Hi all - to finish off this series of blog posts (until I get better pics or have a game with the Warhound) I thought I would compile the links to all 18 of the the posts in chronological order to a) hopefully help out anyone else looking to tackle this sort of project and b) so I can easily find and remember how to build my second Warhound when I finally get on to that project.
Starting the Warhound project
Building the Feet
Two Warhound Titans!
Building the Legs
Building the Torso
Interchangeable Weapons
Painting the Torso interior
Finishing the Torso interior painting
Painting the Armour Panels
Painting the Legs
Finishing the Torso and Head build
Painting the Head
Painting the Carapace
Finishing the Torso
Attaching the Torso
Plasma Blastgun
Vulcan Mega Bolter
Canis Ferrum lives - the finished Warhound
Hope you find it useful and it inspires you to tackle your own Titan project - looking at you LordH!
25 Feb 2015
21 Feb 2015
Chaos Warhound Project - Canis Ferrum is alive!!!!!
Well, its been the biggest (geek) project I have ever undertaken, coming in at over 3 months (starting on 05/11/2014 and finishing on 18/02/2015) worth of planning, prepping, building and painting, but the Chaos Warhound is finally complete! I kind of wish I had a mini bottle of champagne to launch it with...
I'm going to try and get some good photos taken when I can (its a bit too big for the normal A3 background and daylight bulb...), but I couldn't not share a few pics now could I???
I'm really happy how she turned out in the end - loads of care went into it and I only hope that if I can get her onto the tabletop she doesn't get blown to pieces in two turns (which tbh, is going to happen...).
I hope you like the name - was a bit of an easy choice and compliments Siph's Canis Bellum and Canis Praetor Warhounds. I think will also have to follow his lead on storage solutions...
So now that I have an empty hole in my life after only working on this for so long, I need to work out what to do next... I have lots of fun toys in the backlog, as well a pile of Dark Vengeance Cultists I ashamedly keep using despite them being unpainted...of course there is always the other Warhound...
Cheers, the6thDegree
I'm going to try and get some good photos taken when I can (its a bit too big for the normal A3 background and daylight bulb...), but I couldn't not share a few pics now could I???
I'm really happy how she turned out in the end - loads of care went into it and I only hope that if I can get her onto the tabletop she doesn't get blown to pieces in two turns (which tbh, is going to happen...).
I hope you like the name - was a bit of an easy choice and compliments Siph's Canis Bellum and Canis Praetor Warhounds. I think will also have to follow his lead on storage solutions...
So now that I have an empty hole in my life after only working on this for so long, I need to work out what to do next... I have lots of fun toys in the backlog, as well a pile of Dark Vengeance Cultists I ashamedly keep using despite them being unpainted...of course there is always the other Warhound...
Cheers, the6thDegree
19 Feb 2015
Chaos Warhound Project - Vulcan Mega Bolter
Hi guys - not many posts left now before this project is complete!
Today I'm showing off the Vulcan Mega Bolter that is now finished:
As with every other piece of the Warhound, the weapon is packed with detail...
There's not much more I can say about the painting at this point - it was just more of the same Warhound fun!
Cheers, the6thDegree
Today I'm showing off the Vulcan Mega Bolter that is now finished:
As with every other piece of the Warhound, the weapon is packed with detail...
There's not much more I can say about the painting at this point - it was just more of the same Warhound fun!
Cheers, the6thDegree
16 Feb 2015
Necron Canoptek Spyder #3
The weeman room is out of commission at the moment and work is taking up all my time as I am away from home at the mo and in the middle of moving too, so blog posts will be few and far between until the new one is ready!
That aside, I've managed to do the third and final Canoptek Spyder for my Necrons, they are a Codex Unit of 0-3 Spyders, so now I have three to get across the board and use that monsterous creature status to good effect, one just dies trying...Like the second one seen here, he is a basic gribbly, no particle beamers. As i am scheduling this post, the Necron Codex will hopefully be out by now and maybe these haven't been nerfed.
Thanks for stopping by, cheers. Siph
12 Feb 2015
WIP Ultramarine Centurion
Hi one and all, thanks for stopping by.
Here is a quick post showing my WIP Ultramarine Centurion Sergeant, with Grav Weapon- the first of a squad of 6, all with Heavy Grav with a combo of Missile pods and bolter chest weapons.
I've spent some time perfecting the 'Blue' for my marines- with this being the look I wanted.. (only taken 20 years..)This is a combination of 7 steps:
As you may have noticed I did a head swap, and used spare heads from the Grey Knight kit, so much better than the marine/terminator helmet. I have also added some modelling putty to the 'neck' so that the head is slightly higher. The other minor swap is that I have altered the 'arms', instead of using them as pairs (similar heraldry on the fists to mark a pair) I selected them as to the pose I wanted- and am happy with the results
I also tried to add some 'light effect' coming from the grav weapon, (above) I need to finish this off, making it a little more brighter, and 'effective'
Left to do are the cabling, little details here and there and a banner/ominscope- then on to the other 5...
thanks for looking!
Here is a quick post showing my WIP Ultramarine Centurion Sergeant, with Grav Weapon- the first of a squad of 6, all with Heavy Grav with a combo of Missile pods and bolter chest weapons.
I've spent some time perfecting the 'Blue' for my marines- with this being the look I wanted.. (only taken 20 years..)This is a combination of 7 steps:
- Choas Black/Abbadon Black undercoat
- Macragge Blue spray
- Wash of Drakenhof Nightshade
- Layered UM Blue (oringial colour)
- Dry brush of Codex Grey (x2)
- Glaze of Gulliman Blue
As you may have noticed I did a head swap, and used spare heads from the Grey Knight kit, so much better than the marine/terminator helmet. I have also added some modelling putty to the 'neck' so that the head is slightly higher. The other minor swap is that I have altered the 'arms', instead of using them as pairs (similar heraldry on the fists to mark a pair) I selected them as to the pose I wanted- and am happy with the results
I also tried to add some 'light effect' coming from the grav weapon, (above) I need to finish this off, making it a little more brighter, and 'effective'
Left to do are the cabling, little details here and there and a banner/ominscope- then on to the other 5...
thanks for looking!
9 Feb 2015
Chaos Warhound Project - Plasma Blastgun
With only the weapons left to paint up, I'm really on the home stretch now and even closer to the end of the project now that the first weapon is finished.
I was looking forwarding to painting the Plasma Blastgun; it was a chance to really throw a bit more colour onto the model and lighten it up a bit.
Painting-wise it was no different from the rest of the model and I used the same blue plasma-lighting effects so it ties in with the rest of my Iron Warriors army.
A little tip - I covered the nut attached to the weapon in masking tape to make sure the paint didn't clog the threads and the weapon attaches to the arm smoothly.
I was looking forwarding to painting the Plasma Blastgun; it was a chance to really throw a bit more colour onto the model and lighten it up a bit.
Painting-wise it was no different from the rest of the model and I used the same blue plasma-lighting effects so it ties in with the rest of my Iron Warriors army.
A little tip - I covered the nut attached to the weapon in masking tape to make sure the paint didn't clog the threads and the weapon attaches to the arm smoothly.
Cheers, the6thDegree
5 Feb 2015
Chaos Warhound Project - Attaching the Torso
Morning peoples - after a bit of a lull, we are back to making progress on the Warhound.
The last post was about finishing the torso paint job, so now we need to look at attaching it to the legs - but first the head needs attaching and some cabling needs connecting between the head and torso.
The head was simple enough, I had already drilled it and pinned so that I could dry-fit it - so this only needed gluing.
The cables come in long 6inch straight strips, so its up to the modeller to measure, cut and bend as needed. I purposefully cut mine long and then out came the hairdryer to heat and bend to shape. It was then much easier to trim the final mm's off to get them to fit. Lastly they were painted up in the same style as the other cabling on the Warhound.
Nicely fitting cables!
Next up - attaching the torso to the waist. I had already drilled and pinned where the parts would meet (you can see it in various pictures of the torso and legs, so that it sat relatively securely, but the single pin still allowed for rotation (which we don't want). So I drilled a small pilot hole in an obscured divot (you can just about make out the pin shining a little in the pic below - directly above the waist line with squares bits) for pinning laterally. This meant that when glued, I could drill and pin from another angle to make the model even more stable.
Lastly, now that I no longer needed to be able to place the torso on its roof, the spikes were painted and attached.
And there you have it, all of a sudden the Warhound is looking pretty darn close to complete! Just the weapons left...
Cheers, the6thDegree
The last post was about finishing the torso paint job, so now we need to look at attaching it to the legs - but first the head needs attaching and some cabling needs connecting between the head and torso.
The head was simple enough, I had already drilled it and pinned so that I could dry-fit it - so this only needed gluing.
The cables come in long 6inch straight strips, so its up to the modeller to measure, cut and bend as needed. I purposefully cut mine long and then out came the hairdryer to heat and bend to shape. It was then much easier to trim the final mm's off to get them to fit. Lastly they were painted up in the same style as the other cabling on the Warhound.
Nicely fitting cables!
Next up - attaching the torso to the waist. I had already drilled and pinned where the parts would meet (you can see it in various pictures of the torso and legs, so that it sat relatively securely, but the single pin still allowed for rotation (which we don't want). So I drilled a small pilot hole in an obscured divot (you can just about make out the pin shining a little in the pic below - directly above the waist line with squares bits) for pinning laterally. This meant that when glued, I could drill and pin from another angle to make the model even more stable.
Lastly, now that I no longer needed to be able to place the torso on its roof, the spikes were painted and attached.
Cheers, the6thDegree
2 Feb 2015
Necron Army Progress So Far
Hello All, ;) Just a quick update shot of where the Necrons lie so far, I am rather pleased how the scheme has turned out and now need to concentrate on some Immortals and a few more Annihilation Barges, maybe a Ghost Ark and a Command Barge... but I'll keep adding :)
And not forgetting the Apoc only Obelisk!
1 Feb 2015
Necron Codex Review - More Balance
So I have my Codex in hand, plenty of changes, many things to read and overall from a quick glance I reckon a well balanced book, some units I haven't used before may get used, some flying croissants might be left behind. Tomb Blades will be included!
My initial thoughts are good, not nerfed, Tesla Destructors same strength and hits, Destroyers are now one additional wound and jet pack infantry so finally might get used a bit more. Wraiths are still strong and I'll need to paint some of them up. Doom Scythe as rumoured, but I hardly used them anyway, Not sure where Crypteks will get used anymore. Units within a Decurion Detachment get ever living command bonus giving +1 to reanimation protocol making most of your army better... Those outside the confines of the Decurion Detachment will be used as combined arms detachment.
Crypteks now an HQ slot on own or as part of a Royal Court, but on own as the HQ slot can join squads, but a Lord will be better. I guess the Cryptek gives a +1 to re animation protocol to units not within the Decurion Detachment, so in a large squad will be good.
Mindshackle Scarabs are nerfed, now just cause fear and test on 3 dice so most enemies (SM) won't care.
Reanimation protocols are now done when unsaved wounds are caused and not at the end of the turn, and can be used when it says "no saves of any kind" or on Instant Death as it is not a saving throw.
But cannot be used if the rule states "removed from play" or for Destroyer Weapons, rightly so. The Cryptek and Detachment rules can modify this to +4, but no better than this.
Scarabs have been nerfed, just normal gauss glance on +6 rather than permanently lower AV values,
but in combat with non vehicles, auto wound on +6, beasts and now 25% more each base making them a lot more expensive. But each Spyder each movement phase can produce a base each if other Scarabs are within short distance at no penalty if they don't roll a 1. If they roll a one, they get wounded.
Minimum Warrior Squads are now 10, and the Decurion Detachment is 2-8 squads, 1-4 of Immortals, the staple troop choices. The almost auto include of Night Scythes are 30% more each.
Canoptek Wraiths are roughly 20% more each, and 3-6 vice 1-6, Beasts, and +1 toughness. They can still take Whips which increase +3 Initiative. They can still pass through models and terrain.
You have to take an Overlord, but this can be one of most of the named characters or Imotekh.
Heavy Destroyers come as their own unit of 1-3 or in a squad of normal Destroyers, which are now 1-6 constructs with upto one Heavy Destroyer.
Deathmarks can arrive when the enemy deep strikes and at the end of the enemy movement phase, the Deathmarks can target any enemy that arrived from reserves, wounding on a +2.
Flayers have same stats, same price but now cause Fear and flayer claws are Shred special rule and although the stat line says 3A, it says two flayer claws so not sure if that means 3+1A, so 5A on charge?
I am glad to see Dispersion Shields have lost their reflection rule, now act the same as Storm Shields, so the Lychguard will get a showing. Praetorian Rod of Covenant now 12in.
Tomb Blades will be seen as they are 1-3 in a Decurion Detachment. They are now 3-10 in a unit vice 1-5 and slightly cheaper. Plus with nebuloscopes ignore cover. I've already bought some, I've always liked them but will now have to paint them up to get the Decurion bonus to RP.
Rules for Obelisk (pictured) are included too, and Imotekh Stormlord is a Lord of War and his funky Staff of the Destroyer is now 18in, but AP2 vice 1, that's a lot better because twice I've used it and twice the range rolled too short! But his Lightning Storm has been nerfed to 48in range and -2 strength but now hits on a 5+ to balance that, so no more smashing Imperial Knights on the first turn fluke :( lol.
Triarch Stalkers give a nice bonus to nearby non-vehicle units with a +1 to BS
Overall I am pleased to see they haven't nerfed my Necrons, some pleasant balancing and some cutting of special rules and c'Tan skills making the game smoother. I am sitting pretty to continue to expand the Necron force, I'll shortly post where I am with this army so far, I've built it up quite nicely in a relatively short time - for me anyway!
My initial thoughts are good, not nerfed, Tesla Destructors same strength and hits, Destroyers are now one additional wound and jet pack infantry so finally might get used a bit more. Wraiths are still strong and I'll need to paint some of them up. Doom Scythe as rumoured, but I hardly used them anyway, Not sure where Crypteks will get used anymore. Units within a Decurion Detachment get ever living command bonus giving +1 to reanimation protocol making most of your army better... Those outside the confines of the Decurion Detachment will be used as combined arms detachment.
Crypteks now an HQ slot on own or as part of a Royal Court, but on own as the HQ slot can join squads, but a Lord will be better. I guess the Cryptek gives a +1 to re animation protocol to units not within the Decurion Detachment, so in a large squad will be good.
Mindshackle Scarabs are nerfed, now just cause fear and test on 3 dice so most enemies (SM) won't care.
Reanimation protocols are now done when unsaved wounds are caused and not at the end of the turn, and can be used when it says "no saves of any kind" or on Instant Death as it is not a saving throw.
But cannot be used if the rule states "removed from play" or for Destroyer Weapons, rightly so. The Cryptek and Detachment rules can modify this to +4, but no better than this.
Scarabs have been nerfed, just normal gauss glance on +6 rather than permanently lower AV values,
but in combat with non vehicles, auto wound on +6, beasts and now 25% more each base making them a lot more expensive. But each Spyder each movement phase can produce a base each if other Scarabs are within short distance at no penalty if they don't roll a 1. If they roll a one, they get wounded.
Minimum Warrior Squads are now 10, and the Decurion Detachment is 2-8 squads, 1-4 of Immortals, the staple troop choices. The almost auto include of Night Scythes are 30% more each.
Canoptek Wraiths are roughly 20% more each, and 3-6 vice 1-6, Beasts, and +1 toughness. They can still take Whips which increase +3 Initiative. They can still pass through models and terrain.
You have to take an Overlord, but this can be one of most of the named characters or Imotekh.
(One figure crying out for a 32mm base!)
Lychguard are over a third cheaper! Praetorians a third cheaper! So you may see more on the table, especially with the improvement of Dispersion Shields and Rods of Covenant, below.Heavy Destroyers come as their own unit of 1-3 or in a squad of normal Destroyers, which are now 1-6 constructs with upto one Heavy Destroyer.
C'Tan shards are +1 WS than before and roughly a third more expensive, but Nightbringers have Gaze of Death as standard, Deceivers have Dread and Grand Illusion, allowing redeployment of D3 friendly units if within 12in. They also get the random C'Tan power every turn and can choose to use this, one which is a D weapon shot!
Deathmarks can arrive when the enemy deep strikes and at the end of the enemy movement phase, the Deathmarks can target any enemy that arrived from reserves, wounding on a +2.
Flayers have same stats, same price but now cause Fear and flayer claws are Shred special rule and although the stat line says 3A, it says two flayer claws so not sure if that means 3+1A, so 5A on charge?
I am glad to see Dispersion Shields have lost their reflection rule, now act the same as Storm Shields, so the Lychguard will get a showing. Praetorian Rod of Covenant now 12in.
Tomb Blades will be seen as they are 1-3 in a Decurion Detachment. They are now 3-10 in a unit vice 1-5 and slightly cheaper. Plus with nebuloscopes ignore cover. I've already bought some, I've always liked them but will now have to paint them up to get the Decurion bonus to RP.
Rules for Obelisk (pictured) are included too, and Imotekh Stormlord is a Lord of War and his funky Staff of the Destroyer is now 18in, but AP2 vice 1, that's a lot better because twice I've used it and twice the range rolled too short! But his Lightning Storm has been nerfed to 48in range and -2 strength but now hits on a 5+ to balance that, so no more smashing Imperial Knights on the first turn fluke :( lol.
Triarch Stalkers give a nice bonus to nearby non-vehicle units with a +1 to BS
Overall I am pleased to see they haven't nerfed my Necrons, some pleasant balancing and some cutting of special rules and c'Tan skills making the game smoother. I am sitting pretty to continue to expand the Necron force, I'll shortly post where I am with this army so far, I've built it up quite nicely in a relatively short time - for me anyway!
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