Skip to main content

Industrial Terrain

So I recently picked up the coolest kit from Games Workshop.

I was thinking oh, that will be a pretty cool building to work on. But I didn't realize exactly how big it was. I mean this thing is enormous. I thought it was just a little wall section. But check out how big it is with the Primaris marines next to it.

That seems rather significant.

I had picked up the Renegade Knights box. Actually the very last one at my local GW shop. So that is part of the reason I decided to get some of the new terrain Games Workshop is making. It is one of the greatest boxed sets ever. You get two Knights cheaper than you can buy them and it comes with this as well which is totally free at the price of the kit.

So that gives me a Galvanic Magmavent and the Sector Imperialis Manufactorum. So I thought that was a pretty good start.

But in sticking with my desire to add some AdMech to miniature collection (I had previously picked up Forgebane), I thought I would grab this new Kill Team for the special character that isn't available anywhere else.

Theta-7 Acquisitus also comes with some of those cool Ryza pattern ruins which I think look very cool. Here is a better picture.

Lots and lots of great things. This gives me some scatter terrain to work in. But since it is still a small set. It is just needing a little something more.

It would be really nice if I had some more of those Ryza pattern terrain bits. Maybe something like the new Killzone: Sector Fronteris Environment Expansion. Yeah, that is perfect.

Here it is spread over a 22” x 30” mat:

So you can imagine it is a lot to paint. Like an enormous amount of glue, etc. Will be very cool to get all of this stuff done with a similar style though. I think I will probably go with a technique like this : YouTube link.

Ah well, picking up Theta-7 and Sector Fronteris today from my pre-order. Hope everything is going well, happy gaming.

Comments

Popular posts from this blog

War Machines in Age of Sigmar

Well, I've been trying to figure this out because with a dwarf/elf army it becomes pretty important- usually like first turn important. After our first game it became apparent that war machines are very dangerous in Age of Sigmar. Something has me puzzled though- and it is part because of the streamlined rules and in part because of conflicting reports I've uncovered on the internet. Let's start at the beginning. WARSCROLLS & UNITS “All models are described by warscrolls, which provide all of the rules for using them in the game. You will need warscrolls for the models you want to use.” “Models fight in units. A unit can have one or more models, but cannot include models that use different warscrolls. A unit must be set up and finish any sort of move as a single group of models, with all models within 1" of at least one other model from their unit.” When I first read this it seemed very apparent that you would never have more than one unit in a warscroll. B

Grumlock & Gazbag

Move 5” Wounds 8 Save 4+ Bravery 7 Grumlok & Gazbag are a single model. Grumlok is armed with a Slaughter-choppa and carries the night goblin shaman a top his shoulders. Gazbag is armed with a Moon staff and carries a stash of Madcap Mushrooms. Attacks Slaughter-choppa range 1”, attack 1, hit 3+, wound 3+, rend -2, dmg d3 Moon Staff range 2”, attack 1, hit 4+, wound 4+, rend -1, dmg d3 Abilities I’m Da Best You can add 1 to all the hit rolls for a Black Orc Big Boss if it is within 10" of any other Orruk Hero from your army in the combat phase. Madcap Mushrooms When a Night Goblin Shaman attempts to cast a spell he can eat a Madcap Mushroom. If he does so roll a dice; on a 2 or more add 2 to the casting roll. On a 1 the mushroom was bad and he can do nothing else until your next hero phase as he starts hallucinating. Magic A Night Goblin Shaman is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in ea

The Trade Road

Three days out of the town of Mort, we'd reach the Drachenfell forest. The caravan had at least seven days left to Brandon's Ferry. We traveled slowly. Our group was over twenty men strong, five wagons each with one or two drovers, nine soldiers including us, a priest, and a blackcloak. She seemed to view our scouts as prey, but she was young and more used to having a group of templars to back her up.  The morning calm of the fourth day was shattered by the caravan master Argasto. He was shouting about a thief and interrogating the guards on duty the night before. One of the muleskinners, an aging and grizzled veteran named Keller, had vanished in the night. Taking his loyal mastiff with him and padding out of the camp.  My skill as a tracker was not challenged by finding his trail. He probably had a six hour lead, but our investigation turned up that he was an ex-bandit, he'd ran with a pretty rough crowd after the war. More importantly, he'd on