Thursday 13 April 2023

Welcome Back Commander

--XV8-Battlesuit-status: active--


--Ident passcode accepted. Welcome back, Shas'O Da'Anuk--


--Fusion reactor: online--


--Auxiliary systems: online--


--Sensors: online--


--Communications: online--


--Jetpack and maneuvering jets: online--


--Command and control systems: online. Synching with main command data network--


--Weapon - plasma rifle - input received. Status: online--


--Weapon - fusion blaster - input received. Status: online--


--Weapon - missile pod - input received. Status: online--


--Running final systems check. All systems online and functioning optimally. Tau'va-- 




Here he is, Shas'O'T'au Kais'ka'Eoro'Da'Anuk, Commander Kakapo (or Commander Nightwing if anyone from the Imperium is asking) himself, in the flesh. 


For much of my time with 40k my Tau army did not really have a commander as such. Partially this was due to the HQ section being by a fair margin the least crowded and interesting part of the Tau army. In an army of giant hover tanks bristling with laser-guided cruise missiles and electromagnetic death cannons, power-armoured commandos with invisibility devices and tooled-up infantry troops with badass-looking helmets, it can be hard to get excited over.. a Crisis Suit with a better stat-line and the extraterrestrial love-child of Gandalf and Jacinda Ardern. Don't get me wrong here, the love-child of Gandalf and Jacinda Ardern is a really cool concept that I am 100% down for, but it just lacks a certain visceral cinematic oomph that the giant hover tanks and invisibility commandos possess in abundance. 


But mostly it was because for a very long time I just did not get the HQ section in Warhammer 40,000 on a fundamental level. Before getting into Tabletop games my main experience with strategy battles was from RTS computer games, especially Starcraft and especially the various games in the Command & Conquer franchise, all of which put me the commander as a faceless amorphous god-like presence directing the battle from an omniscient vantage point far far away from the actual fighting. Whenever games like Starcraft handed me a special unique character unit, I would invariably leave them safely tucked into an out-of-the-way corner of my impregnable stronghold surrounded by a sea of defensive weapon emplacements while the actual combat was carried out entirely by wave after wave of regular troops. 


Given that tabletop wargames like Warhammer 40,000 appeared to be equivalent to analogue RTS video games to my 8 year old self, the logical conclusion I came to was that when playing this new 40k thing I would continue to be an invisible god-like presence commanding my little metal minions from somewhere else far far away from the battlefield on the tabletop. After all, it's a sci-fi game set in the future. The future has technology. In a world with long-range real time communications technology, why would you ever put the army's commander in harm's way when they can direct everything from a nice safe reinforced underground bunker thousands of kilometres away from the dangerous fighting? 


Before you comment with a lecture on how real-life military command and control structures work and how the kinds of high-end commanders directing everything from a reinforced underground bunker thousands of kilometres away from the battlefield are at a higher tier of the chain of command than what most 40k HQ units are actually modeling, remember that I was 8 years old at the time. Present Day Adult Me understands the difference between a Colonel directing a battalion on the ground and a Field Marshal directing a Front from a command centre where they can see the big picture across the entire theatre. 8-year-old Me Raised On C&C did not, and it honestly would have gone straight over my head if you had tried explaining it to me. 


Anyway, the upshot of this is that for a very long time I just could not fully understand the point of the HQ section in 40k armies, outside of Tyranids where it made perfect sense for the Hive Tyrant as a big final boss Hive Queen monster, and as a hypothetical place for lone special forces operatives with a gun that killed infantry instantly but did nothing to vehicles and hand-placed bombs that blew up buildings instantly (Command & Conquer background remember). And named Hero units that sit in the corner while the rest of the army fights because I lose the level if they die. The idea that they actually represented me as a player character in the universe was a completely alien concept. 


This meant that for some years my Tau army just did not have an HQ unit of any kind at all. When I finally did add one it was mostly because the game rules forced me to, and I went with an Ethereal because by this point my No Battlesuits policy had become a thing. That was how it was until around 2009 or so, when I noticed that the army rules in Codex: Tau Empire also forced me to take a Crisis Suit Commander. That finally drove me to go out and procure this guy: 





This was the first Shas'O to lead the army, and was the first HQ unit that I ever put real serious effort into. Having purchased him in 2009 he came as part of the shiny new Crisis Suit Commander box, which also included a blister of shiny new metal Special Issue gubbins and variant heads. The alternate head pieces never really caught on with me, for various reasons (one was too big and the other was too knobbly), but the Special Issue gear was another matter entirely. I had loved the look of the awesome metal Special Issue guns from the moment I first saw them advertised in White Dwarf, and the Special Issue support systems weren't too far behind them. So they were immediately glued into place without hesitation. There was also an element of convenience at work here - I still hadn't fully comprehended the subtleties of Battlesuit equipment combinations yet, so just loading the Commander down with all of the Special Issue guns and support systems he could carry was an excellent eliminator of choice that let me side-step the whole question of how to outfit my new Battlesuit; just pick the shiny wild fun experimental guns and call it a day. 


The only real question that remained was which fancy metal support system to go with, and I opted for the Command And Control Node largely because it was the only one that made sense to me. The tactics of Reserves were still too arcane for my primitive teenage brain to really grasp, and I wasn't particularly enthusiastic about a device that just sent information off the table, but an advanced AI-assisted transmission system that efficiently beamed my orders into a nice simple Leadership boost for everyone within 12" was much easier to comprehend. By the time I noticed that the Command And Control Node only affected Target Priority Tests which are not a thing in the 5th edition rules I was following at the time, it was already glued on and I did not really care too much. In the end it was a moot point anyway since there never ended up being anyone within 12" of the Commander in any of the three games I managed to play with the older army. But it was an AI-assisted communications system, and that's always going to be a handy thing for a commander to have regardless of what some stupid rulebook says. 


I was once asked if I ever ran a Super Prototype battlesuit with every single Special Issue wargear option piled onto the one model, but the website where it was asked burned down, so I never got to answer them in time there. But to answer the question, no I never did, but I did come close. For all the games this guy was used he was loaded down with as many extra Special Issue wargear items as I could get away with not modeling. Irridium armour was the first addon thrown in, because hey awesome a 2+ armour save like the Terminators get and the different hue of sandy ochre could comfortably pass as a new formula of armour plates (it helped that my 2+ save native Broadsides also had the same colour), but I also ended up throwing in a Stimulant Injector too because a medical healing juice dispenser seemed like the sort of small discrete thing that could easily be tucked into the interior compartment of a battlesuit without leaving any sign on the outside, and the Feel No Pain rule was nice to have too. Everything else either ate up a support system hardpoint - and I was all out of those - or required some extensive converting and/or kitbashing that I did not feel confident about, and at the time I was cautious around invisible wargear items. 





Aside from the weapons loadout, the first thing you might have noticed was the pose. When I was putting the model together I had the wild idea to model him literally walking off his base, a concept that I immediately thought was awesome and wild and meta and hadn't been done before and it was everything my brain had ever wanted to think about. 


Now, this was about a year or two before we covered the concept of a centre of gravity in school, so at no point did it ever occur to me what sort of effect putting the bulk of the model away from the base would have on the model's balance and ability to stand upright. After all, this thing was mostly plastic, and plastic is really light right? How bad could it possibly be? Again, the fact that the model had two very heavy metal guns shifted even further forward never registered once with me. What did register was that it looked so cool and meta that the model was literally stepping off its base and straight into battle. It was almost like something out of Toy Story


The result is evident from the pictures, and the model is incapable of standing upright on its own. There was a tactical rock - not a plastic one or anything, a real actual rock that I found outside - that was applied to the base as a counterweight and mostly solved the problem, but it was never permanently glued on and I have no idea where it went. 






The other noteworthy thing about this model is that it is the first model I've documented on here that belongs to the White Period of my Tau army. In 2006 I went home from one of the local GW stores with my first ever White Dwarf magazine, Issue #313(AU) covering the release of the Dwarf army book for 6th edition Warhammer. But what it also featured was a showcase of Australian model hobbyist Sebastian Stuart's legendary Tau army, and that very quickly became the biggest influence on my own Tau project. 


A lot of Sebastian's modeling techniques and conversions were beyond my means and hobby skills at the time, but one innovation that I readily adopted was the white undercoat. Sebastian's main Tau army (he has two) uses a colour scheme based off the GW Studio Tau army, and features a sandy ochre tone as its primary colour. Unlike the GW Studio Tau army, Sebastian's Tau were painted with a white undercoat rather than a black one, and the smooth even tone on the models impressed me so much that I immediately adopted a white undercoat for all my future Tau models. 


At the time I was very pleased with the results, which produced a sandy ochre colour that was much less orange and much more sandy looking, which is what I wanted at the time, though doubtless the application of brand new Tausept Ochre Citadel Foundation paint helped there. It quickly became my new standard, which persisted all the way until 2011 when I started shifting back to black undercoats for my Battlefleet Gothic ships because it was easier to just drybrush white over black than it was to wash black over white and then drybrush white over that. After that I learnt how shading and highlighting colours actually worked, and went back to black undercoats for everything for organic shading so I could avoid using washes. This left my white undercoats in a similar place to swing-wings on aircraft - an ingenious solution to the engineering challenges of the time that worked well, but was ultimately left behind once simpler technological alternatives caught up. 


Of course what did carry on was my scheme of colour-coded battlesuit accents. I came up with the concept of colour-coding my battlesuit teams based on battlefield role not long before I got this model, and it represents the first application of the scheme. Aside from some Broadsides that arrived shortly after this guy did, it was also the only application of the scheme until new Battlesuits started going into production in 2020. 


This Commander served me well during the brushfire wars of 2010 that represent the only 3 games when my old Tau army was ever deployed in anger, and was still in command in 2013 when the identity of my Tau army finally began to take shape from participating in online forum RP threads, which gave the backstory process a much needed shot in the arm by forcing me to actually think about what kind of character the Commander I was RPing was. The RP threads in turn combined with the limited tabletop history I had (with some embellishments) and some personal life details to form the nucleus of Da'Anuk's identity as a Shas'O with a solid decent if unspectacular performance record relegated to backwater postings along with his cadre after a particularly gruesome defeat, only to end up in the right place at the right time to serve with distinction in a key victory that put him and his forces back on the map just as the 3rd Sphere kicked off, getting his cadre rebuilt with Guards status and sent into a new wave of expansion and adventure that continues to the present. 


It is that era that is reflected in this new model. 





There are a lot of changes that have been done for this new incarnation of Da'Anuk. Perhaps the most immediately obvious one is that he now has some friends. In the past I never really bothered with Bodyguard teams, partially because of my generally cold attitude towards battlesuits on principle but also because for a long time I was very strongly influenced by online tactica articles about 40k. Now, the thing about online tactica articles for all tabletop wargames is that apart from a few exceptions the vast overwhelming majority of them are written by sour prudes who hate fun, which in the case of the ones for Tau in 40k meant that Bodyguard teams were usually dismissed as not worth it because of their points cost. But at the time I did not know that the tactica articles I was reading were written by fun-hating sour prudes, and points costs were something I never paid any attention to even when they were being talked about, so I tragically assumed that Bodyguard teams should be avoided because they were just not useful or interesting. 


This changed after 2013 or so when I began to grow more aware of just how much the online Warhammer community is systemically populated by Roald Dahl Children's Book Authority Figures, and how much those RDCBAFs colour and influence the content of a lot of online tacticas, and consequently began to filter them out and start thinking more about the stuff I wanted to take rather than what the internet wanted me to take. This lead me to radically reevaluate the value of a Bodyguard team, because two badass right-hand warriors watching out for danger as personal guards is awesome, and by this point I was starting to get a little envious of the colourful diverse command squads everyone else got to take for their HQ commanders and a Command Team of a Shas'O, some bodyguards and a couple of drones felt like a nice equivalent. 


So when the time came I gleefully put together a pair of bodyguards that would accompany my shiny new commander in the vast bulk of games going forward. Ko'Ta'Kir is the senior of the two, being Da'Anuk's right hand XO and the team leader of the bodyguard detail. It was only just last year that I actually noticed the "One bodyguard may be upgraded to a bodyguard team leader for +15 points" part of the unit entry that I can recall with Mandela Effect precision was never actually written, but I went ahead with painting one up as the team leader and XO anyway, complete with a set of green ID stripes to make it harder for marksmen to single out the real commander, and to let her act on the table as an independent Shas'El if necessary. She is also a Freebie, being built from a lone XV8 sprue I got as part of a giffle prize one year, making her an unofficial leader of the Free Company element of the army. O'ran'Nars, the other bodyguard, is just a regular Crisis Suit box I purchased the hard way, but he was also to my knowledge one of the last single Crisis Suit boxes sold. 











The bodyguards are shown in their planned default loadout (though like the other Crisis Suits their hardpoints are magnetised), first devised around 2014. The original plan for the weapons load was as a foil to Da'Anuk's suite of Special Issue gear. While the commander ran around with all the fancy experimental guns, his bodyguards would sport a grounded sensible package of proven reliable weaponry to take down any threats to their charge. That meant fusion blasters for knocking out tanks (and big gribblies), plasma rifles for frying power armour, and missile pods because that was the other most practical and reliable 'gun' available, and Da'Anuk's airbursting fragmentation launcher was deemed enough for dealing with swarms of light infantry so flamers were unnecessary (I was also feeling a little insecure about the level of medium range firepower at my disposal). 


Then I pivoted completely towards using Codex: Tau almost exclusively, and needed to come up with an alternative loadout for the commander that did not make use of stuff invented for Codex: Tau Empire. Thinking about it, the Shas'O has Ballistic Skill 5, which is very good. That meant I needed to make the most of it, which in turn meant: 


- I definitely wanted a missile pod. That BS 5 is just too good not to use for long-distance shooting. 


- I also definitely wanted a fusion blaster. That BS 5 is just too good not to use for reliably knocking out big targets. 


- But what about close-range shooting at infantry? That BS 5 is just too good not to use for reliably hitting with an AP2 plasma rifle to pick off Space Marines. 


So it was decided. For games using Codex: Tau my Commander would sport a missile pod, a fusion blaster and a plasma ri- wait a minute... 


As well as accidentally replicating the same weapons load as the bodyguards I also looked through Imperial Armour Volume 3 and noticed that I had also accidentally replicated the exact same weapons load used by Crisis Teams in Epic. And that was all the sign I needed to run with it. 






As well as a pair of bodyguards, Da'Anuk has also picked up a pair of shiny new Shield Drones, which represent the first fully metal components to appear in the army with their gloriously pointy shield generators and supersized aerials. The one on the right, 042, is also technically one of the first 40k models I ever owned, being built with the metal Shield Drone parts that came with the Stealthsuit Shas'Vre I got on my first ever GW visit when I was 8 (mated here to a stray giffle prize drone chassis). Like the commander they're assigned to, they feature advanced green optics instead of the standard red optics used by the rank and file, a feature to mark them out as specifically part of this unit along with their green ID sept markings. "You remember when I said I was going to make all this army's drones one communal pool? Aye Laihd!" 





Da'Anuk himself has also had a few modeling upgrades. The posing problem has been fixed, using the simple workaroud of switching from 'model walking off the base' to 'model walking onto the base', which is only slightly less cool and meta while being much more stable. The arms have also been pointed upwards to keep the model's centre of gravity as central as possible when heavy weapon components are fitted - it occurred to me that keeping them pointed downward would have probably kept the centre of gravity central and closer to the base, but I also wanted a bit more of a break from the older pose and the upwards arms look more dynamic and less simian. 


His Crisis Suit is also different to the rest of those in the army thus far, because it is a different make - where all the other battlesuits so far have been 2006 resculpts, this one was a 2001 original sculpt. Having decided I wanted as authentic a 3rd edition model as I could get for the Shas'O, I looked around and was fortunate enough to find a 2001 era Crisis Suit box going on eBay for a reasonable price (by eBay standards at least). The box turned out to be rather squashed, but the models within it were in great shape, and I was amazed to discover just how much of a glow-up the 2001 sculpt is over the later versions. Compared to the 2006 version, there are a few areas that are more detailed - most notably the ankles, which are less defined on the 2006 version in return for also being less fragile - and crucially the 2001 sculpt features much higher casting quality, with more seamless joins between parts and none of the 'pits' of sunken plastic that appear around the neck and jetpack hardpoints on the 2006 models and are notoriously irritating to fill in with greenstuff. 


But most dramatic of all is that he now has a choice of battlesuit head. Ever since I first got into the Tau I have always loved and admired the more symmetrical head antennae that the Farsight model has, even when I never really got that into Farsight the character, and for many years I longed to have a commander model with the same aerials, but without the Farsight Enclave logos, because for many years I was never fully comfortable with the asymmetry of the regular Crisis Suit head aerials. A couple of years ago I received a box of (mostly) Tau bitz as a reward for helping my friend out with a school fair stall they were running, and among the bitz contained were a set of metal Farsight model pieces including the two head aerials and the shield generator - only the Dawn Blade arm was missing. There was also a spare 2001 vintage Crisis Suit head. Since there was not enough pieces to make a complete Farsight model using a spare battlesuit kit, I decided it was a good chance to realise my childhood dream of a Tau commander with (almost) symmetrical head aerials. The catch however was that by this time the regular asymmetric aerials had grown on me and I now actually liked them a lot too, especially their mounting hubs that were more discrete than the giant earmuff-like disks the Farsight aerials sprouted from. So in classic Kakapo fashion I of course deadlocked on the decision and painted both head variants up, leaving them pinned to plug into the battlesuit body as I see fit. The Enclave logos were paved over with greenstuff and PVA glue in the process to produce a more Empire loyal look. 


Speaking of pins, unlike all the other Crisis Suits Da'Anuk's hardpoints are pinned rather than magnetised. This is so that they can accommodate the weight of big heavy metal components like these. 






While I am largely committed to using Codex: Tau in games wherever humanly possible, I ended up with a few metal special issue guns in a bitz bundle I received a few years back so two of them got painted up along with some special issue support systems, at the insistence of the Old Guard generals who argued that you never quite know when you might be in need of an AI-guided cluster bomb launcher or a quick-firing particle beam and demanded that the new commander model retain full special issue wargear compatibility before they agreed to lobby for funding for it. There is also a considerable chance I may end up putting them to use in the occasional game of late 4th edition 40k, because I am aware of at least one friend who is almost as passionate about the 4th edition Tyranid codex as I am about the 3rd edition Tau one, and since I have very few serious reservations about later 4th edition I am perfectly happy to oblige any taste for games with the 4th edition Tyranid book by pairing it against its natural 4th edition Tau adversary. 


This also meant that the Positional Relay I got with the first commander also finally received a coat of paint, because now I am Smort enough to know how 40k Reserves work and why it is valuable to always be able to have the Reserve you want most available on a 2+. But I also painted up a spare Command And Control Node too (again, the Old Guard generals demanded it), allowing me to completely replicate the old commander loadout if I wish. 







Even the base has had an overhaul. From the start of this revamp I knew I wanted a nice chunk of opposing wreckage on the base, and the bitz bags I had won at GW holiday events left me 3 choices. The first was the frontal plate of a Blood Angels Dreadnought - this was very tempting, but in the end I decided to save it for later use as an objective. The second was half a Carnifex head, which very nearly ended up going on the base because Tyranids do feature quite prominently in the army's backstory where their first major victory after being rebuilt was against Tyranids in a big cityfight, but I ultimately opted against it because it was from the newer Ballfex design and I like my Tyranids to be of the more menacing 3rd edition 2001 flavour. The final option was what I believe is the face plate from an Ork walker - now this had potential! The haphazard nature of Ork stuff means that parts from later models can often pass for 2000s items without too much trouble, Orks also feature prominently in this army's backstory (not least through the Wurrshuv's Revenge campaign from Advanced Tau Tactica) and most imporantly of all my main two prospective opponents for 3rd edition 40k games both have Ork armies. Conveniently, they also both have Ork armies that feature a lot of yellow, so deciding on a colour scheme for the debris was easy too, so I dutifully painted it up in dark metal and bright yellow and then attacked it with brown, grey and black drybrushes to create a scorched burn effect that I am utterly delighted with. 


All in all, this leaves me in a very exciting place. The most exciting part is that I no longer have to paint any more Battlesuits! Not for a long, long, long time at least. There will be more in the future, but the infernal things are such a massive drain on my time and joy that they have now plummeted straight to the bottom of my painting que, past even horses. This is unlikely to make painting them any less of a chore, but it will ensure that I at least have a bunch of interesting stuff to play games with in the mean time. 


And on that note, it also leaves me with not just my first 1000 points of new Tau army, but in fact my first 1100 points. 


HQ 

Shas'O'T'au Kais'Ka'Eoro'Da'Anuk: Shas'O in XV8 Crisis Battlesuit with plasma rifle, missile pod, fusion blaster, hard-wired multi-tracker, hard-wired blacksun filter, hard-wired drone controller and 2 Shield Drones - 162 pts 

Green Team: 2 Shas'vre Bodyguards in XV8 Crisis Battlesuits with hard-wired target lock, plasma rifle, fusion blaster and missile pod, Bonded - 188 pts 

Elites 

Gold Team: Shas'vre in XV8 Crisis Battlesuit with hard-wired blacksun filter, plasma rifle, fusion blaster and missile pod, 2 Shas'ui in XV8 Crisis Battlesuits with flamer, plasma rifle and fusion blaster, Bonded - 223 pts 

Troops 

Fire Warrior Team Kais: Shas'ui with pulse rifle, markerlight, hard-wired multi-tracker, photon grenades and EMP grenades, 4 Shas'la with pulse carbines, photon grenades and EMP grenades, 7 Shas'la with pulse rifles, photon grenades and EMP grenades, Bonded - 205 pts 

Fire Warrior Team Lar: Shas'ui with pulse carbine, markerlight, hard-wired multi-tracker, photon grenades and EMP grenades, 2 Shas'la with pulse carbines, photon grenades and EMP grenades, 9 Shas'la with pulse rifles, photon grenades and EMP grenades, Bonded - 205 pts 

Fast Attack 

Gun Drone Squadron: 8 Gun Drones - 96 pts 

Provisions 

Laura's Roadside Inn Breakfast Order: 15 Big Kiwi Breakfasts, 15 Vegan Hash Brown Feasts, 30 Tropical Delight Smoothies - 10 pts 

Golden Bakery Special Order: 15 Sausage Rolls, 15 Vegetable Pies, 5 Red Powerade bottles, 5 Blue Powerade bottles, 5 Mango Green G-Force bottles, 20 1.5 Litre Pump water bottles - 4 pts

King Coral Takeaways Special Order: 2 $40 Fish and Chip specials with extra crabsticks and extra potato fritters, 1 $30 Fish and Chip special with extra crabsticks and extra potato fritters, 4 1.5 litre bottles of Vanilla Coke, 4 1.5 litre bottles of Coca-Cola, 5 1.5 litre bottles of L&P, 5 Lime Thick Boy Shakes, 5 Strawberry Thick Boy Shakes, 5 Vanilla Thick Boy Shakes -  6 pts 

Lone Star Dairy Purchase: 30 Large Chocolate Fish, 5 Strawberry Coconut Shakes, 5 Lime Coconut Shakes, 5 Passionfruit Coconut Shakes - 1 pt

TOTAL: 1,079 pts


It is also conveniently exactly the full transport complement of a single Orca Dropship (except for the 2 Sheild Drones, but they can be strapped down where the Ethereal normally sits). 





Having looked through the archived files of the very first photos I ever took as a kid (using the family's very first ever digital camera no less), tragically few group shots of the old army have survived to the present. I have very vivid memories of taking an earlier one, but this one here is the oldest group shot I can find. 





According to the image tags, this picture was taken in early 2006, when I was 11, after I had been working on the Tau army for 4 years. 


And now, here are their successors, 17 years later. 




Now my army has a solid core of troops, first rate leadership, and wide range of units and weapons including infantry and jump infantry. With the main command and control structure in place it is time to start requisitioning some heavy equipment and get to grips with how the vehicle rules in 40k work...

Saturday 8 April 2023

I'M BACK FROM THE DEAD!!

Save your prayers, 
Don't bless my bones, 
Erase my name from my headstone...


It is fair to say that my 2023 did not have a very good start. 


There was a lot that went wrong over the new year, but one of the worst parts - and the part that's most relevant here - concerns a lady who was friends with my parents. We'll call her Sarah. Growing up, Sarah was pretty much the closest thing I had to an aunt. My biological aunt lived a long way away and did not really have that much presence in my life except for the occasional visit and a couple of trips to Christchurch. But I spent a lot of time with Sarah as a kid, not only from the frequent visits my parents made to her house but also day outings where she looked after me when my parents couldn't by taking me to the zoo. Most notably, she also gave me one of my deepest, closest and longest friends, Katy The Kakapo, who kept vigil over my bed for about a decade or so. 


Anyway, at the end of last year I found out that Sarah now has something the doctors called Cerebral Decay. My understanding is that it is similar to if not synonymous with Alzheimer's. 


Visiting Sarah to check up on her was... quite an experience. Sarah was even in her later years sharp as a razor. She had multiple academic credits, read a massive range of literature, and was until very recently learning both French and Arabic. To go from talking with someone like that to talking with someone who was... not... is a feeling that there is no word in Orcish, Elvish or the language of The Ents for. 


Then I also learnt that my Grandparent-in-all-but-name had also had a heart attack while I was occupied elsewhere (fortunately they survived, but still). This left me spending most of the new year staring down the barrel of mortality and a world that was vanishing even more rapidly than I thought. 


When Forest Gump found himself facing the concept of mortality, he responded by running a marathon across the United States. It turns out when I find myself grappling with mortality I respond by burying myself in model painting. 


The first project of this year was the biggest model I've ever painted thus far. A few years ago I purchased a Castle with the aim to painting it and using it for Warhammer games in the future. Last year I resolved to paint it in the coming new year as a Summer Project. 


It took me over two months, six times longer than I had originally anticipated. But by god, I did it. 














This had been sometime coming. Ever since I first got into Warhammer I knew I wanted to have a fully painted Warhammer Fortress set for use in games. You see, I have this sick perverted disgusting fantasy of one day playing map campaigns of Warhammer using the Mighty Empires tiles, with rules for constructing castles (again using the Mighty Empires castle markers) in territories you control, and a rule where if an army attacks a tile with a Castle on it then they play out a Siege game with the Warhammer Fortress castle on the table. 

But it was a revelation last year that expedited the castle's painting and assembly. See, there are a few people in the local area who are Warhammer 6th edition curious. Some even have armies built with an eye towards using them in 6th edition. This is of course excellent news, except that due to various factors most of these other armies are tiny - only around 1500 points in size, as they're still under construction. This leaves a lot of my regular 4000-5000 point Wood Elf force unable to be brought to bear in its full glory (ironically, this is the opposite situation to Warhammer 40,000, where I am the one desperately struggling to cobble together enough models to reach small scale skirmish size against much larger and more established model collections). 


However, towards the end of last year I had a realisation. You see, in 6th edition Siege games are asymmetric - the attacking army has twice as many models as the besiged army. That means that if I can get these other people playing Sieges as the defenders, I can match their 1500 point armies with 3000 points of my own and get a much larger portion of models on the table! The first step towards this is of course a Castle to besiege, so here we are. 



There was a cost to this though, as several planned features of the castle were sacrificed and never made it to the finished model. In particular the towers were originally going to be pinned on the upper story, allowing for metal arrow slits to be attached and interchanged with plastic door pieces to provide options for expanding the castle with extra walls and towers. As it was I was unable to source a set of GW Arrow Slit pieces, so that feature ended up being discarded to simplify the construction process and speed up actually getting the thing painted and on the table. 



The painting itself was a mixed experience. The actual painting work was simple enough, as the entire model is almost completely drybrushed, but the sheer scale of the model and volume of surface area to paint in very monotonous greys ended up dragging the process out much longer than it needed to take. The towers were particularly bad, given that they had almost twice as many faces to paint as the walls. I am very tickled by the result though, a lovely white stone effect directly based off the GW Studio castle model featured in the army book for this castle's future masters that will be moving in soon... 


In the mean-time it will be under the protection of whatever armies my Wood Elves will be opposing. Eventually. I'm still not quite fully ready to play Siege games yet, as I still lack siege equipment for my own army. 


What my own army does have though, is its first two fully painted Rare choices, a pair of Great Eagles. 




 

The Great Eagles have always been one of my favourite Warhammer units. I have always been very fond of birds of all kinds, and Raptors have held a particular place in my heart since I was a kid (not the same central place as parrots of course, but close nonetheless). So when one day I happened to be browsing the wall of blister packs at the local GW store and happened upon the Warhammer section with its distinctive red blister packs, and my eye fell upon a blister pack for a High Elf Great Eagle I was immediately intrigued, because the idea of a fantasy army with giant eagles in it did seem a lot cooler than the fantasy offerings I normally found. And the more I thought about it the more right it felt to have giant eagles as a monster for the Good Guys to have on their side against the Trolls and Giants and assorted Big Scaly Things that the Bad Guys always seemed to have. 


Of course, as history shows, it still wasn't enough to get me actually invested in fantasy stuff, but it was another little signpost along the way. And when I started up with Wood Elves, I was only too delighted to learn that they too could take Great Eagles as a support unit. 




These guys are of course the classic 6th edition Warhammer eagle, released in 2005-2006 in glorious solid metal for the 6th edition Wood Elf release. If you were to purchase one, this is what you would have got: 






They were a dream to paint. The hardest part was getting the undercoat on, which took several days to get all the nooks and crannies on the sculpts covered. After that and a basecoat of Dryad Bark, it was just a series of dry brushes. The body and forewings were drybrushed with... well basically every brown in the Citadel Paint range from darkest to lightest, starting with Rhinox Hide Scorched Brown over the basecoat, followed by Doombull Brown Dark Flesh, then Mournfang Brown Bestial Brown, then Skrag Brown Vermin Brown, followed by a final dusting of Steel Legion Drab Graveyard Earth to mellow out some of the more vividly bright hues. The inner wings were done with Dawnstone Codex Grey over the basecoat followed by Administratum Grey Fortress Grey, and the wingtip feathers were painted with Ungor Flesh Bronzed Flesh and Ushabti Bone Bleached Bone over the base colour. 


These are also notworthy for being the first Warhammer models where I've really bothered to paint the eyes. Normally for the other Warhammer models I'm content to just leave the eyes shaded in the base colour, or an occasional dot for monsters and creatures, but that just felt like a disservice for animals that are legendary for their fantastic eyesight, so after studying some reference pictures of real life Raptor eyes, I picked them out in yellow and then put a small circular dot of black at the centre of each eye for a pupil - it helps that Raptor pupils are completely perfectly circular, which is an easy shape to paint at small scales. 


Finally, I decided to give their bases a little something extra and populated them with some spare doodads from the Glade Guard sprue, most notably some skulls and a Spite each (Haast's is from the Glade Rider sprue). I had wanted to use the larger Gor skulls that come with the Dryad sprue, but I appear to have used up my entire supply of them elsewhere, so I had to resort to multiple Ungor Skulls from the Glade Guard kit to showcase the healthy appetites and superb hunting skills of these majestic predators. I then tried to place the Spites foward to suggest them becoming startled and scattering before the diving and swooping eagles as they make their attack. 




And so here they are, ready to rescue any of my Wizards that end up captured and imprisoned at the top of a very tall tower.