Saturday, June 30, 2012

More hypaspists

Beginning to take shape of a unit now. I'm planning to add hoods to a few of them, and possibly a few little pieces of equipment like grenades and other useful stuff. Looking at the old ones, I've also been thinking about adding a segmented "groin"armour to these.
I've also tried altering the the position of the backpack, so the exhaust faces upwards. Can't quite make up my mind which I like the most, so I might go with a mix.
Put them next to the first version of the hypaspist, still think they look more mean.

Friday, June 29, 2012

Cannon-fodder no. 2

Second one up and ready to lay his his life for the might of the tech-gods

Thursday, June 28, 2012


A personal blog milestone here. The blogs first follower - yehaaa. Welcome to Mordian7th.

On the miniature side of things if started a few more of the hypaspists, but sadly lacking in parts already - so now I'm eagerly awaiting another batch of bits from Anvil Industry.

Wednesday, June 27, 2012

New Hypaspist

Along time ago I made my first attempts on making a good looking hypaspist. Never was really happy, several things bugged me - first of all it was pretty much a rip off of something I'd seen on the web, I felt they were a bit puny looking, not badass enough and were looking a bit too much like the priesthood.

Well I've finally managed to come up with something new and much better looking. This will be the basic design though heads are subject to change, some with hoods and some barefaced with respirator pieces . I really feel these are looking much more the part than my first try.
Gun, the large shoulder armour, the mechanical arm and the backpack are from Anvil Industry, the head is from Puppetswar. Really looking forward to building the rest of this squad.

Monday, June 18, 2012

Killing Ground

One of my first real joys of table top gaming was the, for me ever fabled Mordheim. A game that held both table top, small amounts of miniatures and and almost RPG like advancement system. On top of that the rules were great - simple and containing almost anything you wanted to do. We got together five or six guys and played once a week for years - oh the days at university........
Anyway - having made the modular city terrain I kind of saw Mordheim all over the place, and I knew I needed to play something skirmishish (cool word eh?) in 40K. Looking through the Kill team rules, didn't really give me anything. Then I found Kill Zone - at the Those are cool rules but again not quite what I was looking for. So I decided to cook up my own rule set.
I've settled on the name Killing Ground - and work is still in progress for the rules them selves. Since the Mordheim rules appealed so much to me I decided they would be the foundation of the system. So much of it, is just that - tweaked to fit 40K. But I've also nicked a few bits from Necromunda and the above mentioned Kill Zone, and of cause a few bits of my own.

Right now I'm working on the team selection rules, trying to figure out which restrictions would give the best and most balanced games. The rules can be downloaded following the link and hopefully the next version is not to far of in the future.

Hopefully this should also give an opportunity to paint up a few more mechanicus models.

Friday, June 8, 2012

A bit of paint

Actually got some paint slapped on one of my planned buildings. The GW Manufactorum - pretty sweet building actually. First one of the GW terrain kits I've build, and I think they have done quite a good job. Loads of detail, easy to clean up and fits fine together. Going for a battered industrial look of greys, rust and metals - spiced up with a few strong/spot colors.

Friday, June 1, 2012


City terrain

Got a good way on the road to finishing my modular city terrain, at least the main building blocks. I think it works really good, adding a good 3D sense to the gaming board - something I always enjoyed, blame it on my many years of playing Mordheim. The longest one has warped ever so slightly, but enough to be an annoyance, so I'll have to figure out what to do, perhaps I'll just cut it in two. I'm planning on adding little pieces of detail to make it more interesting looking. A couple of fans, metal edges, drains, tubes etc. The pieces was tried out for battle last night, and they worked fine there as well. We might set  up a little differently next time with a few more open spaces and the terrain in more levels, leaving a bit more open ground for vehicle movement.

The Rats! part

I got creamed - completely and utterly creamed; 38 to 13 victory points. 

Made a stupid mistake and kept some units in reserve I shouldn't have, which meant the two CSM landraiders and obliterators (those will forever be my most hated unit - EVER!!!)  had way too few targets to concentrate on and I had too little fire power to take them down. I think that kind of cost me the game right from the start.
Anyway - we tried out the "leaked test version" of the 6th. ed. And I must say I'm not disappointed, really made up for some gory fast paced action. Taking into account that we had to look up almost every thing and probably did forget a lot of little rules - 1500 a side took us about four hours.
If this is close to the 6th. ed. rules I think the game will be more personalized, kind of you can kit out you troops for certain battlefield roles better and personalize your army - it will more than just standard blocks of the same troops. To me it sounds like fun.