Saturday, 10 March 2012

War On The Shore 40K Tournament Scenery Work In Progress Update

First things first sorry about the lack of posts recently but trying to organise my first tournament isn't exactly giving me a lot of spare time to spend on my blog, so with that in mind I thought it was about time to do a quick post, on what I have been working on.

As promised these are the first pics that we have taken of some of the scenery, that I have been working on behind the scenes to get ready for the tournament. All 12 tables will have a minimum of 25% of fully painted scenery.


We're not too sure what this is going to represent possibly a destroyed factory of some sorts




I'm a great fan of using texture paint as I think it definitely works and can be done quickly.


Some of our new jungle scenery that I an currently working on and I think they will look great.




So there you have it short and sweet hopefully over the next couple of days I will get round to doing a little bit more but in the meantime enjoy.

Also if you live locally in Ireland North or South make sure you hit the link on the left-hand side of my blog to the tournament itself as you would be more than welcome to attend and say hello.

Thursday, 23 February 2012

War On The Shore The 1st NDGH Ranked 40K Tournament 08.04.12

Hello all and after inspiration from other great local events, we wanted to take the plunge and host our very own 40k tournament in the heart of North down. We have created brand new custom designed 4x4 war zones. Terrain will span the furthest reaches of the Imperium, from mud soaked trench lines and shelled out city structures to rolling rivers and steamy jungles. your tables have been crafted with care to enhance your gaming experience.


So declare war and prepare for battle, grab your ticket today so like everything it has to start somewhere so it's up to everyone to support and play there part in it, Get Your Ticket Now!!!


Bullet Points:

  • Tickets will be sold on a first come first served basis, so get them while you can.
  • In the interest of confirming numbers, we would appreciate pre-booking. Payment may be made on the day of the event, but will incurr a £2.50 surcharge (total £12.50). This charge will not be applied to spectator tickets.
  • Spectators are welcome and if you wish to discuss space for open play please contact us on 07887952294
  • Rules pack and info can be found at northdowngamershub
  • Closing date for list submission Wednesday 4th April 2012
  • 1000pts highlander style games (see rules pack)
  • 4’x4’ Wooden tabletops
  • Free tea, coffee and biscuits available all day
  • Registration from 8.30-9.30am
  • Round 1 commences 9.30am
  • 1.5 hours per round
  • Awards for 1st, 2nd and 3rd place as well as best sportsmanship, best 
  • painted and wooden spoon. Prizes to be confirmed

It is our hope that this tournament will be the first of many hosted by NDGH. We want to expand the community, creating a hub for local gamers to mix and slug it out on the battlefield.

 So whether it is your first or one hundred and first tournament you are more than welcome to join in.

Tuesday, 14 February 2012

KR Multicase Sponsors Ireland's Flames of War ETC Team

The War Altar is delighted to announce that KR Multicase will be sponsoring the Irish Flames of War team, travelling to the 2012 European Team Championship.


This is really good news in regards to the team getting itself off on the right foot, in regards to this years tournament. So if you're interested in getting yourself some storage for your toy soldiers take the time and check them out kr multi case

Thursday, 9 February 2012

My Converted Feral Warboss

As you do with your spair time, I recently was going through some pictures that I had on a old hard drive, and I came across this fellow, which brought back a lot of memories. He was originally done almost 10 years ago and at the minute is a bit battered and bruised lying in my bits box. So with that in mind I thought it was about time that I posted these pics to let everyone see him in all his glory.

I had a clear vision in regards to what I wanted to achieve and hopefully reading the below fluff you'll get a better idea of where I was hopefully coming from.


Feral Orks background

Waaagh has passed through a planet. While most Orks leave with their Warboss to find more warfare, some Ork spores are left behind on these worlds. If the spores manage to survive in harsh environments, they will then grow into Feral Ork tribes. Like most Orks, Feral Orks favor close combat, although they are significantly less capable of shooting. This is because, Feral Orks, being almost completely left behind by their more advanced brethren. These Orks make use of crude technology and employ boars, traps, and massive Squiggoths in attacks. 

The Feral Ork Structure is full of cheap, expendable Orks armed with very basic technology, although often their sheer numbers are sufficient to overcome a foe. 

The Feral Ork Structure is representing the forces that get left behind on a world once an Ork Waaagh! has moved on. Usually they are a new generation from the seeds and pods released by all Orks but can also be normal Orks stuck on a world who effectively devolve back to a feral state. The Feral Orks, while less evolved, do have access to a variety of equipment in their armoury, however a lot of it works due to the strange effects they have on the mind of the Ork, rather than actually having a physical effect.

So with all that in mind I finally got dying to business to see what I could come up with, and I think you'll agree he can might very well



His left arm originally came from a Mordheim: Pit Fighter Ogre which would act as a power club as a power claw didn't keep in with the fluff.


Also his cape was originally taking from the Chaos Warriors sprue which at the time were newly released , and by simply doing a little bit of green stuff work, like adding patches making tears in his cloth, as this guy has been in several scraps over the course of his lifetime. 


Finally for me probably the best bit of the whole project, no feral warboss worth his salt would ever go into battle without a shield and this is no exception as he easily makes use of a warhammer orc chariot wheel. 

So there you have it please make sure you leave a few comments and if you have your own feral project make sure you get in contact.

Wednesday, 1 February 2012

ENCORE 1000pts Highlander Tournament My List

So this Saturday sees me going up to MAGEE CORE in Derry Northern Ireland for a 1 day 40K 1000pts Highlander tournaments, these tournament are becoming quite popular with the local players, as you're not allowed to duplicate any unit, and there is also some restrictions in regards to what you can take in your force organisation chart. And because it's at such a low pointed level, you can easily do 5 rounds in one day which makes you get more ranking points in RHQ.


Check out this post Dominion Day V Battle Report Game 1 & 2 to find out more as this is the second Highlander tournaments, I have attended recently with a mixed bag of results so all being well I'm hoping to do a little bit better this time around.

So this is what I'm deciding to bring


* HQ
    * Big Mek
        Bosspole, Choppa, Slugga


* Elites
    * Lootas
        15x Loota


* Nobz 

        Painboy
        * Nob
            Choppa, Cybork Body (Grotsnik), Slugga, Warbike
        * Nob
            Big Choppa, Cybork Body (Grotsnik), Slugga, Warbike
        * Nob
            Big Choppa, Cybork Body (Grotsnik), Shoota/Scorcha Kombi-Weapon, Warbike
        * Nob
            Big Choppa, Bosspole, Cybork Body (Grotsnik), Slugga, Warbike
        * Nob
            Cybork Body (Grotsnik), Power Klaw, Slugga, Waagh Banner, Warbike


* Troops

    * Gretchin
        10x Gretchin
        * Runt Herder
            Grabba Stikk


    * Ork Boyz
        30x Boy
        * Nob
            Bosspole, Power Klaw


* Fast Attack
    * Deffkoptas
        * Deffkopta
            Buzzsaw, Twin-Linked Big Shootas


* Heavy Support
    * Big Gunz
        3x Ammo Runts
        * Big Gun
            2x Grot Krew, Kannon
        * Big Gun
            2x Grot Krew, Kannon
        * Big Gun
            2x Grot Krew, Kannon


So there you have it, as always there's lots of potential but it largely depends on who I'm going to play on the day.

Tuesday, 31 January 2012

My Converted Ork Nob Bikers Unit Update Part 2

 So with a 1000pts 40k tournament this weekend this is currently on my to-do list, to get them finished. And I am quite pleased when it turned out. As I said in my last post and quite late to the party when it comes to nob bikers, and in this post I'm going to update yourself in regards to progress and how things are coming on. So make sure you look at  My Converted Ork Nob Bikers unit Part 1 as things are moving along quite nicely.


The biggest change  is, I decided to do mudguards on the front wheels, as I think it makes them a little bit more chunkier, which in turn makes the model as a whole a little bit more unique on the table. I want them to get recognised for the old bikes but I do want them to be a little bit different.


Above you can see a close-up shot of the mud guard and looking at the front keeps the unit a little bit more up-to-date.


Sorry but I'm not going to go into a lot of detail in regards to the exhaust fumes, as I'm going to leave it to another post to go into a little bit more detail.


I also decided to shorten the barrel's of all the big shooters on the bikes as I think it looks a little bit better.


Probably the most important nob in the whole unit with his power claw, I also still have to do is WHAAAA banner, although I have a sneaky plan which hopefully might save some time.


When it came to doing the shoota/skorcha Kombi-weapon, I really was struggling on what the best way was, considering he is wielding a two-handed axe, it was becoming quite difficult, but sometimes simplicity is the best option. So after a little bit of trial and error I decided that this was probably the best way by simply removing one of the big shoota's.

So there you have it another day another update so enjoy.

Friday, 27 January 2012

Help Beating Grey Knights With Orks To Win

I recently came across some tips and tactics around the Internet and I thought I would put them to good use by posting the best ones that I came across. Grey Knights are an elite army which can make them seem over powered but it also gives them some glaring weaknesses. 


Due to their elite nature they will always have far fewer squads than us orks. This means they can only shoot at so many targets per turn and if they want their squads to support each other they will have to concentrate their forces in a single area of the board.

Some tips I learned the hard way:
  • Don't let them charge you. Run away if you have to. The only exception to this rule is if you're setting a trap by sacrificing a unit to get a GK squad in a kill zone.
  • Accept the fact that you're going to lose a lot of units early on. Have redundancy!
  • Deffkoptas -> Dreadnoughts; Sprint them into range to give them cover then let rip. If they target your Koptas they're not targeting your transports, which is what you want anyway.
  • If they're sitting in Rhinos shooting your boys, assault them by circling the transport completely. If you wreck it then his units won't be able to disembark because of the 1 inch rule and they'll die. Fight cheese with cheese!
  • Concentrate your violence on single units. Pick a unit and focus all your shooting on it, then assault it with at least 2-3 units of your own. Never go one-on-one with an elite arm
  • Take out the transports first! the msu style lists rely on getting where they need to go in the safety of the tanks. using lootas for this.
  • After the transports are popped, the most important thing to do is to get real close and hit him in cc. try not to hit the purifiers unless they have been reduced to less than 5 guys. at that point, even the half of your squad thats left can take them. 
  • Rifleman dreads can largely be ignored unless you play a tank heavy list, they will take out about 17 orks each if they have something to shoot at the whole game; so you need to hit them in cc by turn 3 at the latest.
  • Draigo wing is a little trickier. boys are not your best bet here at all. meganobz fair slightly better if they survive. the most effective thing i have found is to focus 3 full squads of lootas into them for a couple rounds before charging. in other words make them roll ones. burnas in a battle wagon might also work, but i haven't been able to try it out yet.
  • Also having a couple 30 man squads really help as they act like a hammer that even a squad of purifiers could have trouble with.
The bottomline is that there is strength in numbers so target all your efforts into one thing and hopefully it will pay dividends when it comes to the end of the game.
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