Friday, 27 December 2019

The Tabletop Space Cannon Part 4


So it took some doing, but Mike and I were finally able to finish up our Tabletop Space Cannon and use it in a game once and for all! And I must say I am really pleased with how it turned out.

Not a bad first go at a larger terrain piece in my humble opinion.

The Model

We decided to ditch the larger base, in favour of two flanking and removable Styrofoam cliffs. Essentially these were cut, glues and melted pieces of insulation grade Styrofoam that we glued a CD to give the object a bit more weight and heft.


As mike and I discussed this back and forth, above was the image that we used to represent the idea, with the green being the cliff and the circle the CD.



To achieve the colour we used vary thickness and layers of three different colours of spray paint, agreeing that a neutral aged-concrete look that we wanted. It was Mike's idea to ad some flock and other bits of foliage so that it would also work in a forest setting as well. It was a good call.

There are still a few pieces to get together, and below you can see the beginnings of the generators I threw together But all in all this model is largely completed.


The Game

Rather than playing through the Deadline Scenario that I had suggested in the first place, we decided to try it out a little more loosely. While Ivan and I played Battlefleet Gothic on table with an earth-like planet (almost called it M-Class there #trekie) in the centre, Alex and Mike dueled it out on the table. I was on Mike's Team and Ivan on Alex's.



If either Ivan or myself got close enough to the planet we could activate a planetary bombardment as seen in the Astra Militarium Codex: Potentially damaging our enemy's units in the 40k game. If Alex or Mike got control of the majority of Generators, they could fire a Nova Cannon shot from the planet: A very powerful blast. And as you can see above Mike Succeeded and hit one of Ivan's Strike Cruisers.


Ivan and I never chose to bombard the planet, And instead went at each other with Ivan's Space Marine Fleet ultimately taking out my Death Guard Fleet. On the 40k table, if memory serves I believe Mike's Tau defeated Alex's Imperial Guard. But both of them got a chance to fire off the Space Cannon.

All in all it was a wonderful homebrew game and something that I have wanted to do for years: play a 40k game and BFG game that effect each other, at the same time. Another thing on the gaming bucket list checked off.


Written by:  Andrew Gregory

Monday, 23 December 2019

Necron Lord


To get ready for a game I had a few weeks ago, I completely blitzed through a tone of Necrons, starting with my Overlord. The next mini I painted was this Necron Lord, who was old an enough model to still be made out of pewter, and also a bad-ass enough model that the modern resin-cast version remains the same sculpt.

Biggest challenge painting this guy was wailing for my Orange Gauss rods to arrive, and honestly in person they really glow, despite being barley translucent.


I maintained my "65 million years of weathering and corrosion" that I makes this scheme so easy, and am really happy with the results. I am also much happier with how the Resurrection Orb turned out on this guy. I went for a simpler scheme and I think in the end it paid off, and looks a lot better than the Overlord's I think.


On the table Necron Lords are about as stock an option as you can field for an HQ. But honestly in my last game he shot some people, I got him into melee, so a good time was had by all. I don't see any reason to not field one again.


Written by: Andrew Gregory

Friday, 20 December 2019

4 Ways to Keep Players on Track in Your D&D Campaign


There is nothing more satisfying for a Dungeon Master than when the players in your campaign stop just going through the motions and start interacting with your world on their terms. At this point your players have developed their own stories and feel like they officially belong in the world that you are creating and guiding them through. One could even say that at this point your players are truly role playing.

Despite the elation at seeing a group of people interacting and taking seriously the fictional world and story you created for them, this can come with a price, as at this point (whether it is game one or game twenty of your campaign) that players may become so focused on their own goals and backstory that they forget about the main story that you are trying to take them through.

While letting everyone at your table explore their own objectives and motivations is certainly worth a few games, eventually it is time to get them back into the campaign's story, and move them along. So if you find your players getting distracted, here are four ways to bring them back into the fold.



1. Be Prepared for Failure.

A mistake I still make from time to time, even with 15 years of DMing experience under my belt, is not considering what happens when your players fail a crucial roll. And this is something as a DM you need to be prepared for. What happens if they don't encounter the character with the info they need? What if they fail that spot check they need to pass to see some crucial piece of the puzzle?

When players miss this sort of information, they will tend to flounder and start focusing on their own on their stories. There are two things I usually do to prevent this. First and foremost is that you need to have notes cover what happens if they fail rolls, not just if they pass. What happens if the guards spot them while sneaking through? What happens if they fail that necessary dex check, etc. etc. Keep the possibilities in mind and be prepared.

Second, nothing that is crucial to the story should ever be based on chance. If they need to meet a specific NPC for your campaign to continue don't wait for them to find them, place them in front of the party with a big neon sign. If they need to notice that lever that will release them from the dungeon, then make sure that they see it, standing out among the rest of the dungeon.

In short, make sure that the information you need to get across isn't dependent on a character roll succeeding, and if you must, make sure you have a Plan B.


2. Offer Choices, Not Endless Possibilities.

I know this sort of goes against the whole "you can do anything" attitude that many D&D players have... But frankly that sentiment isn't exactly true. D&D has rules and limitation based on what and where your players are in game, which usually means that they actually only have a few options that make sense in any situation, and as a DM you need to consider those possibilities.

For example, if your players encounter a bandit camp. Don't just inform them that there is a bandit camp in front of them them, ask your group if they want to attack the bandit camp or sneak around it, or whatever choice you think makes sense. Obviously listen to player ideas, suggestions and ways they want to proceed, etc. etc. But let them know right off the bat that this encounter has more than one way to be dealt with: you can fight them, or go around them.

It may seem like you are guiding them, but you would be surprised how many players didn't think, or didn't realize that they had more than one choice. And crafting the choices you present carefully can make sure that your group stays on track and completes the objectives at hand, rather than wandering into pointless battles they needn't have participated in.

So use your best judgment and figure out a few of the paths your characters could take, and suggest a couple if they are a little stuck.


3. Remember That All Roads Lead to Rome

Sometimes in a game your players will focus on... Well frankly some pretty strange things. For example, I had my Age of Heroes group become completely obsessed with a Farmer named Tim. Now I have no idea why, as all the fellow did was sell them some vegetables. However, to the group Tim became very important, and ensuring his survival while in town was always on their minds.

Now luckily for me my group got over their obsession with Tim and we were able to get on with the story. But sometimes this isn't the case. Sometimes your players will derail your story as they focus all of their efforts into pumping up Tim the Farmer's life.

If you are having this problem then the solution is in fact quite simple: Tim the Farmer is now part of the story. He has some secret, an item, or some information to share that will help the players move on. Maybe they even want to join the party. How you do it doesn't matter, but the point is that if your players are moving to far off plot then the path they are on needs to lead back to your campaign plot.

In essence: all roads must lead to Rome.


4. Give Them Some Context

As a DM you are a creator of worlds. All that happens, all that has happened in your world is in your head, in your notebook or saved on your computer. You have an incredible and unique insight to the happenings, the causes and effects, and general culture of your world. Your players do not. However your player's characters are living in this world so it is not unreasonable at all that they would have some basic knowledge about how it works. Let them know if their actions will destabilize the kingdom, or make them be perceived as bandits, or saints. Your players should at least have a sense of these sorts of things. Much in the same way that you know the laws and customs outcomes of your actions in your own country/society, your characters should have some of that information as well.

So take a minute and discuss the consequences, or backstory of location, etc. etc. Give your players the information they would likely already know  It will make them fell like a part of the greater whole, and allow them to make informed choices in your campaign, which usually in my experience lead to them following your story, because it's often pretty important to what's happening in the world. But your players can't act on that if they don't know about it.

So those are four pretty easy and pretty subtle ways to bring your players back or prevent them from abandoning your story. These all take a bit of practice, and an awful lot of thought, but soon they will become second nature as you write your campaign, and you will find that your players will become more engrossed and more connected to your story for doing so.

How do you stop players from going off track?


Written by: Andrew Gregory

Wednesday, 4 December 2019

Cyrano de Bergerac in 15mm


In the first campaign that JADE ever played as group, I created a swashbuckling bard that I called Cyrano de Bergerac. With an impossibly high Charisma and social skills coming out the wazoo, Cyrano could talk, lie and cheat his way out of just about any trouble that he got himself into. It was in 3rd edition after all, and the diplomacy skill was a tad OP at them time.

Well I had a 28mm mini for Cyrano, but since I switch to 15mm for my D&D games almost 5 years ago now I wanted a mini to represent him in the event that I ever get a chance to resurrect that character, and here he is!


This fella I believe is from Essex Miniatures. But admittedly it was a few years ago I purchased this fellow (almost 4) so I am not entirely sure what line he is from.

I think he works pretty, and the only addition I had to make was adding a small green stuff feather on the back of his cap, that you can see above.

Currently I have no plans for Cyrano, but as soon as I get the opportunity he's coming back to the table.

Wirtten by: Andrew Greogry

Monday, 2 December 2019

Necron Overlord


Last year I purchased a Necron Starter Set so that my Brother-in-law could play the Necrons that he has always wanted to throw down on the table. Well early last month (Nov 2019) I decided was, like my Steel Legion, going to create a 1000pts starter force so that we could get these undead bad boys out on the table.

I also hava  thing for creating 1000pts forces. I find that it is a great way to trim the fat of your army and discover what units really make up the back bone of your force.


Unlike my Steel Legion I am doing the Necrons quick and dirty. That's dry brushing a million years of scaling on top of silver brushed bodies and then some orange and yellow highlights.

I just want to be able to get them out on the table and looking half decent.


And there we have it the start of my 1000pts Necron Force. Admittedly I have already played with these guys and they are quite a bit of fun... However as I understand, beyond the 1000pts limit the Necrons start to suffer a bit. So we will see how far I choose to go with these guys.

Written by: Andrew Gregory

Friday, 29 November 2019

Building the Orc Battlship the Kroolboy

Since finishing up my Tyranid Fleet I have been trying to decide what fleet ot work on next. I was met with two choices. I either start my Tau Collection, or I start my Ork collection. While I was looking through the models I had I stumbled across an interesting pieces of scaffolding I had constructed and it reminded me o fa project I had started long before JADE, and that was to build what I had decided was the Orkish battleship the Kroolboy.

Ever since I saw the the picture of the exploding Orkish Battleship in the Battlefleet Gothic rulebook, just below the Kroolboy's stats I have wondered what it looked like. I have always hated the bulky, ugly and horrendously awkward looking monstrosities that they called Ork Battleship in Battlefleet Gothic and speculated what else the could look like.


So I created this blueprint to scale and on graph paper and painstakingly mapped out how each section might work. created this image Of what I thought the complete ship might look like. I am pretty happy with it.

Now Years ago I did not have the skill or know-how to construct this. But frankly, now I do. So I am thinking that it is worth starting this project back up again and getting the Kroolboy fighting in the heavens above.

I will let you know how it goes.


Written by: Andrew Gregory

Wednesday, 27 November 2019

Exadius the Bear Hunter in 15mm


All the way back in Age of Heroes Game 7 the party encountered a group of bear hunters in the coastal town of Eratrides. In need of money and more companions the group agreed, and so successful was the hunt that Exadius and his fellow hunter Astera agreed to join the party. And they have been with them ever since.


For months now, we have simply been using my 15mm Ranger mini as a stand it. However that mini while awesome, notably looks like Aragorn from Lord of the Rings. Who is a bad ass, but is not Greek looking in any way shape or form.

So for ages I was looking for the appropriate mini to represent a commoner who hunts with a spear. This particular mini comes from Magister Militum and fits the bill perfectly.


Frankly Exadius' time with the party has seen him severely injured in almost ever fight, including one battle that saw the party's healer Lander the Priest use all of his healing spells and combat round actions to keep the poor fellow alive.

While the party is off delivering letters in Game 25 and 26 he is resting at Lord Cinomenes Villa and healing as best he can.


Written by: Andrew Gregory

Monday, 25 November 2019

Imperial Guard Leman Russ Battle Tanks


As my Steel Legion march ever forward to their completion, I can at least say that with these two Leman Russ Battle Tanks, all of the vehicles for my 1000pts Steel Legion build are complete.

In 8th edition anyways, Leman Russ Battle tanks are an essential tool. Their ability to shoot twice if they didn't move makes them invaluable counter-vehicle and infantry option, that when armed with a Battle Cannon and a Lascannon clocks in at 164pts. A steal for such a powerful tabletop weapon.


If you want to deck a Leman Russ out a little bit more you also have the option of adding side-sponsons with a variety of weapon choice, and the main turret can even be switched for anything from a plasma cannon to an auto cannon.


In the same way a Leman Russ can output damage, they can also take quite a bit of punishment. Overall it is probably one of the best tanks in the game, and big surprise here, it basically always has been. I remember back in 3rd edition these bad-boys being considered worth it.


In 8th ed I must say I have been impressed. They have great range, and rarely do I lose a Leman Russ to any less than entire army's worth of weapons fire.

I have found them excellent offensive and defensive tools that really give the Imperial Guard that punch they need.


I think the Lemans round out the force nicely! Though I am probably going to need to get rid of that Imperial Firebase in order to fit the three infantry squads with heavy weapons that are on the way.


Written by: Andrew Gregory

Friday, 22 November 2019

The Prophecy of the Oracle of Delphi


Since our Age of Heroes Campaign takes place in Isle of Delphi (using our own fictional map of Greece wihtin my larger Arachnophobia World) I had to have to have them visit the Pythia: The Oracle of Delphi.

It took a few games for us to get there, but of course one of the first things the party did when they arrived in Delphi City proper was go to the Sanctuary of Apollo. There, Lander the Priest stood before the Pythia and had his future told.

This was what was revealed to him:


Overall, the party has taken this as a positive omen. It references them and their actions directly , even going so far as to specifically reference to the political situation they have gotten involved with along side Lord Anthenion, and they have taken it to mean that the Gods approve of the course they are on, though it will not be without its trials.

The only part of the prophecy that they have not figured out are the last two lines. The priests said that almost every prophecy of late has ended with that sentiment, or some version of it, and they are also unsure of what to make of it.

All that is known is that the Mortal Sea is the part of the ocean that divides the Hellenistic Isles from the more Northerly Lands of other humans and, dwarves, gnomes, elves and halflings. Without much contact with that part of the world or anything to go on, they have so far chosen to ignore the final line and continue on as normal.

But what do you think the last line means?


Written by: Andrew Gregory

Image Source: https://www.historyanswers.co.uk/ancient/cleopatras-affairs-were-a-political-gamble-that-failed/

Wednesday, 20 November 2019

Lord Cinomenes the Nobleman in 15mm


In our Age of Heroes Campaign the party has teamed up with a deposed nobleman named Lord Anthenion. However without any lands or titles in the city of Delphi itself, he would be as good as a beggar if it were not for the generosity of his friend Lord Cinomenes.

Lord Cinomenes is a poor nobleman, with no income, or family to his name. He does however have a villa in Delphi, and a decent amount of possessions, such as statues and tapestries, that he sells off to pay for his expenses; which between he, and his house slave Kalikles do not amount to much.

Being an old friend of Lord Anthenion, Cinomenes has invited him, and his retinue into his home which the party is currently using as a base.


Originally like Erapledes the Philospher, Cinomenes wasn't going to have a mini, but as the fighting and intrigue the party has gotten involved in grew closer to his place of residence, it became clear to me that I needed to prepared.

This mini in particular is Xyston Miniatures and I think it is actually supposed to Brutus, slayer of Caesar.


I don't expect to get a lot of use out of this mini as I mentioned above, but given how this campaign has been going, you never know who could get swept up in the fighting.


Written by: Andrew Gregory

Monday, 18 November 2019

3D Printed Eldar Webway Gate


If you have ever taken a look at the old 3rd Ed Warhammer 40k Craftworld Eldar Codex Supplement, you have probably seen just inside the cover the picture of the old, ruined Eldar Webway Gate. Ever since my friend Wesley and I were young both of us wanted to create one of these spires. Now why we didn't just make one using a foam cutter is beyond me. But we didn't, it went into the long list of 40k things we couldn't afford as teenagers.


Now these days Webway Gates look a little different, and decidedly more gate like. However that was not the Webway Gate of my youth, so when I found an acceptable model on Thingiverse I quickly had it printed... And then like my Giant Man Eating Venus Fly Trap, it promptly sat on my shelf for the next three years.

Now I have painted it up and has served as one of my favourite terrain pieces, adding a center of focus to each of the table. If you look through our Instagram, Facebook and Twitter, you can see two of them, popping up on the tabletop in most of our recent games.


Written by: Andrew Gregory

Friday, 15 November 2019

The Do's and Don'ts of Props In Your D&D Game

Elementics (Top Left), Southern Grayland Map (Top Right), Darfield Sewer Map (Bottom Left), Nikovarian Letter (Bottom Right)
One way to include spark of creativity, increase role play and give players and characters a way to connect with your world is through the introduction of props. Letters, Maps, Make-up! All are great choices, but of course adding props can take a lot of time, effort, and sometimes can serve as more of a distraction from the game than an actually improving game play.

Striking the balance between engaging and superfluous can be a hard one, so here are the do's and don'ts of using Props in a Dungeons and Dragons Campaign.

The Battle of Bellwick

1. Do: Give Your Player Physical Maps

My absolute favourite prop to give players is a map of the areas that matter to them. Above we have a map of the Town of Bellwick, the setting of JADE's log ended Conquest of Frey Campaign, that Dave created for us. We purchased this map in game (an important step to connect the map to the players and characters) and used it to guide our progress as we attempted to conquer the city.

It was incredibly useful for us to be able to plan and discuss how to attack and move about the city with an actual reference. And since it was also an "in-game item" even our crude pencil sketches on the map can be said to have been created by our characters, providing a further connection to what is happening in the world around them.

Maps let the players know where they are, and allows them to create their own notes and reference points about the world around them. And it doesn't have to be well drawn; even a rough pencil sketch will be appreciated. In my humble opinion there is no better prop for immersion. 

Standard D&D Currency

2. Do Not: Give Your Players Tokens to Represent Their Cash

Before I begin I would like to make a quick disclaimer that I think coin props are really cool. There are a ton of great companies out there who make gorgeous tabletop currency for you to use. So if you would like to include them in your game it because you also think they is cool, then go for it!

However, in terms of usefulness I am not entirely sure what they bring to the table, beyond something to fiddle with. Sure you could argue that they represent a player's pocket change, but beyond physically handing coins back and forth, it isn't actually much different than just recording the number on paper. It seems to me that it would be unlikely that you would use the coins to plan anything substantial in game (beyond counting them), and so I think they are more of  a distraction then an immersive tool.

What do you think about this sort of tabletop currency?

3. Do: Create Letters and Notes to Hand Out Around the Tabletop

The classic "deliver a letter to X" quest has been a staple of D&D games and computer based RPGs for ages. It is a simple and reliable way to get low level characters to move to a new location, meet NPCs, and complete the first stretch of their adventure.

If you actually take the time to create the letter, as I did above for the Nikovarian Letter, it will add a sense of realism to your game. Is language indecipherable? Is there a hidden code? Does the message have a nefarious purpose? These are all questions that your players will be able to answer themselves by simply examining the letter prop you gave them. It also serves as an in game piece of paper for the characters to write on, so that's pretty useful too.

The main advantage to letters, is that it is as easy as writing them and folding them shut to create them as prop. I went a little further with sealing wax and secrets in my example above. But in the end it was an easy prop to get together, and the debates on whether or not they would open the letter raged for the entire session; until it was delivered.

I think these are the Druid Artifacts from the D&D 5 Player's Handbook? I didn't look at the rest of the page lol.

4. Do Not: Create Trinkets for Every Notable Object

Are you a jeweler, blacksmith, or other skilled craftsman? No? Me neither. And if you are that's great! However, you probably have more important things to be doing than crafting game items... Such as writing the game, or studying your module, preparing encounters etc. etc.

And even if you do have the time, where are you going to keep these items so they don't get lost, but stay meaningful to the game? And how much money are you willing to invest?

All in all if you really want this sort of prop... Sure, go for it. But there are better and more immersive uses of your time, and this should only be considered as a finishing touch if at all.

From one of our Halloween Call of Cthulhu games.

5. Do: Encourage Your Players to Dress Up as Much as They Are Comfortable

At JADE, we dress up once a year, and that's for our Halloween game,which the trials of regular life have sadly postponed for the past two years. To the point though, beyond this game no one in our group is interested in dressing up as their character. We are not cosplayers.

But if you or someone in your group is into that sort of cosplay don't harsh on them! That is a level of commitment to role play that few players are willing take. They should applauded, not shamed. All it will do is add to their immersion.

This Should be Your Costume

6. Do Not: Dress Up as a Specific Character When You Are the DM

You can see me in the costume picture above: bottom left. I am wearing my simple black cultist robes. It is incredibly neutral garb, and I have been accused of not having much of a costume compared to everyone else... Even our sheet ghost.

However, I always respond with the line "But I am every other character in game. That's my costume." And it is true, as the DM you must wear many masks to represent every NPC the players interact with. So unless you are planning some serious costume changes. You should keep any costume you are wearing as neutral as possible. Think stage black. This for example, is how you avoid having someone dressed as an Orc talking to you as the King of the Elves.

The Board for Elementics

7. Do: Make up and Play Games Within Your D&D Campaign

To end on a positive note I want to give a particular shout out to Jeff. For a bar room gambling encounter, Jeff created the Elementics Board game: going well above and beyond the call of duty for a Dungeon Master.

Jeff based his game off of a checkers variant that he saw in Assassin's Creed III, modified it, and changed the rules to fit his world's lore. It was used as a tool to introduce the world's ten element system to us and it worked really well, as we also learned what element could counter what: a major component of the largely puzzle based campaign.

You do not need to go as far a Jeff went, but busting out a deck of cards, or some Vegas dice to play craps is a great way to add a random element to the game that is beyond the DM's and the player's control. So deal out a hand of poker with them, play blackjack, shoot some craps, stage cock fights (that's a joke), whatever! It is a nice diversion, and will the give the players a reason to remember that location, and perhaps even for their characters to develop an interest or preference for certain types of gambling and games.

What other props does your group bring to the table? And do you think they help or hinder the game? Let us know in the comment bellow!


Written By: Andrew Gregory

Wednesday, 13 November 2019

The Nikovarian Letter


In game 25 of our Age of Heroes Campaign, the players found themselves in a bad situation. Wanting to raise a force to reclaim the city stolen for the nobleman they decided to support, they realized that they only had about 200 drachma between them (worth about 40gp, though a drachma has about the same buying power as a piece of gold in the Age of Heroes Campaign Setting). Certainly not enough money to fund an army, or even upgrade their equipment. And so with few other prospects they decided to deliver a mysterious letter from a Nikovarian Butcher in Delphi, to another Nikovarian Butcher in the coastal city of Askidos.

The price they were offered to deliver the letter was exorbitant and would more than double their total funds, but with the common knowledge that "all Nikovarians are spies", their suspicion around the letter was quite intense. Knowing this before the game I decided -as the DM- that I was going to set up something interesting for them. So, I got in touch with Elijah, who's character John Applewood was the first Nikovarian character introduced into the Arachnophobia world. Thus, he was well aware of their reputation, culture, military practices,etc. It only seemed right, that he be the one to pen the Nikovarian Letter.

To further the scheme, I had Elijah write the letter, email it to my dad, who then folded it and placed it in a sealed envelope. So I as the DM have no idea what it said. None of my encounters could have any bias around the contents of the letter, and since it was written in a different language (Nikovarian, not their native Greek tongue) the players would have to decipher the letter some how, assuming they wanted to know what it said.

To give the guys an actual game prop, I asked Elijah for the word count of his letter, and the recreated that using "Lorem Ipsum" text and changed the writing into a non-English readable font and sealed it in an envelope with sealing wax and capital "N" seal. If they wanted to read the letter on their own, they would have to break the seal. If they managed to translate the letter then they would get to open the sealed English copy to reveal the letter's true contents.

During Game 25 of Age of Heroes the debates raged from as soon as they picked up the letter to moments before they smuggled it past the Askidosian guards and into the city, as to whether or not they should open it and see what it said. In the end it was decided that whether it was a friendly letter to his cousin as the butcher claimed, or treasonous secrets being passed on to a foreign government, they needed the money more than they needed to know what the letter referenced.

As it stands now, the letter has been delivered and next game they return to the Butcher in Delphi to get paid. As a group we have no idea what the letter says and currently both the English copy and the game prop have been filed away in their unopened states. Maybe one day next year I will open it, and see what it says. If I do, I will be sure to let everyone know!


Written by: Andrew Gregory

Tuesday, 24 September 2019

Imperial Guard Hellhound


Like Typhus, and my Chaos Dreadnought this Hellhound is one of my oldest miniatures. I bought it off of my friend Tim in 11th grade, as he was planning on getting rid of his Catachan army. I honestly don't remember the original colour that it was painted. but 16 year old me, quickly painted it black with silver highlights.

And that was how it remained, and featured in many games as a Hellhound of a stand-in vehicle, since it's paint scheme was so generic. So I finally decided to bring it up to snuff.


In 8th Edition Warhammer 40k, Hellhound got a revamp, and became, both awesome and hilarious at the same time featuring a ridiculous 16" range 2d6 auto-hit weapon. I like to charge it up one of the flanks of the table. It frankly can't take that much damage, but enough that it distracts fire from other much more vital Imperial Guard Armour selecitons. But most importantly your opponent will have to deal with it eventually or it will wreak havoc with their infantry and back line.


For those familiar witht eh current Astra Militarium Model Line up, you will notice that the model for the Hellhound has changed quite drastically. The new one is skinnier, doesn't feature the two tanks on the back and has a significantly different gun mounting.

I actually think I like the old one better.


I have done a few builds in 8th ed that use more than one Hellhound, but ultimately I am undecided, with so few fast attack options for the Guard though, it might be my only practical choice to fill that slot.


And so piece by piece my Imperial Guard Army starts to get a little bigger! Soon I will be at my 1000pt goal!

Written by: Andrew Gregory