Tuesday, February 12, 2013

My Doom of Malan'tai Conversion

I've often heard fellow Tyranid players say how they really want to play the Doom of Malan'tai but don't have a model for it. So I wanted to share my own conversion of the little beastie.
 
 
 
 
I apologize for not having a visual of the step by step procedure, but I'll briefly describe how I did this.
 
First I started with a Zoanthrope and sawed the model in two, right along the base of the head (this was before they were in Finecast, so I think it would be easier to do now)
 
Then I attached a piece of "Invisible Fence" pet wire for the body and the tail. I've found that wire works well since you can bend it into place. I then covered the wire in GreenStuff putty to make it more substantial.
 
During this step, I also formed a hole in the GreenStuff right in the middle of the underbelly. This would allow me to mount it onto the flying base.
 
The enlarged cranium was also done with Invisible Fence wire and GreenStuff. I formed several wires into a cage/basket-like shape to elongate the Zoanthrope model's already large brain (the wire can still be "seen" to give you a reference; it's the blue part of the cranium).


I then filled in the cage with plenty of GreenStuff. While the GreenStuff was still slightly malleable, I made the grooves of the Doom's gray matter with the back end of my paint brush and also with my fingernail.
 
The antennae and limbs were from the Mawloc part of the Trygon/Mawloc kit.
 
I was not entirely happy with the tail at first and thought it needed something on the end. So to finish it off, I took a spare horn from the Carnifex kit and attached it to the tip of the tail.
 
The paint scheme was chosen to match the rest of my Tyranid army, which I call Hive Fleet Wyvern.
 
And that's my conversion of the Doom of Malan'tai! I'd love to hear if anyone has any suggestions or alternative conversions! Thanks!

Saturday, February 2, 2013

The Dividing Line - Special Mission

So I can't exactly find this PDF on Games-Workshop's site anymore (I think they've done away with their online articles), but it looks fun so I don't want it to be lost to the Warp!

The rules are as follows, as taken from: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1150687a_Warhammer_40,000__The_Dividing_Line


THE DIVIDING LINE

All good generals have heard of the maxim ‘divide and conquer’, but what if the battlefield itself were split in two? In the war-torn future of the 41st Millennium there are all manner of force fields, Warp barriers and other bizarre phenomena that can effectively partition a battlefield right down the middle and separate the armies fighting across it from their own allies. Part of defeating your enemy is having the right forces in the right place at the right time. What will you do if the troops you need are stuck on the wrong side of this dividing line? Will you expend time and resources tearing down the barrier to bring your combined force to bear, or will your troops forge ahead on their own, trusting to their own fighting skills to overcome the odds?

THE ARMIES
Each player picks an army from a Warhammer 40,000 Codex army list, to an agreed points total.

THE BATTLEFIELD
When setting up the battlefield, place a series of suitable markers in 12" intervals in a line that bisects the gaming board across its width, as shown in the diagram. These markers represent Force Field Emitters (see special rules below). Set up any remaining terrain in a mutually agreeable manner.



DEPLOYMENT
The players roll off, and the winner chooses to deploy first or second. The player that goes first chooses one of the long table edges to be ‘his’ own table edge. The opposite table edge is his opponent’s table edge. Starting with the player that will deploy first after deciding table edges, but before deploying any unit each player selects a point in his own deployment zone to be an objective (by placing a counter on it or any other clear method). These objectives cannot be placed in impassible terrain or within 1" of the dividing ‘force field’ line. In addition, the two objectives have to be placed on opposing sides of the force barrier. The player that won the roll-off then deploys his force on the table anywhere up to 12" from his table edge, making sure that no unit is within 1" of the ‘force barrier’. His opponent then deploys his force in the same manner, from his table edge. Deploy any Infiltrators and make any Scout moves.

FIRST TURN
The player who deployed first gets the first turn. His opponent may attempt to Seize the Initiative by rolling a dice. If he does so, and the result is a 6, he will get the first turn instead.

GAME LENGTH
Roll a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then roll the D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of a 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7.

VICTORY CONDITIONS
At the end of the game, the player controlling the most objectives wins. A player controls an objective if there is at least one of his scoring units, and no enemy unit (any unit, whether scoring or not), within 3" of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where this distance will be measured from. If the players control the same number of objectives, the game is a tactical draw.

SPECIAL RULES
Force Field Emitters: The battlefield is bisected by a series of objects (void shield pylons, Chaos Warp emitters, psychic field relays and so on) that project an impenetrable force field between them. Whilst a Force Field Emitter is within 12" of a neighbouring emitter, there exists between the two an impenetrable force field. This force field blocks all movement (even skimmers and jump infantry), line of sight and shooting attacks (including barrage weapons). If a blast
weapon scatters across the force barrier reduce the scatter distance by the minimum distance so that no portion of the blast marker falls across the opposite side of the force barrier. If a unit deep strikes onto the battlefield but they scatter onto the opposite side of the force field barrier to their intended target, then they will automatically suffer a Deep Strike Mishap. Each Force Field Emitter has an Armour Value of 13 and 3 hull points. Each glancing or penetrating hit inflicted on a Force Field Emitter will cause it to lose a single hit point. If a Force Field Emitter is reduced to zero hit points it is destroyed and removed from play. As Force Field Emitters are destroyed, the force field will begin to weaken as follows:

• If a single Force Field Emitter has been destroyed, the force field between the two emitters to either side of the destroyed emitter starts to weaken. Units may move between this section of the force field but it counts as difficult terrain and they must take a Dangerous Terrain test. Units may also shoot between this section of the force field but they must first roll to see their target using the Night Fighting rules and their target will receive a 5+ invulnerable save.

• If two neighbouring Force Field Emitters have been destroyed, the force field between the two emitters on either side of the destroyed ones collapses. Units may move across and shoot through this section of the force field as normal.