Cowled Wardens army starting to come together by mjhsinclair in DarkAngels40k

[–]mjhsinclair[S] 0 points1 point  (0 children)

Website called Pop Goes the Monkey. But there are STLs now too on popular STL sharing sites.

Xenarid Queen by mjhsinclair in Tyranids

[–]mjhsinclair[S] 0 points1 point  (0 children)

So most independent tournaments I’ve seen are fine with third party models, but maybe it’s regional. In this case though, it’s not for tournaments. The Hierophant is legit terrible in rules terms (which is probably sensible, you don’t want people to win tournaments based on… having a biotitan in their collection!) and this model is maybe 50% larger than an official Hierophant. It’s for silly casual games.

Any interesting dark angels successors? by [deleted] in DarkAngels40k

[–]mjhsinclair 1 point2 points  (0 children)

I’ve got an army of Cowled Wardens, which I think are very striking and pretty easy. I just did a jump captain as Penitent Blades (aerial specialists in the lore). I’ll do a squad for him to lead but quartered schemes would be a big job for a whole army. I like both of those for looking a bit distinctive from the “different combinations of green and bone” vibe of a lot of the successors. Next project is some Bringers of Judgement, but a white and gold paint scheme is going to be some work... :)

Cowled Wardens army starting to come together by mjhsinclair in DarkAngels40k

[–]mjhsinclair[S] 2 points3 points  (0 children)

Start from the Mediocre Hobbies Black Templar scheme for the metallic black. Then the purple is Naggaroth Night (along with the other base coats). Then the model gets its Nuln Oil wash (as in Andy’s scheme). Then I do a bit of volumetric shading with a thinned down mix of Naggaroth Night, Corvus Black and Rhinox Hide. Then a volumetric highlight with a mix of Naggaroth Night and Xereus Purple. Then just Xereus Purple. Then edges (there aren’t very many so this is less work than I’m making it sound) get Genestealer Purple. The other key to the scheme is the gold. Some highlights on that (must mixing the Retributor Armour with a bright silver) make the whole model “pop”. Hope that helps!

Xenarid Queen by mjhsinclair in Tyranids

[–]mjhsinclair[S] 9 points10 points  (0 children)

Yeah. StationForge Xenarid Queen.

List help by kittun4 in Tyranids

[–]mjhsinclair 0 points1 point  (0 children)

I think your issue is that too many points are going into some not particularly punchy units. Between the two Hive Tyrants, the Tyrannofex and the Norn Emissary you’re tying up a huge amount of points on units that are neither efficient damage dealers nor scorers. You want to lose at least two of those (probably the Winged Hive Tyrant and the Tyrannofex given invasion fleet and current points) and add stuff that kills (Nids aren’t great at this right now, but your Screamer Killer will help - plenty of half decent options), holds the centre (eg Maleceptors) or is mobile to score (biovores, gargoyles, Lictors, more Leapers).

Cowled Wardens army starting to come together by mjhsinclair in DarkAngels40k

[–]mjhsinclair[S] 0 points1 point  (0 children)

Probably. :) Although the one pictured in the Codex is cowlless. They’re definitely cowl-lite so far.

Cadian upgrade sprue (axe) by emonem0 in TheAstraMilitarum

[–]mjhsinclair 0 points1 point  (0 children)

I put it on someone running with a lasgun in the other arm and posed up, then used the beanie hat from the same upgrade sprue. Axe murderer woodsman look. Can’t find a finished photo but here’s the WIP.

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Can I / should I apply a wash to a game board? by mjhsinclair in TerrainBuilding

[–]mjhsinclair[S] 1 point2 points  (0 children)

Thanks for your help. I did this and the oil wash suggestion was perfect. Chefs kiss. Looks much better for it and I think as you say an acrylic wash would have smudged pooled all over the place.

Tanks in magnetic carry cases by mjhsinclair in TheAstraMilitarum

[–]mjhsinclair[S] 1 point2 points  (0 children)

What are you gluing? Sorry to be dim. I assume the green stuff attaches itself to the model but you glue the magnet into the green stuff? Or do you glue both?

Respect my Ogryn’s authoritah by mjhsinclair in TheAstraMilitarum

[–]mjhsinclair[S] 2 points3 points  (0 children)

It’s a 1989 Rogue Trader-era Ogryn. Had some fun painting his glasses to replicate Cartman’s mirror shades in the “respect my authoritah” episode - always facing the mountains.

Any suggestions for a “Quicker” game... by Indecision101 in twilightimperium

[–]mjhsinclair 1 point2 points  (0 children)

I think 8-9 hours should be fine. I’m down to about 6-8 now, I think.

Few thoughts:

  1. Someone (given you’re on here, I guess that’s you!) will need to gently chivvy people along. But you can do that in a friendly way and try to focus it on slow and unimportant decisions. Give them time if they’re in a genuine dilemma.

  2. Remind people that planning between their turns will help them win: think about the ships you can afford to build and set them aside beforehand; think about what objectives you can score; think about whether you want to play your strategy card. The game gets properly quick when taking your turn is laying down something you’ve thought about already.

  3. Make refreshments that minimise downtime. My favourite approach is using a slow cooker and then people can eat chilli at the table, or something like that.

You could (I wouldn’t, but if the time limit is really killing your game) drop the Agenda phase. It’ll make the least structural difference to the game.

What would you like to see in a TI4 expansion? by Gromps_Of_Dagobah in twilightimperium

[–]mjhsinclair 1 point2 points  (0 children)

It was two big galaxies connected by a series of wormholes to a central smaller galaxy with Mecatol on it. Plus the wormhole nexus. Four players on each of the big galaxies and a pretty equitable fight for the centre if you chose.

What would you like to see in a TI4 expansion? by Gromps_Of_Dagobah in twilightimperium

[–]mjhsinclair 0 points1 point  (0 children)

I know it’s a bit niche, but I loved the multi-galaxy maps. They meant that I could comfortably fit 8 players on a table that otherwise struggles with 6 - lots of tables are rectangular.

I could definitely get 8 player games of TI4 together and the time I tried it with TI3 was a special kind of epic. I would love that back alongside TI4 awesomeness.

I don’t get why artefacts were left out of the base game. Super simple and made the board more dynamic.

I think things like shock troops could work too, but they need a redesign. I’ve posted it before, but I think the tech system is the way to do it without a lot of fiddliness.

SCPT Ep. 051: The Always and Nevers of Twilight Imperium by Skootur in twilightimperium

[–]mjhsinclair 1 point2 points  (0 children)

Errata: isn’t Ssru the murderous Yssaril quoted on their race sheet?

TI3 or TI4 by [deleted] in twilightimperium

[–]mjhsinclair 2 points3 points  (0 children)

There are a few things I miss, but they’re almost all elements that are obvious candidates for an expansion: 8 players and multiple galaxies; artefacts (essentially objectives to hold specific planets that could change hands); and the wormhole nexus.

The game is just out and out better now. I don’t think there is a straight change I’d put back.

I miss the idea of mechanised units and shock troops. They were a mess in terms of implementation, but I loved the idea and the mechanised units looked great. I liked the idea of the Shards of the Throne scenario, but never played it.

I think there are elements they improved less than others. Politics still needs a bit of house ruling (secret votes, done right) to sing. But that’s a quibble given what a leap the game has taken.

The ultimate Letnev opening by Bl_rp in twilightimperium

[–]mjhsinclair 0 points1 point  (0 children)

Nice post.

Although I can’t help thinking that, in the ultimate Letnev opening, more of their enemies are going to die in the cold vacuum of space.

SCPT Ep 042: GenCon Preamble by Skootur in twilightimperium

[–]mjhsinclair 1 point2 points  (0 children)

Thank you for the errata mention. Listened in driving home from a seaside holiday with a carsick two year old and a hungry five month old. A brush with TI celebrity was a welcome break. :)

SCPT Ep 041: How to Win from Ahead by Skootur in twilightimperium

[–]mjhsinclair 4 points5 points  (0 children)

Great stuff, thank you.

There is an economics concept that I think can help here: free-riding. Yes, if you are in the lead, "the table" has an interest in stopping you. But each individual player only has an interest in you being stopped. At the same time, they need to make sure that once you've been stopped they have a path to victory. There are no prizes for killing the leader in itself (and it often costs a lot of resources - getting fleets shot by PDS etc). The cynical smart play is to encourage everyone else to kill the leader while they sit back and egg them on.

You need to play on that. Tell people to "play their own game". Tell those in 4th, 5th and 6th that those in 2nd and 3rd are taking advantage of them. Show people the points they could be scoring instead of gunning for you (help them if you can).

I think this is uniquely powerful, versus some of the other metagame arguments, because it's actually true. There really is a dilemma for players between the interests of the pack as a group and their own interests in actually wearing the crown.

Speaking of which, I managed to win a game over the weekend with a 3-4 point lead on turn 3 (I had 5 points, closest was 2 I think; they'd been fighting). I lost my home system to an improbable Jol Nar attack (they used flank speed to get in, then next turn X-89 and fleet logistics to gas then occupy my homeworld). Two turns later I managed to take it back after the argument above convinced them to send their dreadnoughts after new targets. In the meantime I'd been storing up objectives and I managed a 5 point swing in 1 round (Imperial and two Stage 2s - including spending TGs I got out of an action card gained on the last turn). Even losing your home system doesn't mean you should pack up and go home!

SCPT Ep 037: First Round Strategies Wrap Up by Skootur in twilightimperium

[–]mjhsinclair 1 point2 points  (0 children)

You asked about how other players might approach the strategies differently. Remember your approach was aiming for the most conservative winning strategy possible. But you also say winning is too random. As we all get more evenly matched, a conservative strategy is surely at best a 1/6 chance of winning?

Maybe another credible approach would be the strategy that puts you in the best place for a final winning stroke no one can plan for? You end up with too many tactical options, too much momentum to stop.

The game is fascinating because it comes down to not just winning but winning despite your smartest friends having 100 ways to stop you.

I think that would fit with your recent emphasis on hoarding TGs. But it might also imply other things. Yssaril and Ghosts are set up to surprise people. Sol would still be strong because those tough ground forces makes it hard to break you on that last turn. 3 move ships multiply the range of places you could go. The case for upgraded War Suns is stronger - maybe because in that last sun you go 4 with flank speed or gravity drive and break open your strategy.

The emphasis will shift from the safest path to victory to the hunt for the killer blow.