little thing I picked up from my grocery store dedicated to stuff I wouldn't want my cooking to share a dish with) and squirted some Dark Fleshtone into it. Afterward I thinned the paint out with Pledge floor wax, leaving me with this stuff:
A heavy layer across the entirety of the models left me with all the shading I needed. Sorry about a lack of a picture at this stage, but I was on a roll.

Like the rest of my Deathwing I then went over all the weapons and shields with black paint. I then picked out all of the metallic areas with Chainmail and Shining Gold. It was at this point I realized I had made a grievous error- the metal areas were not dipped! I again mixed up some Dark Fleshtone dip and set about touching up the neglected areas. Following that I went over the neglected areas with Dark Angels Green and gave the electrified plates on the Thunder Hammers a Purple Ink glaze, and came up with the following:

A quick application of the Deathwing broken sword wrapped up the endeavor.

No real flaws other than the shade not quite matching the rest of the army, but on the table you can"t really tell.

Sorry about the short article, but it was a short painting process. Until next time, seeyuh!!!

Saturday, August 25, 2012

Dark Angel Debacle?

Guess who's back.
Well, it's been a while since I painted anything, and it'll be a while before I get another game in, so I decided to rummage through my gaming cabinet. While in there I stumbled upon my long neglected Deathwing army. Feeling sorry for them, I pulled them out and started playing around with army lists in Army Builder. I was shocked to find that I was but a single squad away from a (hopefully) fully functional 2,000 point Deathwing army. Now, I haven't used them in a while, mainly because they regularly get the tar knocked out of them, but since Dark Vengance is on it's way (the new 40k boxed set) I decided to finish my army. Honestly, there's not too much in there I'm really interested except for that gorgeous looking squad of terminators. Them and the portable rulebook. Well, there's that Hellbrute for my Plague Marines too...

As usual I digress. Inspired, I ran over to my FLGW and grabbed a box of Assault Terminators. This time they would be outfitted for killing stuff properly. I eagerly went about putting them together, outfitting the sergeant and three veteran marines with Thunder Hammers and Storm Shields, and the final marine with a Heavy Flamer and Chainfist. Nothing would stand before my glorious legion! Nothing, I say!

Now they sit, fully assembled, based, and primed (in bonewhite) waiting for the tender caress of a paintbrush. I hope to get some work done on them tonight, but one thing stands in my way- I no longer have any of the dip I used on the rest of the army! It dried in the can months ago, and there's just no way I can rationalize spending another $40 or so on a can for a single squad.


This has led me to ponder color matching. How can I approximate the same color I got from the dip with the paints I already have? I'm thinking some really thinned down Devlan Mud, but the color just isn't the same and I really need to save that jar for my SSU infantry. No, what I really need here is some homemade dip.

I still remember the recipe, it's not that hard. Just add the desired color to some acrylic floor wax. the issue of color again arises. can I find just the right shade of brown to match the Army Painter dip? Only time will tell...

Thursday, August 9, 2012

Looking Toward 6th Edition

Not my plane. Taken from glaven.net.
Well, 6th edition 40k is here, and people are extolling its virtues left and right. Pre-measuring is in, fliers fly, and you can shoot at charging enemies. All that sounds cool and all, but what does it mean for my Dark Eldar?

I've been doing some pondering, and it has led me to a few conclusions.

First of all, I am afraid of fliers. Only being able to use snap fire to engage areal threats with my current army just seems a little sub-optimal. I'd have to dedicate pretty much every lance in my army to taking the thing down, and that seems like a bad idea. The alternative is to totally disregard the threat, which seems like a worse idea. Because of this it seems that one of my Ravagers will have to be removed from my army in favor of... Well, if you paid attention to the image up top it's pretty obvious- a Razorwing. I'm not quite sure as to the exact configuration of its weapons (do I go with a Splinter Cannon or a Night Shield?) but I am sure that I need a flier. Especially with a Stormraven kicking around Demitra's home somewhere.
Yes, I could use an Aegis Defense Line, but that's just so.. un-fluffy. I may not be a fluff Nazi, but I'm not going to go that far.

Second is that Dark Eldar were, have been, and always will be a harassing, evasive, mechanized army. I've seen players attempt to run their armies on foot, and that's just not going to work. They're fragile in melee, and now that they've lost the ability to run a true Webway Portal army to save them once they get up close, they need to play keep-away even more. I knew I was getting into a finesse army when I started buying these models, and I'm not upset that we remain fragile. It's the Dark Eldar thing. I'm a tiny bit miffed that they can be glanced out of the air now, but it's not all that far of from the days of 3rd and 4th edition where a glancing 6 would knock your transports out of the sky. Sure, now it's pretty much a given that small arms fire will knock your ride down, but you can pre-measure distances now, and with that up your sleeve you should be able to keep the enemy at arm's length until you swoop in for the killing blow.
This is not a Footdar army. We don't have Aspect Warriors to save our infantry (who have bad armor saves and poor leadership). Sure there are some backups (Beast packs, Grotesques), but they cannot be relied on. Keep moving, and if a squad gets downed, leave it for dead. Keep in the Dark Eldar mindset- kill them all, those too weak to survive are just as well dead.

Finally, and related to my last thought is this; table your opponent. You want him to have no models left on the board at the end of the game. This assures you a win, and is really quite fluffy. Ignore those silly objectives. You're here to inflict as much pain as possible. Do it.

Any way, those are my thoughts on how Dark Eldar will transition to 6th edition. I;m sure that there are much more wizened generals that myself who will cry foul at my tactics, and I will admit that this is based entirely on my loose understanding as to how the new 40k works. For now however I will focus on running my army throughout these last few months of 5th edition that Demitra and I will play.

Maybe Dust Warfare too.

Wednesday, August 8, 2012

Fully Painted (And It Feels So Good)

...And there we have it. Three hundred points of Dust SSU minis fully painted and ready to hit the table.

I'm pleased with how the entire force came out looking coherent (limiting your color pallet will do that) and I also like how the army breaks down into two 150 point platoons. I'll have to play some games first, but I'm already considering dropping the transport helicopter in favor of another pair of Rifle Squads. Either that or another KV47 walker, but who knows?

Now I need to lay hands on those SSU transfers (or at least some Soviet transfers) in order to fill in those last few details. Once the transfers are in place and Dullcoted down, the army is done!

...Well, at least until that stinking ground attack helicopter is released.

...And that heavy tank- that looks cool.

...Oh, don't forget Winter Child...

Well, the army will be done for the time being, anyhow.

Friday, August 3, 2012

Get To The Chopper!

That's right, it's another painting roundup. Today I have two completed units to show off.





First up is the SSU Transport Helicopter. The canopy's glass is still soaking in Simple Green, so you'll just have to imagine it there. I painted the interior of the cockpit, otherwise I wouldn't be so obsessed with the glass bit. The Simple Green has yet to put a dent in the fog on the glass, but I figure I'll give it a week or so before I give up.




Next up is my SSU Close Combat Squad. These fellows have blue Molotov Cocktail bottles, whereas the next squad will probably have green ones.

That's it for today's painting. Now I just need to get those decals and that can of Dullcote...