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Should Spikey Bits Open a Gaming Store?

Posted by Man Boy Genius Friday, April 30, 2010 View Comments

That's pretty much it. I've been a part owner or full owner of a bunch already, not to mention a few years of Battlewagon Bits, but I'm feeling the itch again.  It's been on my mind since I moved back to Virginia. In addition one of the LGSes is closing soon, so there's not many options left for a friendly game store experience in Richmond anymore, much less one that actually has correct stock levels.

Here are some pics of the small Battlewagon Bits storefront I had a few years ago (yes Mike Clark I had a storefront). It was pretty well stocked, but there are a lot more products around now. Plus with the space to carry them, I would kinda feel compelled to.


So what do you think? What would you like to see in a gaming store, here in Richmond or anywhere really? What do you think would be a good store name? Join the debate on the SPR forums!

Trygons and Minotaurs- Oh My!

Posted by Man Boy Genius Thursday, April 29, 2010 View Comments

These were painted up by my friend, Brother Chaplain Ginn for some recent GW Hobby Store painting competitions. 

Unfortunately they both lost- lol.  It was mostly because we don't shop there very much, and the locals voted for their own even though these blew all contenders out of the water. Gooooo Team!

Checkout the putty work BC Ginn did on the Minotaurs! There is fur where there should be, and he fixed their feet a bit.  Pretty good considering these were converted and painted in just 24 hours!



Anyways both of these units will be up for sale on e-Bay shortly as part of out spring cleaning spree. Ill post the links here when they go up.


-MBG

Hey MBG back again with some more coverage of Dicehead Games' "Siege" event. Here are some great looking armies from the event.

My personal favorite is the Slaanesh army with the ipod ready Land Raider, and amazing freehand.  Enjoy!

You heard it right, Brother Chaplin Ginn, and I have been cleaning out our closets. We have been listing items non stop for the last two days, and will continue to do so for about the next week or so.

There is a ton of stuff we're dumping, from 40k to Forge World, and even Fantasy. We also have a ton of painted figures and armies for sale as well. 

So click here to check out my ebay items, OR you can use the e-Bay widget on the top left of this blog page. Remember to keep checking back over the next week, because it really is a lot of items to list.

-MBG

Last weekend I participated in Dicehead Game's "Siege" Convention.  It was a very well run multi-genre event on Saturday and Sunday in Chattanooga, TN.  They had D&D games, Board Games, RPG's, Flames of War, Warhammer 40k and Fantasy among others.

It was located on a very clean park/ fairground with plenty for a family to occupy themselves with if their significant other was gaming all day.

On the war-gaming side both 40k and Fantasy had a Team Tourney, a RTT, and a 'Ard Boyz style event- yep 9 games in 2 days.  Very Adepticon-esqe if you ask me :-) They had probably about 1000 people thou the doors all weekend with participants coming from all over the south.


Above is a pic of the 40k Team tourney after about an hour in. There were over twenty teams playing in that event- a feat hard to find outside Adepticon!

TPM Blood Angel and I went and played in every 40k event.  It wasn't easy because we started at 9am Saturday and stopped at about 1am Sunday, and that was just for the RTT and Team Event. The 'Ard Boyz style one started at 9 am that morning!


I took my Looted Guard, fresh with new rust details (more on that later). Paul took guard as well, using the figures we painted up for Adepticon.

Overall the competition was fierce and many times I heard the phrase "I hate guard". Don't worry guys the Blood Angels will reign them in soon! When the dust settled Paul and I split the kudos down the middle with him winning the 'Ard Boyz event, me winning the RTT, and we both won the Team Event.

It was a fun time and I recommend checking it out to anyone who likes a little serious Wargaming in a relaxed atmosphere.

-MBG

Demi Legion: Chaos Titan Mega Build- Paint & Conversions

Posted by Man Boy Genius Tuesday, April 27, 2010 View Comments

Before I went and basecoated up the titan I noticed the Turbo Lasers were kinda bland. I had forgotten that they didn't make a Chaos version of these weapons (sad panda).

So I had to whip something up quick to get the Titan done for the apoc game we were playing that weekend, cause I knew I wanted him kitted out with twin Turbo Lasers! Plus he had to have paint on him to play!

So I puttied up some chaotic growths around the guns, and added on some Chaos bass etching as well.  To finish it off I used some pointy trim bits from the Reaver kit, which I intend on re-creating with plasticard and my rivet maker for the rest of the Mega Build, and scored up the edges a bit.  I think it turned out very chaotic and I cant wait to paint them up proper!
Here's a shot of him getting Deff Rolla-ed by one of my Supa Battlewagons during the Apocalypse game. The Battlewagon didn't survive the ensuing barrage of Turbo Laser fire and drop kicks from the titan.


To basecoat this guy I used the Necrotic flesh spray from Army Painter, and then airbrushed on the gold trim using Vallejo's Shining Gold.  I chose bright basecoat colors because I'm going to wash and dirty it up a bit, and these are perfect for it.  The shin armor plate below was a test run for the overall paint scheme before dirt and rust gets added. (see how its missing in the action picture above?). I also plan on adding in chaotic glyphs and warpaint using Hawk Turquoise as a base.


-MBG
How do you like the test paint job? Should I paint all three like this?

It's been a few weeks since the Blood Angels codex came out, and well I'm still reeling with how to deal with them. The main problems are that they close way to quick with my battle line, whether its 18" rhinos or podding/ deep striking, and I cant shake them off quick enough. 


So in my new list I added an Executioner, and combined with the mystics ability I've been seeing some success with burning down deep striking squads, and keeping the pressure off for a turn or two.  It also works well with the Hydras breaking open transports, and the Executioner mopping up the insides.

I also added back the Psyker Battle Squad because even against marines making them fall back even for a turn is huge IMHO. However I'm not 100% sold on loosing a fifth veteran squad/ scoring unit.

I had pretty good success with a 2000 point variant of this list over the weekend- I played in three different tourneys in two days GAH! So I evolved this list out of that battlefield experience.  (more on the three tourneys in two days later)

1850 Mech Guard


HQ: Company Command Squad (7#, 185 pts)
 Company Command Squad, Plasma Gun x2
Grp
HQ
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
1
Ld
7
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Close Combat Weapon (x2) (If used with another close combat weapon, +1 attack in close combat.); Plasmagun (x2) (24" Range; S7; AP2; Rapid Fire; Gets Hot!); Heavy Weapons Team; Officer of the Fleet; Chimera
Heavy Weapons Team [20] Lascannon
WS
3
BS
4
S
3
T
3
Wo
2
I
3
A
2
Ld
7
Save
5+
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Close Combat Weapon (x1) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x1) (24" Range; S3; AP-; Rapid); Lascannon (48" Range; S9; AP2; Heavy 1)
Company Commander [26]
WS
4
BS
4
S
3
T
3
Wo
3
I
3
A
3/4
Ld
9
Save
5+/5(i)
Infantry; Flak Armour (Confers a 5+ Armour Save.); Refractor Field (Confers a 5+ Invulnerable save (see C:IG, pg. 35).); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Senior Officer (The Senior Officer may issue 2 orders per turn with a 12" command radius: Bring it Down, Fire on my Target!, Get Back in the Fight!, First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! (see C:IG, pg. 30).)
Officer of the Fleet [30]
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
1/2
Ld
7
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol); Intercept Reserves (-1 to enemy Reserve rolls and enemy units can be made to re-roll sides when outflanking (see C:IG, pg. 31).)
Chimera [55]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3)

Elite: Inquisitor (4#, 75 pts)
Inquisitor [OM] 75
Grp
Elite
WS
4
BS
4
S
3
T
3
Wo
2
I
4/5
A
2
Ld
8/9
Save
4+
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Emperor's Tarot (See C:DH, pg. 17 OR Wargear, pg. 46.); Psychic Hood (Declare that you'll use the psychic hood after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Ld value to the score. If the wearer beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal to or higher, it may use its psychic power as normal. The psychic hood can be used each time an enemy model uses a psychic power. See C:WH, pg. 22, C:DH, pg. 18 OR Wargear, pg. 55.); Independent Character ((See WH40k, pg. 50.)); Psyker (Psykers can use one psychic power per turn (WH40K, pg. 50))
Hierophant [OM] [8]
Grp
-
WS
3
BS
3
S
3
T
3
Wo
1
I
3
A
1/2
Ld
8
Save
6+
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol); Hierophant (Adds +1 to Inquisitor's Ld. Daemons assaulting the retinue must roll for movment as if in difficult terrain. If two or more Hierophants are present in the retinue, all Daemons within 6" are at -1 Ld. See C: DH, pg. 14.)
Mystic [OM] [6]
Grp
-
WS
3
BS
3
S
3
T
3
Wo
1
I
3
A
1/2
Ld
8
Save
6+
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol); Mystic (If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.)
Mystic [OM] [6]
Grp
-
WS
3
BS
3
S
3
T
3
Wo
1
I
3
A
1/2
Ld
8
Save
6+
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol); Mystic (If a unit of Daemons, a Greater Daemon or Deep Striking unit enters play within 4D6" of a retinue with a Mystic, the retinue may immediately take a free shot at them. These shots are taken before the unit moves as an exception to the normal turn sequence. If the retinue has two or more Mystics, then a unit within 12" of the retinue may be nominated to take these free shots. See C: DH, pg. 15.)

Elite: Psyker Battle Squad (10#, 155 pts)
8x Psyker Battle Squad 155
Grp
Elite
WS
2
BS
3
S
2
T
3
Wo
1
I
3
A
1/2
Ld
9
Save
5+
Infantry; Psyker (Santioned Psykers Only); Psychic Choir; Ultimate Sanction; Flak Armour (Confers a 5+ Armour Save.); Close Combat Weapon (x8) (If used with another close combat weapon, +1 attack in close combat.); Laspistol (x8) (12" Range; S3; AP-; Pistol); Chimera; Soulstorm (36" Range; S*; APD6; Assault 1, Large Blast. Psychic shooting attack (see C:IG, pg. 47).); Weaken Resolve (Used during the Psyker Battle Squad's Shooting phase. Choose one enemy unit within 36" and in LOS. For the remainder of the turn, the enemy unit's Ld is reduced by the number of Sanctioned Psykers in the unit (to a minimum of 2) (see C:IG, pg. 47).)
Overseer [20]
WS
3
BS
3
S
3
T
3
Wo
1
I
3
A
2/3
Ld
9
Save
5+
Infantry; Psychic Choir; Ultimate Sanction; Flak Armour (Confers a 5+ Armour Save.); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.); Laspistol (12" Range; S3; AP-; Pistol)
Chimera [55]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3)

Troops: Veteran Squad (11#, 155 pts)
9x Veteran Squad 155 Melta Gun x3
Grp
Troops
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
1
Ld
7
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Close Combat Weapon (x9) (If used with another close combat weapon, +1 attack in close combat.); Lasgun (x6) (24" Range; S3; AP-; Rapid); Meltagun (x3) (12" Range; S8; AP1; Assault 1; Melta.); Chimera
Veteran Sergeant [7]
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
2/3
Ld
8
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.)
Chimera [55]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3)

Troops: Veteran Squad (11#, 150 pts)
9x Veteran Squad 150 Melta Gun x2, Flamer
Grp
Troops
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
1
Ld
7
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Close Combat Weapon (x9) (If used with another close combat weapon, +1 attack in close combat.); Lasgun (x6) (24" Range; S3; AP-; Rapid); Flamer (x1) (Template; S4; AP5; Assault 1); Meltagun (x2) (12" Range; S8; AP1; Assault 1; Melta.); Chimera
Veteran Sergeant [7]
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
2/3
Ld
8
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.)
Chimera [55]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3)

Troops: Veteran Squad (11#, 180 pts)
7x Veteran Squad 180 Plasma Gun x2, Flamer
Grp
Troops
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
1
Ld
7
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Close Combat Weapon (x7) (If used with another close combat weapon, +1 attack in close combat.); Lasgun (x4) (24" Range; S3; AP-; Rapid); Flamer (x1) (Template; S4; AP5; Assault 1); Plasmagun (x2) (24" Range; S7; AP2; Rapid Fire; Gets Hot!); Veteran Weapons Team; Chimera
Veteran Weapons Team [20] Lascannon
WS
3
BS
4
S
3
T
3
Wo
2
I
3
A
2
Ld
7
Save
5+
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Close Combat Weapon (x1) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x1) (24" Range; S3; AP-; Rapid); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Lascannon (48" Range; S9; AP2; Heavy 1)
Veteran Sergeant [7]
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
2/3
Ld
8
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.)
Chimera [55]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3)

Troops: Veteran Squad (11#, 190 pts)
7x Veteran Squad 190 Plasma Gun x3
Grp
Troops
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
1
Ld
7
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Close Combat Weapon (x7) (If used with another close combat weapon, +1 attack in close combat.); Lasgun (x4) (24" Range; S3; AP-; Rapid); Plasmagun (x3) (24" Range; S7; AP2; Rapid Fire; Gets Hot!); Veteran Weapons Team; Chimera
Veteran Weapons Team [20] Lascannon
WS
3
BS
4
S
3
T
3
Wo
2
I
3
A
2
Ld
7
Save
5+
Infantry; Note C:IG, pg. 29 in regards to composition (e.g., two models for transport, but a single model for all other purposes); Close Combat Weapon (x1) (If used with another close combat weapon, +1 attack in close combat.); Flak Armour (Confers a 5+ Armour Save.); Lasgun (x1) (24" Range; S3; AP-; Rapid); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Lascannon (48" Range; S9; AP2; Heavy 1)
Veteran Sergeant [7]
WS
3
BS
4
S
3
T
3
Wo
1
I
3
A
2/3
Ld
8
Save
5+
Infantry; Flak Armour (Confers a 5+ Armour Save.); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Laspistol (12" Range; S3; AP-; Pistol); Close Combat Weapon (If used with another close combat weapon, +1 attack in close combat.)
Chimera [55]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Amphibious; Mobile Command Vehicle; Transport Capacity: 12 models; Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Turret Multi-Laser (36" Range; S6; AP6; Heavy 3)

Fast Attack: Vendetta Gunship Squadron (1#, 130 pts)
Vendetta Gunship Squadron 130
Grp: Fast
Deep Strike; Scout; Grav Chute Insertion
Vendetta [130]
Grp: BS: 3 FA: 12 SA: 12 RA: 10
Vehicle (Fast, Skimmer); Transport Capacity: 12 Models; Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Twin-linked Lascannon (x3) (48" Range; S9; AP2; Heavy 1 Linked)

Fast Attack: Vendetta Gunship Squadron (1#, 130 pts)
Vendetta Gunship Squadron 130
Grp: Fast
Deep Strike; Scout; Grav Chute Insertion
Vendetta [130]
Grp: BS: 3 FA: 12 SA: 12 RA: 10
Vehicle (Fast, Skimmer); Transport Capacity: 12 Models; Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Twin-linked Lascannon (x3) (48" Range; S9; AP2; Heavy 1 Linked)

Heavy Support: Manticore Rocket Launcher (1#, 160 pts)
Manticore Rocket Launcher 160
Grp: Heavy BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Limited Ammunition; Storm Eagle Rockets (24" to 120" Range; S10; AP4; Ordnance Barrage D3, Large Blast.); Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).)

Heavy Support: Hydra Flak Tank Battery (2#, 150 pts)
Grp: Heavy
Hydra Flak Tank
Hydra Flak Tank [75]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Auto-targeting System (Skimmers cannot claim the cover save from moving flat out against shots fired by the Hydra. Bikes cannot claim the cover save due to turbo-boosting against shots fired by the Hydra (see C:IG, pg. 51).); Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Twin-Linked Hydra Autocannons (x2) (72" Range; S7; AP4; Heavy 2, Twin-linked.)
Hydra Flak Tank [75]
Grp: BS: 3 FA: 12 SA: 10 RA: 10
Vehicle (Tank); Auto-targeting System (Skimmers cannot claim the cover save from moving flat out against shots fired by the Hydra. Bikes cannot claim the cover save due to turbo-boosting against shots fired by the Hydra (see C:IG, pg. 51).); Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Twin-Linked Hydra Autocannons (x2) (72" Range; S7; AP4; Heavy 2, Twin-linked.)

Heavy Support: Leman Russ Squadron (1#, 190 pts)
Grp: Heavy
Leman Russ Executioner
Leman Russ Executioner [190]
Grp: BS: 3 FA: 14 SA: 13 RA: 11

-MBG

So what do you think of the Mech Guard 2.0?
Vehicle (Tank); Lumbering Behemoth; Executioner Plasma Cannon (36" Range; S7; AP2; Heavy 3, Blast.); Heavy Bolter (36" Range; S5; AP4; Heavy 3); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).)

Behold the Ninja Grot! Converted Gretchins

Posted by Man Boy Genius Monday, April 26, 2010 View Comments

Back when I was getting my Orks army together, I decided that I wanted the little guys to have a little character. After all the Orks are a fun and unpredictable army, so why no jazz it up a little bit?

Well I have to admit I went a little crazy with these guys. For the majority of these conversions I used all manner of Gnoblars from Ogre Kingdoms.  When the Gretchin kit finally came out I splashed in some of them as well.  Then I added in some Goblin heads from Fantasy, and viola grots with attitude. 

These are my favorites of the 60 or so little guys I did.  I use the one with the power armor as my Inquisitor with hood in my guard list. Ones my demolitions charge thrower, Enginseer, and there is even a Sly Marboro in there.

But wait there's more! Below are some conversions I did when the Imperial Guard codex came out. I tired to make them look like some of the special characters and advisors.

 -MBG

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Spikey Bits Blog

Spikey Bits is a blog about the hobby of Warhammer 40k and Fantasy Battles, both tabletop wargames. I try to cover all of the aspects of that hobby from converting and painting models to actually playing the game.

By nature I am a competitive tournament player, but my true passion is converting and painting. I will spend more time making a figure than actually playing with it, lol.

The aim of this blog it to keep me motivated to produce new work, and to share my experiences along the way. I very much value all feedback about my work, and will answer any questions about it.

Feel free to send me an email or post a comment about anything on here.

However please no cursing, first offenses will be edited, second offense results in a ban. You can disagree with me of course, just don't curse!

Thanks for reading, and happy gaming. -MBG