Showing posts with label Army Planning. Show all posts
Showing posts with label Army Planning. Show all posts

Monday, February 24, 2014

Battle Report: 1500pts. Chaos vs Inbred Dogs


 By: Chambers
Hello my name is Chambers, long time reader first time poster...

Chosen1 (not chaos) decided that his blog, other than being horfically slow to update, needed to be a little bit classier.  Yea about that, not sure why he let me in.  Maybe his plan is to make every else look better by comparison.

At any rate ‘ere we go…


10,000 years of "keeping the blood pure" has not been kind to the Imperial side of the family
The local league is currently running at 1500 points, which works out great for me as it gives me a chance to play and get used to my Adepticon Friendly list, now if work would just cooperate as well.  After missing the first two weeks of the League I was finally able to get my toy men on the table top last Thursday night.  My opponent was SeeJay87 from The Lonely Havocs.  A great guy despite his unnatural obsession with a dead body rotting in a chair, kind of creepy really.  

At rate below are the lists:
I took CSM with no allies
Terminator Lord with Mark of Slaanesh, Burning Brand, Power axe, Melta bombs and a signal of corruption. (War Lord)
5 CSM terminators with MoS, Icon of Excess, 4 melta guns and an assortment of close combat weapons.
2 – 6 man noise marine squads with 1 blastmaster and 2 sonic blasters
1 – 12 man noise marine squad with 2 blastmasters, 7 sonic blasters and an Icon of Excess on the champ.
1 –  hell drake with the hades autocannon
2 – Single obliterators without upgrades
1 –  “imperial” bastion complete with quad-gun

His List (from Memory) was also straight codex, Space Wolves to be exact
Rune Priest with runic armor and a chooser of the slain (War Lord)
4– 10 man grey hunter squads in drop pods with a single melta gun in each unit
1 – 10 man sky claw unit
1 – Max long fang unit all with missile launchers and a lascanon razorback
1 – Fire Raptor Gunship


PREGAME:
The deployment was short table edges with Kill points as the mission.
My warlord trait was Black Crusader, which would be pretty clutch this game.  While SeeJay87 rolled something that never came into play so we will just pretend that it never happened. 
I won the roll for placement and promptly took the side that would not have me rubbing asses with the next table, luckily for me the terrain was pretty even, not that it would have mattered if it had not been.  SeeJay87 won the roll for first turn.  There was no night fighting on the first turn.

Yea I get it "Road to Nowhere" what can say they are glued down
 
SeeJay87 deployed along his deployment edge as far forward as he could.  The razorback tucked away on the other side of the chapel.  I responded by counter deploying in north west corner of my zone so that when his grey hunters fell out of the skyin their stolen technology my units would be able to support one another.    As a note the two models laying down represent which units are in which buildings.   At this time the large squad has pretty good line of sight to the Long fangs which is not clear from the pictures so I attempt to seize hopefully knocking the missile launchers out for a turn.  I failed to seize and SeeJay87 proceeds to his first turn.

TURN ONE:
Two of his grey hunters squads come down on target and his sky claws move forward to secure a second turn counter to my response.  While he pours most of his firepower into my front noise marine squad I make a ridiculous amount of saves and loose only four marines to the combined weight of fire from his army.  The one shot that wasn’t put into the front noise marines came from the lascanon razorback, which he then manages to one shot my obliterator on the top of my bastion, Lady Luck is a fickle lover indeed.
 
Luck be a lady tonight...
 
My first turn is also pretty quick my only movement is to bring the final two noise marines from the first squad into coherency.  I decided to leave my terminators in the building for now, I wanted to wait until SeeJay87 was fully committed with his podding troops or at least until he was closer.  In the shooting phase my large squad did what it does best, deleting a unit of troops from the board.  The rest of my shooting knocked out a couple of long fangs but that was about it.  At 1500 points I feel that I am overspending on my terminators and on the large squad to the detriment of the rest of my army.  I should slim them down and drop some of the extras, but I probably won’t, I like sacred numbers and besides the models are painted. 

Luck if you've been a lady to begin with...
TURN TWO:
All of SeeJay87’s reserves come in and his pods scatter into better position than positioned and his flying gunboat screams up the side in order to lay waste to my large noise marine squad.  His sky claws move in and his remaining grey hunter squad from the first turn shuffles around in order to do some cleanup work on the 2man noise marine squad.  Remember what I said about Lady Luck? This was my roll to glance/ pen after SeeJay87 elected not to jinx.  I knocked out his turret heavy bolter closest to me, locked its velocity and shake it.  While the rest of his shooting is only average at best, manages to clean out the 2 man squad and half of the 12 man squad, the razorback again manages to one shot the remaining obliterator even after he went to ground. 

Luck be a lady tonight!

The Raptor is not dead yet, just with all the traffic coupled with
an unstable table it seemed prudent not to tempt fate.

At the bottom of two my drake decides to stay off the board so I disembark the terminators from the building that they were bravely holding.  I use the burning brand coupled with black crusader to good effect and drop the grey hunter squad behind the short wall down to a single model.  My large squad manages to reduce and pin the other fresh hunter squad that had been targeting them.  While the squad inside the bastion decides they would rather debase themselves than contribute to the fight. 
 
Bravely bold Sir Robin
rode forth from Camelot.

TURN THREE:
On SeeJay87’s turn he shifts his gunboat and homes in on the terminators killing two while the remaining heavy bolter knocks out another noise marine.  Bolter fire accounts for a third terminator but in another stellar display of rolling SeeJay87 comes up short on his charge.  Meanwhile the large noise marine squad, or what is left of it, does their best impression of a John Woo film dodging almost every missile, mind-bullet, and wrench throw at them, two drop to SeeJays87’s firepower but both heavy guns are still up and active as is the Icon of Bad Touch. 
At the bottom of three the drake phones in to let us know that he is still running a bit late and won’t show up this round either.  Other than that, the dice rolls went my way more than not.  The large squad of noise marines shuffle to get out of sight from the remaining long fangs while still gunning down several of the remaining grey hunters surrounding them.  The terminators manage to multi-charge the sky claws and a pack of grey hunters killing all but one sky claw who then decides to stick around despite needing snake eyes on his leadership test.  To top it all off the quad gun fires on the Fire Raptor on automated fire and still manages to remove the last hull point sending it crashing down.  In fact the only thing that I can’t seem to hurt is the razorback, all my shots directed at it wildly miss. 
 
Looks like there's dirty work afoot


TURN FOUR & END GAME:

At this point is just clean up, while SeeJay87 has more victory points than me at this point he doesn’t have much left on the board.  I start the process of by killing off a lone marine and dropping a pod with melta from the remaining terminators.  Brave Sir Robin my lord decides that bunker in the back without windows/ fire ports needs to be defended in case of a sneak attack.  The remaining two terminators shrug off missile fire and mind bullets to wreck the drop pods scattered about my deployment zone thus insuring that I will have more victory points at the end of the game.  The drake finally decides to show up and only accomplishes a couple of hull points against the drop pods.  Once again he fails to show up until the fourth turn and when he does fire off his gun he only hits with one shot of the four. 
On the northern hill there is a slap fight between three grey hunters and six noise marines that will go on for the rest of the game with not a single model dying in the process.  Maybe I should spend the points to upgrade the Aspiring Champion with a power weapon of some kind, but I already feel like the unit is bloated.  It takes two additional turns of combined fire from the unit in the bastion and the helldrake but I am finally able to strip off the last hull point from the razorback.  At this point SeeJay87 who has been keeping track of victory points declares that he can no longer win and calls the game. 
 
Brave Sir Robin ran away.  Bravely ran away away.
When danger reared it's ugly head, he bravely turned his tail and fled.


POST GAME THOUGHTS:
MVP – the MVP for my side has to go to the terminators with the lord.  
While they hid for the first part of the game they ended up accounting for two squads of hunters, the sky claws and a couple of drop pods thus securing the game.  Recently I have stopped treated this unit as a shock unit and more like a group of school yard bullies.  While I was always happy with their performance before, they are now starting to win me games.  More and more I am becoming convinced that their roll is not to take on the enemy death star units hoping to buy a turn or two, but rather to go after the soft targets that can score. 
Goat – without a doubt the goat for this matchup has to be the hell drake
By the time he decided to show up the game was all but over and even then he failed to do more than strip a couple of hull points.  I have also continued with my streak of only hitting once with the hades autocannon every time I fire it, I have decided that all this means is that when I do get to Adepticon the Puff here will hit 3 or 4 times every round, maybe even five.  That is how maths works, right? 

On the whole no new revelations with my army.  It is a very static shooting army that is surprisingly resilient and wins in the long game.  Now that I can no longer take an escape hatch for my building I am at a loss for how to add mobility to this list at this point level.  Honestly unless I come up with something in fairly short order it will be too late as I am a very slow modeler and even slower to paint. 



Thoughts?  Comments?  

Thursday, February 13, 2014

Come the Apocalypse...

That's apparently what it'll take for me to update this thing.  In any event, I'm not dead; I've just had a great deal going on.  New job location, new house, new son, new codex(!), etc.  Life is busy, but that's why they call it life I suppose.  In any event, here's some pictures of what I've been up to.  I may not be blogging, but life couldn't keep me away from the game!

The New Hotness.  I had to get in on this right?

I also had to get rid of some of those damn brass etchings that I had laying about...

And some more brass etching...

Here they are with a bit of paint.  Prime black, base with Knarlock Green, go over with Snot Green.  No idea
what the new names for those colors are.  Something appears lacking, yes?
"The New Hotness" doesn't come on a standard sized base, the way God intended.  GW in their infinite heresy
decided they would go with wonky 50mm bases.  Dark Arts Miniatures, the lads who made my gorgeous resin
lava bases don't have an equivalent.  So, a bit of cork and some assistance from my lovely daughter and I had it
sorted.
A closer look.  I was skeptical at first about what I was going to do, but after my daughter asked if she could help
They've become my favorite bases in the whole army.  Parents will understand what happened here.

It's wasn't all infantry.  Part of The New Hotness includes fliers, so here's mine.  I'm not a fan of the original kit,
so I had to borrow liberally from the internet to get a conversion I was happy with.

Drop pod fins for wings, removed the lower rear stabilizer, magnetized the weapons on the outside of the engines,
switched out the over-sized assault cannon for a converted land speeder version.  You know, the simple things.


Again with the brass etching, again with the non-standard base size that needed cork and my daughter to render aid.






















There's probably a bit of highlighting yet to do on this guy, but frankly I got tired of painting Snot Green at this point.  If the Easter Eggs in some of the above pictures haven't been clue enough, I sold off my Tzeentch Daemons after their new codex dropped (and I absolutely did not like the way that new book played) and replaced with them with something else sinister:

An ancient Necron Dynasty has awakened, and they are pissed.  But it's not what you might think.  They were pretty cool dudes, but someone left a hatch or two open in the tomb, and now they're all corroded and even their ceramic has seen better millennia.  

Giving the new paints a go (Prime with Army Painter Brown, base with Rakarth Flesh, layer with Wych Flesh.  Metallics done with Warplock Bronze, Hashut Copper, & that new Oxide Technical Paint.  Use that stuff folks, it's so easy it feels like cheating.  Giving the textured paints a try on the bases as well.
So now we're all caught up.  I can't say I'll be regular, but I can say you'll see more of my Necron project log.  I'll likely have a few posts on the new paints and new techniques I'm trying out (tried a bit of sponging on the ceramic as you can see).  I won't win any painting contests with this army, but I'm having fun again and I'm testing my hobby skills.  And for me, that's what it's all about.

Friday, March 8, 2013

Specific Review of Codex: Chaos Daemons

Picture shamelessly taken from this BoLS post dated 3/3/13.
I suppose I could say "Yes" to to above question.  But the reasons for that might not be what you think.  As any cursory inspection of the blog will reveal, I am primarily a Salamanders Space Marines player.  I probably have somewhere in the neighborhood of 12k points of the flame loving crusaders, and I'm fine with that, or more accurately, my wife is okay with that.  On the other hand, even with that sort of diversity available within that codex, I was tired of playing power armored super-humans, and more importantly, I was tired of painting snot green (or whatever the hell the new color is called...I'm still using up my supplies of the "old" snot green).  I needed a new army that would maintain my interest in the hobby by selecting one that had: a different play style, a different "look", was something that wasn't too popular in my shop, and was something that I could get excited about.



Rather than go into excruciating detail about the specifics, I ended up choosing Tzeentch Daemons.  It is my preference to only play mono-god lists due to the influence of the past background material.  Perhaps in Apoc could I envision the Gods working together to accomplish a task, but never for something as trivial as a 1500-2000 point game sized force.  Yes, this was post White Dwarf update.  No, that was not why I selected them.  I had originally settled on Nurgle Daemons, but there were about a half dozen of the lads at the shop who played them.  A handful had Khorne and Slaanesh, and exactly zero people played Tzeentch.  Still, I think it's worth noting that as powerful as the Screamers and Flamers were in the previous update, I never took more than 9 of each in my three 1500 point games.

So, where did that leave me?  I made plans to attend Adepticon again after getting burned out on the Team Tournament.  I was to participate in the 40k Friendly event and the Combat Patrol.  I would bring my new Daemons, I wouldn't worry about award-quality paint jobs/conversions, and I would focus on fun.  I carefully selected my list, acquired the models, and got to work.

Here is the list I planned on taking:

Herald of Tzeentch w/Bolt, Disc, We Are Legion, & Master of Sorcery
Herald of Tzeentch w/Bolt, Disc, We Are Legion, & Master of Sorcery
(18) Horrors of Tzeentch w/Changeling
(8) Horrors of Tzeentch w/Bolt (Herald would accompany)
(8) Horros of Tzeentch w/Bolt (Herald would accompany)
(4) Screamers of Tzeentch
(5) Screamers of Tzeentch
(3) Flamers of Tzeentch w/Pyrocaster
(3) Flamers of Tzeentch
(3) Flamers of Tzeentch
Daemon Prince w/Flight, Might, Gaze, Bolt, & Mark of Tzeentch

That list was silly with sacred numbers.  I had 9 screamers, 9 flamers, Horror squads in sacred number denominations once the heralds were attached, and 9 total units altogether.  It was glorious.  I had anti-horde, anti-vehicle, anti-elite unit, anti-flier, a unique deployment system, gorgeous models and a solid ruleset  that I was beginning to fall in love with.  Short story long?  I enjoyed the hell out of them.  I was excited about my hobby again.

This is why we can't have nice things.

Enter the new codex.  Can I be nit-picky for a bit?  I hate hardcover codexes.  HATE them.  They should be softcover the way God intended.  There, I'm done with that for now.  There's plenty of press out there discussing the pros and cons of this new codex.  Those folks are likely much more qualified that I am to discuss this book in an objective manner.  That's not what this post is about.  This post is how the army that I carefully selected and built for a specific purpose is no longer playable in the manner it was when I selected it.

Here is my new list that I'll be taking up to the 40k Friendly event.  I haven't come up with my combat patrol list.  I just don't have the heart for it at the moment:

Lord of Change (Lvl 2 -Divination & Change) w/(2) Greater & (1) Lesser Rewards
Herald of Tzeentch (Lvl 2 - Divination & Change) w/Exalted Locus of Conjuration
Herald of Tzeentch (Lvl 2 - Divination & Change) w/Exalted Locus of Conjuration
(20) Pink Horrors of Tzeentch
(20) Pink Horrors of Tzeentch
(9) Screamers of Tzeentch
Burning Chariot of Tzeentch
Burning Chariot of Tzeentch
Daemon Prince (Lvl 1 - Biomancy) w/Mark of Tzeentch, Flight, & (1) Lesser Gift

There are some things that I find intriguing with the new book.  The Greater Daemons and Daemon Princes seem like they might be worth taking, but that's about it for me.  I hate that my horrors are so cheap, because now they're shit.  Yes, I can get twin linked S6 shooting from them now, but I lost a whole lot of total shots, any opportunity to overwatch (which has saved them from assault in the past), and a point of invulnerable save (even though I do now get to re-roll 1's).  Additionally, the move away from innate abilities towards psychic powers was a poor one in my opinion.  Now any army with any sort of Psychic defense (Grey Knights, Space Marines, Tyranids, Eldar, etc.), not to mention failing my Perils test or my opponents lucky Deny the Witch rolls, could conceivably shut down my entire army.  Talk about building a narrative.  I think the reason I'm so disappointed with this new codex is the changes to my Pink Horrors.  They were the backbone of my army, and they've changed so dramatically.  I can't even take squads of 9 anymore.  It seems like sacred numbers were an afterthought to the design of this book.


So, in closing, the book wasn't what I wanted it to be.  Not even close, actually, I consider it to be a great disappointment.  But, I had a very narrow definition of what I wanted, and I'm naturally a very unlucky person, so I'm not surprised that the list that I became attached to no longer plays the way I wanted it to.  All that said, I will play the lists at Adepticon since I had to register the army I was playing in the 40k Friendly, so I'm stuck with it.  I may even play a few games with them at the shop, but I doubt it.  I wouldn't play Apoc with this codex unless I absolutely had to.  Turns out the way to refresh my desire for my Salamanders was to sprinkle my Daemons with the salty tears of despair.  :)

My overall rating?  Inconclusive.  I had no desire to play anything but a limited mono-Tzeentch build so I can't speak to it's overall quality.  It does, however, lose points for being unnecessarily a hardcover book.

My specific rating?  1.5 stars out of 5.  This may go up or down as time goes on and I see what I can do with it, but my initial opinion of the units is poor, and my opinion of random charts for gifts and "warp storms" is very low.

Friday, June 8, 2012

BANG!!!! Bang? Yes, BANG!!!!!!

Okay, I was prepping an old Vindicare assassin for this weekend's Apoc game. There was an unusually excessive amount of flash on this model, and while clipping it I noticed that one of the GW sculptors or casters had immortalized an inspired moment:




Part of me REALLY wants to paint it up like that. Anyone else ever notice this?

Edit: fixed picture

Monday, May 28, 2012

Iron Hands Venerable Dread & List Advice

Bannus has returned with some new conversion/paint work on a Venerable Dread for his Iron Hands.  I'm quite impressed actually.  Bannus has moved from my part of the world up to the Windy City.  We miss seeing him at the store, but we're awfully glad he's staying in touch by showing us his work.  Enjoy!




Pretty cool no?  I like that we've got a couple of TSE members churning out sweet Iron Hands conversions. Ol' Seth and Bannus need to hook up and make a monstrous Iron Hands force.

Additionally, Bannus offered up some list advice to break me out of my gaming rut recently.  He suggested that I make "elementally" themed lists and offered up a Water List as a suggestion.  I've copied both the list and a description in his words below:

HQ
Varro Tigurius

Troops
10 scouts w/ Bolters, Heavy bolter, Powerfist, combi-melta, Melta-Bombs
10 scouts w/ Bolters, Heavy bolter, Powerfist, combi-melta, Melta-Bombs
10 Scouts w/Sniper Rifles, Missile Launcher, Sergeant Telion

Elites
Ironclad Dreadnought w/Heavy Flamer, DCCW, Ironclad Assault Launchers, Drop Pod & Locator Beacon
Ironclad Dreadnought w/Heavy Flamer, DCCW, Ironclad Assault Launchers, Drop Pod & Locator Beacon
5 terminators w/Assault Cannon, 2 Chainfists

Fast Attack

Space Marine Bikes w/Additional biker, Melta Gun, Melta Bombs, Multi Melta Attack Bike

Heavy Support
Vindicator w/Dozer Blade
Vindicator w/Dozer Blade
Vindicator w/Dozer Blade


I created this list as a "water" list.  And the idea is, much like how water changes shape to fit whatever container it is in, this list will adapt to whatever enemy you might face.  It has one other strength, nobody will see it coming.
Tigurius is the key to the whole list, with his ability you can re-roll any reserve roll, so you will have an easier time controlling when your units enter the game.  This fits in perfectly with the scouts, drop pods, and terminators.  He also can use three psychic powers a turn, and may choose from all psychic powers, which adds versatility to any unit he is attached to.  He is vulnerable though, so keep him safe.
The scouts themselves are outfitted with anti-tank, anti-infantry, and a close combat weapon, and should be able to take on most enemies.  And they have many special rules that allow you to adapt to the situation, both while deploying and after.  Just avoid heavy flamers.
Ther Ironclads in drop pods can be deployed when and where you need them, and if you plan it right, the terminators can use the locator beacons to deepstrike with precision.  The Ironclads themselves have a meltagun and seismic hammer for vehicles, and a heavy flamer for infantry, so again, very versatile.
The attack bikes look anti-vehicle at first, but dont forget they have twin-linked bolters also.  Combined with relentless they can rapid-fire before charging to take on infantry units, have 5 wounds at T5, and can always choose to fail morale if they cet in an assault they didn't want to.
The terminators with chainfists, storm bolters, and assault cannon can take on almost anything.  And you should be able to drop them wherever they are needed, if your enemy decides to destroy your pods to stop this, then who cares?  He didnt shoot your other units, and all of them are dangerous.
And finally, the vindicators, though they are the most out of place, S10, AP2 large blasts are useful for anything.  And they are also useful mobile cover for other units because they can move while firing to full effect, so if you choose to deploy your scouts at your board edge, they will always have cover behind the vindicators.  They also leave your opponent no room to run if you deepstrike/outflank the rest of your army. 
This army's main weakness is against speed, once they are deployed they are slow, but speed isn't as necessary when every unit is equipped to handle every task.  Against a fast opponent I think you will be fine if you keep the units close enough together that they can support each other.


Let us know what you think!

Saturday, January 21, 2012

Road to Adepticon: Motivational

It's 2012, the last year on Earth. Before the next Presidential election the zombie hordes are due to destroy life as we know it. But before THAT, a completely different horde of strange and wonderful individuals will descend upon unsuspecting Chicago-land for a weekend of combat with plastic and white metal warriors.

This will be Team Snake Eyes third straight Team Tourney. We are currently toiling, brush and Exacto knife in hand, to bring some new additions to our Salamander force. We are excited about these reinforcements and hopefully they will meet or surpass the standards we have set for ourselves in previous years.

I had wanted to do something for my brothers-in-arms for the holidays, but, as often happens, the holiday hecticness made me put it off until now. So, lads, here is a late but heartfelt look back at where we've been in an attempt to energize us for the sprint toward April.

I give you the first ever Team Snake Eyes Motivational. Enjoy!







Monday, January 9, 2012

Aerion's New Army


Photobucket
Well, maybe a LITTLE bit.

If by "new" you mean "purchased mostly when the army was released in Spring of 2011 and just now getting some love with the build and brush", that is.

Last year at Adepticon my long months of artistic guidance over the Salamander project was rewarded by a generous gift of some new models that had, just that very weekend in fact, been scattered Primarch-like across the globe by Games Workshop. As the imposing stack of Grey Knight kits was shoveled into my grateful arms I was both humbled and exhilarated. My humbleness has never waned, but my exuberance had to take a back seat to things like school, life, and various other projects.

This year another gift gave me a much needed impetus to see the Grey Knight project launched into the seas of possibility. My beloved wife, Lady Boxcars, signed me up for a Freeboota membership. For those who aren't aware (and honestly, if you're in the hobby and not, you're missing out), the lads at 40K Radio (link here) have a members only forum community collectively known as the "Freebootas". Membership has its privileges, but one big one is the friendly and supportive environment for lovers of our game.

Pursuant to that environment, the gang host an annual "Motivational Challenge". Basically they designate a goal for each month of the year for participants to accomplish. For example, January's goal was troops or "'Boota'z Choice" (i.e. whatever you want as long as it's something 40K related and you don't start it until the 1st of the month). If you complete your goal by the 15th you get a gold badge for your tracking bar. Complete it by the 30th and you get a silver. Get it done eventually and you get a bronze. As the year progresses you will ideally find that your chosen projects will be vacating your "to-do" shelf and ending up on the table.

I wanted to make my mark as a contributing member of the community so I dove in. I didn't want to start with troops (though, considering I actually had a smidgeon of free time between the holidays and the relaunch of school, I probably should have), so instead I took the "Boota'z Choice" option and got this guy out of the bitz box and prepped. On January 1 I primed him, and by the afternoon of January 4 I had this:

Smaller Draigo
"Of course they have armor cleaning stations in the warp. Why do you ask?"


So that makes two complete models for my Grey Knight army. I have an HQ and I have a Heavy (Dreadknight). That gives me about 1000 points, so I'm halfway there. Woot!


Saturday, February 19, 2011

DOUBLE RAINBOW!!!

What does it mean?! We here at TSE are constantly striving to take our painting to the next level. Well, okay, to be fair we're constantly striving to take our GAME to the next level, but personally I know the only factor I have any realistic chance of improving is painting, so there's your honesty for the week.

One of the blogs I frequent is The Painting Corps. If you take a few moments to visit you won't be disappointed. They offer extremely good tips, tutorials, videos, and discussions on everything from putting your models together to making them look awesome either on the table or for competition. Their Friday Quick Tip alone is worth a click, and this week the tip was so fantastically useful I just had to share it.

The tip dealt with the simple but often overlooked tool: The color wheel. Now we all know what a color wheel is (assuming we took art class in elementary school), and most of us probably have at least a basic understanding of how it works (primary, secondary, complementary colors, etc.). The Corpsmen offered a link to a tool I will find endlessly useful, easy to use, and kinda fun to play with.

You can find it here. It's called "Color Scheme Designer 3" and it's full of win. Say you're about to start a new army. You can do like Chosen1 and prime some test models, slap down a basecoat of a given color, get frustrated, set them on my desk and wait for the paint elf to work his magic, still not like the way it looks, strip said test models in Simple Green, prime and repeat until you find a scheme that works.

OR...

You can go to the link above, select any shade on the color wheel, and see shades, highlights, complementary colors, triads (three colors that work together), tetrads (harmony based on four colors), and more. With a few clicks (literally) you can try out as many complete color schemes as you want and not lift a brush. Once you've found your scheme you can even export it to XML or text (in the customary numerical format that HTML uses to translate colors) so you can reference it easily later. If the color wheel doesn't have the exact color you want, don't fret. Just use the Hue Adjuster to alter a color that's close and BAM!

Check it out and don't forget to show Grey_Death and the rest of The Painting Corps some love. Happy painting!