Ravenwing Command Squad. Jeez these guys have took some time but I can’t wait to get them on the battlefield. #warhammer40k #darkangels
Brand new commission landed! Only a wee squad, welcome change of pace from the usual massive army deliveries. Not painted eldar in 4 years!
We completed my FINAL project until after Twitch con 2018 last night on stream. That was not a small list, but WE MADE IT! Now I can focus on getting ready for next Wednesday, as well as some Halloween prep! Check out this doodle you burrs have been requesting for a bit now, one of my best friends @bulkzerker
in full modrage. Hold your banhammers high!
Ive been keeping up with the new Kill Team releases so far, and having just finished reading the Commanders Expansion I thought id share my thoughts. Firstly I applaud the wide choice of commanders available which should bring an extra level of vibrancy to the game (although with that comes an extra level of potential abuse from competitive players). Although the huge difference in points cost between the cheapest ( Level 1 Commisar at 10pts) and the most expensive (Level 4 broodlord/Patriach at 196pts) means that the inclusion of commanders will have an extremely varied effect on the game depending on how people approach this expansion. Interestingly the Marines only have access to Primaris options as there are no 'regular' marine options. This is clearly an indicator of what I have been saying since the release of 8th edition and no great suprise to most people, that the small scale marines will be phased out over this edition and be gone completely by the release of 9th (although with no regular marine releases for a while and non planned it seems regular marines are already effectively frozen out of the universe). The commander missions in this expansion are well designed and look great fun to play. I welcome the introduction of leaders and/or psykers to this game, but I would hesitate to use them as standard in every game of Kill Team I played. Im sure most players will just treat commanders as the new default way to play, but personally I will be treating it as an optional variant I will use once in a blue moon. The likelihood that many of these commanders will be more than capable of slicing or blasting their way through opponents basic troops with no trouble at all, will leave many games of Kill Team Commanders feeling like a face off between the two chiefs as the troops around them will have far less influence in the game. For those old enough like me to remember the 2nd edition of 40k this has overtones of the old 'Herohammer' style of gameplay from back in those days.
Let’s finish off the week with another set of stock Games Workshop melee options for the Questoris-chassis Knight Titans. This time, we’ve got a couple of Thunderstrike Gauntlets (one palm-up and one palm-down). I did up a pair of Thunderstrikes and a pair of Reapers just in case Games Workshop decided to be super picky about conversions/third-party options for last weekend’s “Armies on Parade” event. It turns out that I was able to show off my custom armaments without issue but it’s always better to be safe than sorry. Honestly, I would have eventually wanted to add these purdy maylays to my ever-increasing arsenal, anyway. Afterall, it’s absolutely true: Imperial Knights are just dress-up Barbies for big boiz and the more options you have, the better. 👸🏼 I got some super special content for Sunday. Stay tuned... you mutha- 💪🏼🤡👍🏼