Thursday, March 31, 2011
So the chaplain is coming along. The base colors are done and ink washes are applied. All the highlighting and detail are next. Looking at him this morning I need to gun metal the intake jets. I am really happy with the Crozius handle the red came out great.
Painting black is always a process of cleanup. I started with white primer as light under coat. I find it helps pick out details, like the grenade under his arm. Would have never seen that had I started with a black under coat.
Being mostly black I will be relying mostly on lining to do highlighting. my current technique is too use a strong light source from above and paint the places where light strike the model. The secret is use a strong light.
Wednesday, March 30, 2011
Thanks Heresy Is the Only Answer I have a new jump chaplain . I have been using a converted walking chaplain up unitil now. Painting the new terminator chaplain was a great deal of fun, so I am looking forward to this. It is also good to get back to Project: Imperial Fists which has lag a little with me being distracted by Eldar.
I am going to use this opportunity to re-work my jump squad a little. Right now it is 8 man squad including a flamer, a sergeant with plasma pistol and power fist. I going to drop the plasma pistol and power fist and bump it up to 10-man with 2 flamer. The power fist has been under performing and I have only killed myself with the plasma pistol. On the other hand the flamer have done great job in almost every game. This will also give me the option of combat squading them. All for about the same point cost, roughly.
Monday, March 28, 2011
How dangerous is deep striking? Well I am going to try to layout a method of estimating the risk of a deep striking mishap. The first step is to figure out the scatter dice probability. RobotBeef over at Mathhammer has a great post on this and I am going to use his method.
P = ( 1/3 ) + ( ( POSS / 36 ) * 2/3 )
- P=Probability that blast templates won't scatter
- POSS=Number of possibilities 2D6 will be equal to or less than your BS
Using this method we get the following rough percentages for BS 3 and 4 scatter dices:
BS 3 (40-50-70-90 rule)
On Target = 39%
< 2" = 52%
< 4" = 72%
< 6" = 89%
> 6" = 11%
BS 4 (45-60-80-95 rule)
On Target = 44%
< 2" = 61%
< 4" = 81%
< 6" = 94%
> 6" = 6%
We now make a rule that we can remember while playing. For Space Marines it is 45-60-80-95. 45% of the time we will have an On Target result, 60% will be within 2", 80% within 4", 95% within in 6" and 5% greater than 6". You can memorize the number to use as a guide or add it to your quick reference data. Knowing the scatter dice probability helps in targeting templates.
(*Edit for clarity, thanks Farmer Geddon *)
While Deep Strike does not reduce the scatter by the sources BS, the scatter dice probability works the same way. We can use the same math (by using a BS of 0) to work out a rule of thumb. It looks like this:
On Target = 33%
< 2" = 37%
< 4" = 41%
< 6" = 44%
> 6" = 56%
Here is the Diagram visualize how this pertains to deep strike.
Next let's look work out a rule of thumb for using this information to get a rough estimate of risk. To mishap we need to both scatter the distance the direction of the object we want to avoid. On Target always equal no mishap, so if our On Target percentage is 33% our chance to mishap is lower than 66%. How much lower can be estimated by looking at the chance to land greater than that distance and in that direction.
Anything outside the drift range doesn't affect chance for a mishap nor does anything where you don't drift in the wrong direction. Even on the board edge 33% of the time you will be on target and 50% of the remaining time you will drift away from the edge. That means you risk is only ~33%. If the board edge is 2 inches away 37% of the time you will land On Target or less than 2 inches away from target and 50% of the remaining time you will drift away from the edge. That puts your risk at ~30%. You can start to see where you can do this math in your head once you know the scatter dice probability.
In the below diagram there is a area of terrain we have a mishap risk greater than 2 inches from the target and covering about a quarter of the area.
Right off the bat we know the mishap risk is less than 37% and greater than 0%. In face we can narrow it down more, we know it is 25% of the 41% circle. So we take 59% (100-41%) and divide it in our head 60/4 is 15 so the risk is ~15%. We can lower that risk to ~13% by moving another 2 inches from the terrain.
Using 6th grade math we can estimate the deep strike mishap risk quickly by using the scatter dice probability and simple fractions. Knowing the risk can mean that one inch that wins the game or avoid losing a squad of Terminators.
Tuesday, March 22, 2011
Ok a layer of Mechrite Red fix the pink problem. So after three tests the 10 min process seems to work well. Green is still winning for the army color, so I may be going Biel Tan. Aspect warriors also be done this way. I should start looking at ~750 point lists.
Right now it is looking like:
10 Guardians w/StarCannon and Warlock
10 Dire Avengers w/Exarch and Wave Serpent
1 War Walker w/Scatterlasers
Something like that.
More 10 min Eldar tests. Working out color. The Gnarls Green (P3) worked well as did the Cygnar Blue (p3). The Gore Red came out too pink, I am going to need to do some more Red testing for Fire Dragons and Warpspiders. The green is leading the way for Guardians squads and tanks, but I am not done with paint tests yet. My goal is to find a color scheme that less clown like but still has the codex look.
Monday, March 21, 2011
So you need a Eldar Guardian and you only have 10mins... well I have the answer. I am doing some paint test for my upcoming Eldar army and I stumbled across this really quick process. Basically it is a two color prime and a wash.
- Prime black
- Spay white from the top
- Wash the whole model with 3:1 dark green
After some very quick detail work.