Reaver Titan Decree!
The fabricator General has decreed that my army may develop the might of a reaver titan. The Adeptus Mechanicus are cowering in inspired awe at the intersteller cargo container that arrived via UPS at my doorstep yesterday from Nottingham, UK.
So…much…resin. While intimidated, the will is strong and the project will commence!
Titan #1108 shall become infamous to the enemies of the empire and mankind!
Blood Angels Baal Predator

Of course as soon as I take the picture I see everything I forgot… have to paint the bolter rounds in the twin link bolter on the turret. I’ll also apply some decals using micro-sol, and then finish with a 50/50 mix of matt/satin Liquitex Varnish. I don’t think I’m going to weather these models until I get better at weathering, so they’ll stay ‘clean’ for now.
Blood Angels Death Company
After much deliberation, browsing pictures of ‘black’ miniatures on dakka dakka the only truly black example that I found and liked was at cool mini or not, and I don’t have the skill nor the patience to pull that off… so I decided to give my good old airbrush (read easy blends!) a try.
I primed with Vallejo black surface primer, followed by a coat of Reaper Adamantium Black, followed by a highlight of blackened steel. You can see the ‘raw’ airbrush output, which makes the models look very, very grey compared to a pure black model.
I then applied two layers of Games Workshop badab black wash, which darkened the grey look significantly. The models ended up looking a bit ‘drab’ and I’m hoping that a satin varnish applied as the last protective coat will add enough shine/contrast/depth to give the effect of highlighted black armor instead of oily grey armor. We’ll see how it turns out!
Imperial Strong Point
Finished the Games Workshop Imperial Strong Point! This took me just over three weeks, blew through almost an entire bottle of Vallejo Acrylic Polyurethane Primer, and an entire dropper bottle of Reaper MSP 9176 Military Green. The airbrushing went great, although I had some issues keeping my drybrush dry while trying to cover such large surfaces. I didn’t apply the same level of precision I try for on individual miniatures as it’s just too much surface area to cover within a reasonable amount of time. All the parts for both the bastions and the Aegis defense lines were airbrushed directly on the sprue after removing as many of the sprue supports as possible… this modulated the color on the different panels a lot, perhaps too much.
Blood Angels Weathered Rhino Troop Transport
Finished my first Warhammer 40k Rhino and learned a lot.
- I didn’t lay down enough water/micro-sol when placing the decals, and got some air-bubbles.
- Airbrushing Reaper ‘basic dirt’ created a low-key ‘less is more’ weathering effect that I liked
- Applying the Vallejo pigments was dramatic. I like the affect, but it’s a bit much
- I like the citadel boltgun metal edge highlighting. The GW site shows an orange edge highlight, might try that out but am happy with the metallic edges.
- Airbrushing the black exhaust stains came out nicely and was quick/easy
- After the priming & airbrushed base color/highlight, it took me about 7-8 hours to complete the Rhino this first time
15pt Cygnar vs. Cryx
Cygnar List:
Cryx List:
- Warwitch Deneghra
- 6 Bane Thralls
- Slayer Helljack
- Defiler Bonejack
- Deathripper Bonejack
- Turns 1-2 Cygnar: Cygnar placed first, so the Cryx player put the bonejacks across from the gun mages and the ban thralls across from the precursor nights. Turn one Cygnar was basically advancing to the forest and switching positions between the gun mages and precursor knights.
- Turns 1-2 Cryx: Cryx advanced to put the bonejack arc-nodes into position, ready to venom spray span the forests.
- Turns 3-4 Cygnar: A Precursor knight was able to engage the deathripper in melee and actually did some damage. Because of the copious forests, none of the other precursors were able to close on the bonejacks and engage them (and thus take their arc nodes out of play). The gun mages successfully formed a firing line, and between them and sieges ‘ground pounder’ special attack, all but one of the bane thralls were eliminated. One precursor knight tried to dis-engage the deathripper and move to engage the defiler (removing both it’s arc node and spray attack from play as it’s engaged in melee) and had a 2:3 chance of surviving the freestrike to successfully engage the defiler. The cryx player got the role, and took out the knight, thus regaining both arc nodes. On turn 4, the ironclad advanced between the two bonejacks and laid down a tremor, knocking both of them down. He then attacked the deathripper and hit, but whiffed the damage role. The Gun mages damaged but didn’t disable the defiler.
- Turns 3-4 Cryx: After surviving the engagement with the precursor knights, the deathripper & defiler took out the remaining precursors and one of the gun mages handily. The slayer began a flanking maneuver around the forest, and the remaining Bane Thrall ran into the forest and chilled out there all alone. Deneghra was allocating focus to the jacks so they could stand up after the knock down and do their dirty work while positioning herself near the Cryx edge of the forest.
- Turn 5 Cygnar: Siege used his special attack ‘ground pounder’ and did 9 points of damage on Deneghra. The Arcane tempest gun mages repositioned their gun line back from the forest and defiler, ready to pick off any Cryx stalled while advancing through the forest, and the ironclad charged and damaged severely the deathripper boneack:
- Turn 5 Cryx: The defiler with it’s high speed was able to run through the forest and position itself as an arc node within Denegrah’s venom spell spray attack of the bulk of the gun mage firing line. Deneghra first moved back out of Siege’s range, camped her focus, and then spam venom attacked the gun mages, taking out 4 of them (two remaining) who failed their command check by one point and fled. The slayer continued its flanking movement around the forest, and the remaining bane thrall basically continued to chill in the forest alone.
- Turn 6 Cygnar: The ironclad again beat on the deathripper, leaving it with one point of life remaining. Siege didn’t move, and threw out his special attack again, killing both the severely damaged deathripper and the remaining bane thrall.
- Turn 6 Cryx: Deneghra fell back and healed, The slayer actually reversed it’s 2 turn flanking maneuver and headed back to the center of the board. The defiler attacked either Siege or the Ironclad, hit, but failed to damage.
- Turn 7 Cygnar: Siege’s special attack took out the defiler, the single remaining gun mage rallied and headed back into the fight. The ironclad fell back a few inches.
- Turn 7 Cryx: Deneghra continued healing, and cast ghost walk on the Slayer, who charged through the forest and took out the Ironclad in a single turn (good special attack + good roles = single shot an enemy heavy!)
- Turn 8 Cygnar: Siege moved forward, ready to assault Denegra with his special attack. The gun mage did the same.
- Turn 8 Cryx: Deneghra ghost walked through the forest and engaged Siege in Melee!!! She has reach + a special effect with her melee weapon called ‘Crippling grasp’ the immobilizes the opponent hit by the melee attack. While Siege was camping focus and had high armor, the attack didn’t do ‘that’ much damage, but it did immobilize him!
- Turn 9 Cygnar: Siege was immobile, and didn’t have reach so couldn’t touch Deneghra! The only other model was the gun mage, who charged Deneghra, breaking line of site between Siege and Denegra. The charge just didn’t have the MAT/P+S to threaten the warcaster, so only achieved the removal of line of site:
- Turn 9 Cryx: Deneghra moved into line of site, and spam melee attacked Siege. While Siege had high armor (camping focus) each attack re-immobilized him and did some damage with boosted rolls.
- Turn 10 Cygnar: Siege has no options, can’t move, can’t attack Deneghra, so concedes the game. If only he had a single offensive damage causing spell! DOH! Game over.
- Turn 9 Cryx: Deneghra moved into line of site, and spam melee attacked Siege. While Siege had high armor (camping focus) each attack re-immobilized him and did some damage with boosted rolls.
- Turn 10 Cygnar: Siege has no options, can’t move, can’t attack Deneghra, so concedes the game. If only he had a single offensive damage causing spell! DOH! Game over.
16pt Cygnar vs. Retribution
Turn 1 Cygnar: Ran battlegroup towards the building, hunter veers towards starting army, strategy is to shoot at 14″ range and kite. 2 Half Jacks run with Hunter to create a mine field with the hopes of channeling the attackers into the kill zone.
Turn 1 Retribution: Group runs down edge of board, out of building kill zone towards mines.
Turn 2 Cygnar: Army is installed in building. Long gunners on all three floors, defender behind cover on ground floor. Hunter out in open, I think I took a shot with the hunter at an advancing ‘jack and missed. Two halfjacks turn into mines.
Turn 2 Retribution: Garyth casts ‘Gallows’ and draws my hunter into Melee and roughs him up a bit but don’t kill him. Battlegroup advances in forest between killzone and mines, but still has a forest to block line of site.
Turn 3 Cygnar: Hunter ‘thank you Parry!’ books back towards building. Siege runs towards hunter and pops his feat, repairing the significantly damaged hunter completely. Long gunners leave building (probably a mistake) to create a gun line to counter the approaching warjacks.
Turn 3 Retribution: Army advances right in front of building, maybe some attempted ranged attacks but nothing notable happens.
Turn 4 Cygnar: Defender, Hunter, & Long Gunners combined range attack work together to take out the Phoenix Heavy Warjack! Woot!
Turn 5 Retribution: No shy warcaster for Retribution. Garryth walks behind the defender, keeps all his focus, and uses most of his focus for something like 5 or 6 melee attacks (all boosted because of weapon master) and Garryth single-handedly cuts down the defender in one turn.
Turn 6 Cygnar: Panic! Instead of doing the right thing and zerging all remaining units and assassinating Garryth, Darius books out of the building afraid of the nasty 6xboosted melee attack from Garryth. Long Gunners and Hunter attack the light jack, but the dead Phoenix provides cover, so the Hunter misses and the Long Gunners either miss or do negligible damage.
Turn 6 Retribution: Garryth runs in the building and takes out two Long Gunners with ranged attacks.
Turn 7 Cygnar: Darius tries to run in the door and smash Garryth in the face, but his fat ass won’t fit and he’s just 1/16th of an inch out of melee range standing in the doorway! I didn’t think about the larger base size interfering, doh! The hunter backs up to get out of charge range of the Retribution lights, ready to snipe them down but leaving my caster pretty much alone. The long gunners try and combined range attack Garryth, but a warcaster in cover is pretty hard to hit!
Turn 7 Retribution: Garryth comes out of the building and takes out the last of the long gunners.
Turn 8 Cygner: As Garryth is now out of cover, Darius advances into melee with him and bashes him in the face with his force hammer twice (burned through focus boosting attack and damage), leaving ONE HIT POINT on Garryth. Darius FORGETS to use his secondary weapon, a wrench!!! It probably wouldn’t have done the trick, but all I needed was one wound! argh!
Turn 8 Retribution: Garryth does his 5x weapon master instant kill on Darius. Game over!!!
Retribution
- Garryth, Blade of Retribution
- Phoenix
- Chimera
- Gorgon
Cygnar:
- Darius
- Hunter
- Defender
- Long Gunners
Thoughts:
- A warcaster that can buy additional melee attacks with weapon master seems amazing powerful and completely risky (I love WarMachine!). This increases my motivation to paint up Ashlynn D’Elyse, who might have a similar style
- I did good taking out the Phoenix… with its AOE fire damage, and its monster melee blade, it would have ruined my day
- I need to learn to better use (or not) terrain with my Long Gunners. I ran straight for the building cover regardless of opponent starting position and likely path, and this costs me at least one round of an active gun line against the advancing battlegroup. Hmmmm.
- This was a fun game! The Cryx game earlier in the night was more ‘learning about Denegrah’s venom assassination strategy’ than a full game. This game was full of surprises, both me and my opponent had to change strategies as the battle developed, and it came down to warcaster melee! interesting!
15pt Cygnar vs. Cryx
During terrain placement, the Cryx player wisely put plenty of forests smack in the middle of the board, nerfing my ‘shooty’ Cygnar list significantly.
Turns 1 & 2: I sent my long gunners running towards the opposite side of the board on the other side of the river. I was hopping to provide ‘melee proof’ covering fire from across the river with the decent 14″ range on the long gunners. Stupidly, I set up my caster on the other half of the board, so the Cryx player simply ran up the ‘far’ side of the board and completely ignored my Long Gunner screen. (duh!). My only option was to try and turn the screen into a flank, which meant two more turns of running because the second bridge (not visible in this picture) was still further down the board.
Turn 3 – Cygnar: Because I couldn’t get line of site through the forests, I couldn’t engage the advancing Cryx army yet. My Cygnar Cyclone laid down 2x AOEs with ‘dual covering fire’ and Siege laid down rough terrain by casting ‘rift’ right in front of the forest. My hope was that I’d slow them down enough to get at least one round of ranged before the Bane Thralls or Helljack arrived.
Turn 3 – Cryx: Defiler camped right out of the AOE from the cyclone, and Deneghra channeled ‘venom’ and damaged my warcaster! Since it’s a spray AOE it ignores cover.
Turn 4 – Cygnar: I opened up on the Defiler (bonejack with arc node channeling Denegra’s venom spray attack) with the Cyclone, Siege, and the Charger. While I HIT 4 out of the 5 attacks (which was decent given the +2DEF the Defiler got due to the forest), I rolled poorly and didn’t take out the Defiler. This proved to be very, very bad.
Turn 4 – Cryx: Deneghra popped her feat (nerfs most stats) and channeled another shot of Venom through the Defiler. I *think* she may have casted twice, and with decent roles, she successfully assassinated Siege! GAME OVER.
Next time:
- If I don’t get a clear killing field for my ranged army, and I’m against spray attacks, I need to take out the arc node at all cost, or not rely on cover and kite for a few turns to get the terrain on my side.
- I could have easily engaged the Defiler in melee, thus disabling it’s arc-node. That would have wasted another round of range, and there was nothing else to shoot at, so that’s not ideal.
- I would set up my caster near the river, right at the bridge, so the screen of Long Gunners could have whittled down the opposing army as they advanced.
I learned the Siege (and any warcaster) is vulnerable to Deneghra’s spray attack spell VENOM. Watch out!
Cryx:
- Deneghra
- Slayer Helljack
- Deathripper bonejack
- Defiler bonejack
- Bane Thralls Unit (6)
Cygnar:























































