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Found 19 results

  1. Decided to start a new thread now that I have direction. 1 post per unit, editing posts to put in updates. Hope Harvested/Skull Cannon (wip) While painting, decided the top needed something more
  2. Guest

    Pax's Adventurers

    Decided to create a thread here to post pictures of various characters/NPCs I'm making/have made for RPG groups.
  3. Finally decided to make this army, been in my head for a long while. Got the original idea from the random chapter creation tables in the Fantasy Flight Deathwatch RPG. The idea is that the chapter has a dysfunctional Catalepsean Node, which causes them to go to into deep sleep at random times (narcolepsy). The sleep is similar to stasis, so they effectively have a longer lifespan (though they often die while asleep due to outside influences). So, mid-battle, they might just go to sleep for 10-100 years. They tend to get mistaken for statues and are forgotten, hence the chapter name. Chapter is a Dark Angels Successor and a loyalist chapter, led by Interrogator-Chaplain Romanus. Chapter is often found working alongside Ordo Hereticus and the Sisters of Silence. Paint Scheme is a Dark Grey. That said, models will have visible rust and plants growing off them, representing years asleep. All marines will be helmeted. Chapter logo will be like the DA winged sword, but with bat wings instead of feathered. Army will not include any flying models, save a single Caestus Assault Ram (which rams whenever the pilot nods off the sleep) and any automated flying vehicles (like drop pods).
  4. Guest

    Durable army help

    So, yeah, suggestions on extreme durability in 8e? Can't seem to get my marines to be durable in 8e. Defense for 8e is kinda focused on scoring faster, rather than actual defense, but I like defense. Suggestions on armies that play defense well.
  5. List creation stuff here. My faction is World Eaters for the Legion Keyword. Planning to attend GG league, which adheres to the ITC's rules. I'd love feedback on the list, confirmation that my math is accurate, and so forth. I doubt I'll have a viable list anytime soon, and I certainly intent to prioritize fully painted models over more tactically sound unpainted models. Low model count armies will be an initial goal, which will change as I get more models painted. EDIT: Current list on page 8
  6. My Tyranids. Started this army in 7th ed just due to frustration with bug players never fielding units I wanted to see. Army is almost entirely Armorcast and Metal. No flying bugs. Not finished painting by a longshot, but I wanted a break from chaos marines (a break from playing them, I'll still be painting them). Not sure which tyranid hive fleet I'm running. Paint Scheme is how I was doing Chaos Spawn for a Tzeentch army I no longer have... Present list of models: 1x Hive Tyrant 3 tyrant guard 2-3 Venom Thropes 3 Exocrines. 20-40 Hornagaunts 10-20 Gargoyles 2 Sporocysts (Plastic) 2 Muclids Mines Many Spore Mines. 6-9 Raveners 2 lictors 1 Zoan/neurothrope. 3 screamer killers. 3 Haruspex (2 complete, 1 missing arms) 1 Dactlyis (missing arms) which I use as a Counts As "Maleceptor"
  7. Despite knowing that it won't be legal in any formal Warmahordes TOs, I've starting putting together a 40k Inquisition themed army on PP bases with the intention of fielding them as the Protectorate of Menoth. Calling it the Inquisition of Menoth. I don't expect to finish anytime soon, but I'm having fun and it'll at least be some good pictures. It's also been a good excuse to buy some really cool models for armies I don't play in 40k. PP started releasing all the rules without the models, so now I'm free to not buy their models and just field what looks fun. I also have some inquisition from previous editions of 40k that I want to field, but don't play the related armies anymore. And I really think PP games need more non-PP conversions. I'll add pictures when I'm more confident in the results. On a more general response, current list of conversions various stages of progress 4x heavy warjacks. Bought 4x Armigers. Tough getting them to fit on 50mm bases, but they really look like "heavy" warjacks. 3x light warjacks. Bought 3x adeptus titanicus imperial knights. Much smaller than the armigers, but look similar enough where they seem like part of the same faction. These fit perfectly on 40mm bases. 1x Vessel of Judgement. Metal Karamazov converted so an even older Lord of Macragge can sit on that throne. Very much still in progress, but looks really cool.
  8. Guest

    My little legion

    (copied from the cog collective forum. Given that I enjoy feedback, seemed logical to try for feedback from more than one venue. Also, allows the ordo warmahordes section to seem more busy... :) ) A long while since I played last. I intend to be at GG tonight, I'll be bringing this list: Rhyas -2x Shredder -2x Stinger -4x Harrier -Proteus Throne Throne Thrullg Thrullg Feralgeist Forsaken Forsaken 50pts Work in progress, very much so. Rhyas is proxied by a beast mistress, GG doesn't have one in stock, but it's ordered. I do have her card(s). Other models are owned. Idea is that rhyas can move through those thrones and her feat could be pretty nasty with the thrones (assuming huge bases can be "placed"). This allows the thrones to serve both as shields and as attacking threats. The harriers can also move through the thrones, and even advance back through the thrones after attacking, so some interesting potential there. I think true strike combined with Rhyas' feat could be pretty impressive. Thrullgs (or, perhaps, thrullgi) are included mostly because I think they are cool. They are also pretty nasty against certain opponents. Although I can't boost them, they can hide behind the thrones while providing their anti-magic aura. They very much add to my moving wall concept. These are fearless, so no conflicts with my abominations. Forsaken are for additional fury management, but also for their fun burst power, which I've found quite useful. Abomination isn't very impressive, but is a nice passive defense that is useful occasionally. I love the stingers, which actually could be pretty mean when combined with Rhyas' spell to transfer MAT and RAT scores. Good character and warbeast assassins Shredders are mostly to buff the thrones. Proteus is included for three reasons. First, rhyas has a limited control radius, and his herding ability presents some flexibility to this limitation. Second would be because I only have two heavy beasts at the moment, him and ravagore, and I like this one more. Third is silly, but I just wanted to keep the "tentacle" theme to my army, as I've got three different models with tentacles... Lastly, feralgeist is here for only one reason. I had a game a while back, where one of my key issues was a lack of ability to snag objectives early on, mostly because of my slow moving tower formation. Being incorpreal, he's an annoying bug that's hard to deal with for most rank and file enemies.
  9. Guest

    Pax's Eldar

    In line with never finishing any army, I've decided to start collecting Eldar. I say start, but I got a bunch from my cousin, plus a few trades recently, so I'm not sure how many I'll be needing to "collect." Plan is Altaioc, not so much for their rules, but because Rangers are the only troops I have presently. Paint Scheme is sort of tree themed, with it being Green, with wood-like sections, and apple red gems. List is mainly so I can figure out how many points I have. HQ Mugen Ra 140 HQ Baharroth 110 HQ Nightspear 80 HQ Avatar of Khaine 250 HQ Farseer 100 HQ Farseer/Autarch Elites Wraithguard (8, Cannons) 240 Troops Rangers (12) 144 Heavy Dark Reapers (12, including 1 shuriken cannon exarch and 1 missile launcher exarch) 315 Heavy Wraithlord (Spirit Walker) Wraithlord 103+weapons Heavy Fire Prism 155+weapons Heavy Fire Prism 155+weapons Heavy Falcon 125+weapons Heavy Warp Hunter 285+weapons Fast Vyper 50+weapons Fast Vyper 50+weapons Flyer Pheonix 183+weapons Dedicated Transport Wave Serpent 107+weapons Dedicated Transport Wave Serpent 107+weapons Dedicated Transport Wave Serpent 107+weapons Lord of War Scorpion 700+weapons Total: 3506pts (Not including variable weapons or the farseer/autarch)
  10. Can someone doublecheck this for me? My Fallen (with cypher) could legally be fielded alongside a detachment of GK, right? Sounds really wrong, but Fallen have the Imperium Keyword in this edition... Was just thinking that I want to field fallen, but my chaos is already too large to include them. Want to field my GK, but I don't really have enough of those for a full army. Plus GK really need a cheaper unit of infantry to provide fire support and numbers. They don't really need an ally with mobility, as they have that in spades, but a decent backfield Marine squad with a lascannon would help the GK quite a bit. And the Fallen aren't bad, they just don't really benefit the CSM any.
  11. Guest

    Pax's Bugs

    First game with tyranids since I started 40k in 3rd edition (and ultimately decided I didn't have the funds to play tyranids). Bugs were not the primary army, since I don't have enough of them yet. Tyranid army theme is exclusively metal and armorcast models only. Game was very casual and opponent was pure tyranids. FW was banned for this game. We were using the Draft FAQ. Neither of us play very often anymore. I took: Deathwing Redemption Force (Turn 2 auto-arrival) -Librarian (TDA, rolled pyromancy and I forgot to use his powers all game) -Terminators (5x SS+TH, 1 cyclone, sergeant was my warlord and rolled furious charge for unit) -Terminators (AC++CF, 3x LC, PS+SB) -Venerable Dreadnought (ML+MM) -Drop Pod Oathsworn Detachment -Paladin (Stock, first game fielding a knight of any kind) Tyranid Allied Detachment -Hive Tyrant (Scything Talons, Rending Claws, Adrenal Glands) -Maleceptor (I'm using an Armorcast Dactlysis without arms for this model) -Rippers (8 bases, Adrenal Glands) -Gargoyles (10, stock) -Exocrine (stock, love this model, the armorcast versionis just so awesome) Opponent's Tyranids Detachment 1 (not certain on entire list) -Hive Tyrant (Wings, double TL Devourers) -Zoans (2+Neurothrope) -Zoans (2+Neurothrope) -Tyranocyte (Deathspitters) -Tyranocyte (Deathspitters) -Hive Crone -Trygon -Trygon -Termagants (Full 20, most had devourers, some didn't to save points) -Genestealers and broodlord (Small unit, not sure how many) Detachment 2 (Living artillery Formation, I think) -Tyranid Warriors (3, barbed Strangler, Devourers) -Exocrine -Biovores (3) Game was 2000pts. We placed 6 numbered objectives and used the tactical objective cards, plus the three standard secondary objectives. 12" deploy zone from the long table edge. Opponent deployed first and went first, I failed to sieze. I'm terrible at the turn by turn, but I can try. Deployment was opponent putting their detachment 2 in a ruin in a corner, and me putting the Maleceptor, Gargoyles, and rippers in the opposite corner, just outside the biovore range. 2 trygons and a zoan brood in the center, with the other zoans and terms in a pod via reserves. The tyrant and crone also reserves. I put my tyrant as close to the living artillery as possible. The Knight was left-center and my Exocrine right-center. And the Dark angels were in reserve (since their formation requires it). Genestealers later infiltrated in line to assault my Exocrine. Opponent's turn 1 wasn't very impressive. Most of my units were in cover behind ruins, and positioned out of range of opponent's weapons. Exocrine took 1 wound, from the biovores, I think. No other damage. My turn 1 was very pivotal for the game. Opponent had positioned a trygon so it was in charge range of the Knight. Killed a Neurothrope with the battle cannon and assaulted the trygon for 3 wounds. Opponent missed with smash. This locked up the trygon and the Knight, which prevented opponent's main anti-tank (both zoans) from being able to damage the Knight turn 2, which dramatically altered the rest of the game. Otherwise, rippers and Gargolys advanced, Maleceptor claimed an objective, but was otherwise out of range. Hive tyrant advanced. Exocrine, with Onslaught, advanced, blasted some Genestealers, and then ran back a bit. Opponent's turn 2 saw the arrival of the Hive Crone, Termagants (in pod), and zoans (also in pod). Flyrant decided not to participate this turn. Podding terms wiped out the gargoyles for first blood. Trygon died in assault with the knight, with the rest of the tyrants deciding to give the knight a wide birth. My Exocrine died due to shooting and assault. My hive tyrant got reduced to 2 wounds. Hive Crone failed to damage the Knight. My turn 2 saw the arrivale of my deathwing. Terminators deployed in opponent's backfield to snag an objective. Cyclone terminator used frag to amazingt effect against the termagants, killing close to half the squad. Dreadnought landed to engage devourer gants and their pod. The hive tyrant doubled back to engage the Zoans that had podded in, charged, and locked them in assault. Imperial knight moved to engage the Living artilery, destroying both the warriors and the biovores. Maleceptor got of his ruin and got into position to charge the remaining 2 genestealers and 1 broodlord. I used psychic overlord to snipe out and slay the broodlord with focused witchfire (Draft FAQ no longer requires a "hit" roll and he failed look out sir). I then charged and defeated the 2 remaining genestealers with the maleceptor, consolidating back into the ruins. Rippers, intimidated by overwatch from the remaining devourers, decided to move and assist the maleceptor against the genestealers, but failed their charge. Opponent's turn 3 saw the arrival of the flyrant, which immediately swooped in and popped the dreadnought. Devourer gants decided to further flee the terminators, and instead shot and assaulted the rippers, resulting in only a single ripper base survivng. One set of zoans remained locked with my tyrant, while the other, now out range to the knight, attempt and failed to hit the warlord's terminator unit. Opponent's exocrine and trygon wiped the assault cannon terminators. Hive crone continued to fail to damage the knight. Hive Tyrant remained locked with zoans. My turn 3, my warlord's unit left their objective and assaulted the zoans (we tried to multi-charge, but failed to get the other units in). Zoans got wiped, after taking 10 S9 wounds... Knight advanced and slew the opponent's exocrine and dealt two wounds to the remaining trygon with his battle cannon. Hive tyrant remained locked with the zoans. Rippers got wiped in my assault phase. Maleceptor realized it was in range of a trygon and did 3 wounds with psychic overload. Hive tyrant remained locked with zoans. Opponent's turn 4. Lost my warlord (and his unit, including attached librarian) this turn due to trygon and gant shooting, then assault by both (couldn't make 2+ saves...). Flyrant Zoomed to Maleceptor and dealt 2 wounds. Hive crone, yet again, attempted and failed to damage the Knight (really bad rolling). Hive tyrant remained locked with zoans. The 2 tyranocyte (spore pods) drifted towards obectives. My turn 4. Knight wiped the gants with shooting, and charged nothing due to a lack of targets. Maleceptor killed the trygon with psychic overload. Hive tyrant remained locked. Just the 3 units, plus I still had an empty pod with storm bolter which was doing nothing every turn. Opponent's turn 5. Hive Crone continuted to try and fail. Flyrant dropped to the ground intending to assault the maleceptor and hold that objective, but shot it to death. Zoans contined their locked battle with the hive tyrant. At this point, opponent has the 2 flyers (one on the ground), and 2 pods. My turn 5. Knight shot the flyrant with the battlecannon and got 1 wound on it, then charged a pod and wiped it. Hive tyrant remained locked with the zoans. Pod did nothing. Opponent's turn 6. Flyrant stayed grounded, but moved to ruins to hold the objective there. Hive crone again, failed to harm the knight (only vector strikes left, kept rolling 1s). Hive Tyrant, finally beat the zoans. I consolidated towards an objective. My turn 6. Hive tyrant grabbed an objective. Knight got another wound on the grounded flyrant (2 total). Pod did nothing. Opponent's turn 7. We decided to end it here. We didn't set a turn limit, but I had the undamaged knight which really couldn't harm the flyers, the immobile pod, and a half-dead hive tyrant far too far away to affect the flyers with psychic powers. Opponent had a half-dead flyrant, 1 tyranocyte pod, and his undamaged (but proven useless) Hive crone. VP total, opponent had 10 to my 7. We both had fun. In hindsight, I forgot that psychic overload can't be used on the same target more than once per phase (though it can be used more than once per phase), so the trygon's last wound should not have been from the maleceptor (only turn I attempted it more than once, actualled used it 3 times on the trygon that turn, 1 denied, 1 failed, and 1 success).
  12. No gloss seal or base yet, but that's my test model for a "blood warrior" That's my stove in the background. Kinda a cool background...
  13. Picked up one ship by itself during the GG sale. It's a Scum Quadjumper. Found rules online via the web site for the game, so I have a general idea on how to play. So, a few questions: First, how many points is normal? Rulebook suggests minimum is 100pts. Based on my Quadjumper, that means about 5 ships. Second, is there an alternate starter box for Scum? Or does someone have extras of the physical rulebook, dice and movement templates that they could give/trade/sell me? Third, any limit on duplicate ships? I noted that I can't take the same named character, but if I really like a certain non-character ship, can I spam it? Couldn't seem to find this spelled out in the rulebook. Thanks.
  14. Guest

    Painting with Pax

    Sat on my paintbrush recently. Fixed it as shown. Thought it was funny enough to post.
  15. Guest

    Pax's Militia

    Picked up the AM codex. Still don't have the index (waiting on GG to restock it) or the FW Index which I ordered a long while ago. I have a large number of Tallarn models I got at the tail end of 7th, via ebay. Mostly infantry. Plan is to use the same models and the same paint scheme for my AM, Genestealer Cults, CSM Cultists/Renegade Guard. Not sure if I have enough tallarn for a full army or if this will be solely as an ally army, and also not sure if I will be purchasing any additional vehicles/models. Anyway, I'll get some photos and lists up when I get them. Also probably going to ask a lot of AM related questions related to rules.
  16. Guest

    Pax's Imperials

    Still tinkering with list concepts, but for GG league (it has to be ITC legal), thinking something like this: DA (Consecrators) Battle Demi-Company Company Master (TDA, Shroud of Heroes, CF) Tactical Squad (5, ML) -Razorback (Las/TL Plas) Tactical Squad (5, ML) -Razorback (Las/TL Plas) Tactical Squad (5, HB) -Razorback (TL Las) Assault Squad (5, Jump Packs) Devastor Squad (5, 4x MM) Dreadnought Squadron (3, 3x TL Las + ML) IK Oathsworn Detachment Paladin (Icarus Autocannon) SM (Ultramarines) Suppression Force Whirlwind Squadron (2) Land Speeder Squadron (2, 2x dual heavy bolters) Total 1850pts Basic concepts: Company master deep strikes with the assault squad, who function mostly as a body guard, since the demi-company can't take any terminator squads. Demi-company makes entire detachment objective secured and BS 3 in overwatch (includes the dreads for overwatch, but not the transports). Not decided on heavy weapon selections, but will likely be some combination of those weapons (with plasma cannons being a waste of BS 3 overwatch). Paladin is general purpose, but covers the otherwise lack of AA nicely, without actually having to devote a unit. I'm a big fan of including barrage in every army, so the suppression force is mainly for that - it really isn't a huge point investment, and I do think that having the option for unlimited range on the whirlwinds will pan out in some games. Speeders are always useful, plus the DA ones cost more (+5pts). I went dual heavy bolters speeders because I expect to be jinking in most situations, so being able to hit while snapping is what I'll need. As for weak points, it's meant as an all comers list, so it's weak to very specialized armies. Otherwise, this army is mostly slow and doesn't have any psychic solutions, other than killing the enemy psykers.
  17. Not sure how big I'll let this army get, what with that large tyranid project and my Imperium which I'm also working on, but I acquired a used copy of the Khorne Daemonkin Codex and that's inspired me to start another actual army. So for starters, I'm not a fan of Chaos armies that follow the STCs. So I'll be converting and doing lots of counts as for this army. And for those that know me, I've got a bias against plastic models, so I'll be light on plastics for this army too, though some things are unavoidable. I will also be mixing Hordes Skorne models in with these, as I intend to keep the same paint scheme across both armies (I have a small Skorne army), so some of the models will be intended to be useable for both games. And if that wasn't enough restrictions, I also plan to at least keep in mind using some of these models as AOS Khorne Bloodbound, even though I don't really play that game (now). Okay, that stuff aside, I was looking at various OOP metal models, trying to decide how best to represent a Skull Cannon or Blood Throne model, and then it hit me: I'm going to make a Warhammer Siege army. I've got some of the old Warhammer Seige models already, plus I did pick up the Dreadhold models when they released. Always wanted to play (or see played) Warhammer Siege, but that's not really going to happen - what I can do, is make an army thematically warhammer seige, but within the Khorne Daemonkin Codex. Plus, it would be very fun to show up in the 41st millenium with wooden/brass 16th century siege equipment and inform my opponent that these are daemons of khorne, coming from the timeless warp, and our building materials are durable enough to threaten the ranks of the technologically superior armies of 40k...(with orks being included as technologically superior to the Khorne Daemons)
  18. Guest

    Pax's Kill Teams

    Goofing around with concepts for kill team and trying to motivate myself to finish the many army projects I have underway. I think I'll make a kill team for each of the armies I own. At present, that's Tzeentch Daemons, Tyranids, Dark Angels, and my Ultramarines (intended as allied detachment, so not really willing to invest in models I wouldn't bring in normal 40k). Kill Teams in Progress (Pictures when I remember and the weather is clear....) Tzeentch Daemons (Not started yet, I'm thinking flamers or screamers are my only viable models in kill team since horrors lose the brotherhood of psyker rule in kill team) Tyranids (Also not started. Not a lot of tyranid options here, but I'm thinking I want to try a unit of Shrikes, some Hormagaunts, and one of those big spore mines) Dark Angels (Consecrators) So far, 5-man Company veterans Including one with plasma pistol AND Plasma cannon, one with power sword, and 3 stock models with bolters. That's 135pts. I'm thinking an attack bike or land speeder would fit, but a rhino or razorback may also be a wise option. Ultramarines (Not decided on chapter of Ultramarines (matters for paint), I'm thinking either stock Ultramarines, or Sons of Orar. I could also make up my own chapter.) I've got 2 land speeders (both dual heavy bolters) being built now for this detachment anyway. So I'm thinking 5 scouts, a LS storm, and 2 Land Speeders. Not a 100% sure I have a LS storm at this point, but I'm thinking it would be a fun conversion if I don't. Related comments and suggestions welcome. PS: yeah, posted on the PS4's internet. Pretty good for no spell check.
  19. Guest

    Pax's Imperial Knight

    Finally got the codex and got a game in with the knight on my side. I have been very reluctant to acknowledge their place in 40k, but I admit, I was wrong and they have a place. Presently, I'm using a Gundam model for my imperial knight. Not sure I'm sticking to that model, but either way, my model needs work before being WYSIWYG as a knight. I ran a paladin with stock weapons (2-shot Battle Cannon and D Chainsword). I liked it, and will probably stick with that version. I'm running DA, so the Knight fills, or can fill, a lot of the gaps in my army (like our lack of AA, or our only having the Whirlwind for barrage options). So, questions regarding knights: First, how does vector strike work with the knight Ion field? Second, carapace weapons, are these worth it? Third, any other commonly failed to comprehend Q&A regarding new knight players...? Forth, how well do those power fist options work?
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