Thursday, August 18, 2011

NoVA List Finally! (I think...)

We are down to a little over a week to the NoVA Open and I think I've finally nailed my list down. I kept waviering towards a few Inquistion options but I have a feeling that Coteaz and his many clones will be all over the Open. Draigo was tempting but I don't feel comfortable running that few models. I'm pretty good 40K but not to the point where I can keep 20 models alive to see turn 6.

The hardest part about putting together this list was the last 140 points. Originally, I plugged in a small Interceptor Squad with a hammer to be a harassing unit. Everytime I run it, it ends up get blasted before its any use. I do have another list that uses a similar unit but with an Incinerator instead. I don't really think it compliments the list as a whole.

My heavy slots were taken up with Dreads, all of which have performed famously well (I'm a sucker for walkers, what can I say). Both HQ's were also gone, but I still had Fast Attack which was a no-go and Elites open. So my options are:

Slap in another Assassin - gives another dramatic threat if used properly but also has the fault of being able to get punked with one shot, giving up a killpoint quickly..

Get the Vindicarie Assassin a Techmarine sidekick to bolster his ruins and an Orbital Strike Relay - the Techmarine I still see as an un-sung hero in the Codex. It might do this just prove a point. With the relay, he comes in at exactly 140 points. As an Independent Character, join him to Vinnie, Vinnie gives him stealth (mentioned in the new FAQ a while back), Bolster gives the two of them a 2+ cover save. Plus if I need to, I can attach him to a different unit to give them that extra punch in shooting or with the Servo-harness, a powerfist attack or two.

Drop the Purgation Dread and throw in a Purgation Squad with all Incinerators riding a rhino - a really underused combo. Since the Purgation guys get the Incinerators for free, that's a flat 100 points, rhino for 40. The problem with this option is a really, REALLY like the way the Dread works with the Terminators. I could try to find a way to save another 40 points or so to make him Venerable so I can get the best of both worlds. That may involve taking a full Strike Squad > make a five-man with a Psyback to save points. It dramatically lowers the amount of scoring bodies I'll have, but the Grand Master ability can balance that back out.

Internet, sometimes choice is difficult.

I can make each option work in some way or another with the same core but I don't want to short change myself in the process. The third option I think gives me what I want out of the Dreads (plus making one more durable) and more boots on the ground that can burn things like a mean, mean man. Plus, if needed, I can make them a scoring unit.

So my new list looks like this:
HQ
Grand Master Mordrak, 4 x Ghost Knights with Halberds
Librarian, 2 powers (Might of Titan, Sanctuary)

Elites
Vindicare Assassin
Venerable Dread, TL Heavy Flamer //DCCW with Heavy Flamer, Psyflame Ammo

Troops
8 x Strike Squad, 1 Halberd, 1 Psycannon, Rhino
5 x Strike Squad, 1 Psycannon, Psyback
5 x Strike Squad, 1 Psycannon, Psyback

Fast Attack
Stormraven Gunship, Multimelta//Assault Cannons

Heavy
Psyfleman Dread
Psyfleman Dread
5 x Purgation Squad, 4 x Incinerators, Rhino

That's about 38 models total, 18 scoring bodies with potential to expand that by a squad or two.

I had a chance last night to paint up every single stormbolter in the regular guys. It went a lot faster than I expected. Up next is re-tooling the terminators weapons to the black power weapons, build a new Rhino, and finish up the bigger weapons on the squads.

The last big project is the Stormraven's base. That's a Sunday afternoon. Its coming down to the wire but I think I'll be able to get everything done in time! This weekend though, going to Baltimore Comic-Con with my roomie. There's going to be one more post before the Open with the class photo, so until then, keep painting!

Friday, August 5, 2011

Checklist for NOVA and more!

NoVA is three weeks away! I'm crazy excited if you can't tell. Now its crunch time to get everything painted. I have at least three-colors-up on everything except for one model. earlier this week, I put the finishing touches on my vehicles so at least they'll make beautiful wreckage. I consider that a fairly impressive feat. That's three dreadnoughts, three rhino chasises and a stormraven.

The big issue I have with painting a big scale army is the repeating the same model over-and-over again. When I was originally planning to do a Coteaz list, everything was different from the piece before it so variety was great. The gratification factor is a lot harder when you paint up 40 guys in just steel color with a few aspects to stand them out. But I am very pleased with the results, which makes a huge difference.

Here's my to do list in terms of painting for the 27th:

[] Grand Master Mordrak (built but needs painted)
[] touch ups on some of the dreadnought pieces (cloth and what-not)
[] books on the strike squads and termies (deneb stone > brown wash > highlight bone)
[] olive for the stormbolters (about 20 or so, again paint and wash)
[] power weapons for the Interceptors (4 of them)
[] base the stormraven
[] paint the strike squad bases

So not a crazy lot to do but its not a single weekend project. I suspect I'll be able to get the stormbolters done this weekend and Interceptors on Monday, Mordrak on Tuesday. The thing that will take the longest is going to be the bases for the troops. I might try to find a way to use the airbrush to get the base color down but they're all mounted already. I'll have to find a tricky way of painting them without a lot of overspray. Or I just use a giant brush and hope for the best.

The terrible thing is that I'm already excited to get going on my Blood Angels! I decided that I would go for a Raptors color scheme. I picked up the Badab War and immediately wanted to do one. It won't be exactly like the one in the book but its in the spirit. I'm basing the army around the time right after the Badab War, so scouts and vets (the new guys and the guys smart enough to duck). I know they're technically a Raven Guard chapter but I really like the flexiblity of the Blood Angels codex. The Dawn of War II army painter is helping a lot in determining how they're going to look. Right now, its an olive body with red-ish brown boots and a desert yellow trim. I'm already geeking out about doing a campaign with them.

To hold me over, I started up on some of the BA models to get my brain cooking. There was a recent painting competition at my local GW so I threw in Commander Dante since I was on a metal painting kick. Here's a good shot of him at the judging. Unfortunately its at a weird angle, but I'll get more shots of him once I have more of the army painted itself.

No joke, first power weapon I've done like that, and I love it.


Well, that's about it for now. My hobby time is planned out for the next couple of weeks leading into the NoVA. I'm thinking about signing up for the Painting Tree. If you haven't heard, its a service that connects painters to clients for commission work. I've done a few commissions in the past and really enjoyed the work. Plus I get to try out new techniques, color schemes and models. I'll definitely link it up here if I decide to sign up. Take it easy, folks.

Tuesday, August 2, 2011

NoVA List - First Play Through

I may have nailed down my NoVA Open list. It's got a good balance of torrent-o'-fire and gets that punch delivered effectively. Testing now is absolutely required after my first game with it. The best part: I almost have it all painted! Last night I put some finishing touches on the weather for my Stormraven and began weathering the rhino based transports.

Without further delay, here's the breakdown:

HQ's!
Grand Master Mordrak - 200
Ghost Knights w/Halberds x 4 - 160

Librarian w/one power (Might of Titan) - 155

Troops!
Strike Squad x 5 - 100
-Psycannon - 10
-Halberd - 5
-Psyback - 50
165

Strike Squad x 5 - 100
-Psycannon - 10
-Psyback - 50
160

Strike Squad x 10 - 200
-Psycannon x 2 - 20
-Halberd - 5
-Rhino - 40
270

Elites!
Vindicare Assassin - 145

Fast!
Stormraven w/assault cannon and multimelta - 205

Interceptors x 5 - 130
-Hammer x 1 - 10
140

Heavy!
Psyfleman Dread - 135
Psyfleman Dread - 135
Purgation Dread (twin-linked Heavy Flamer//Heavy Flamer, Psyflame ammo) - 130

Comes in at exactly 2000 points. It took a long time to consider what I was going to run in my HQ slots, because that will dictate the rest of the army build. The Grey Knight HQ's have a lot of great abilities but sinking too many points into them will result you getting stomped flat fast. The Librarian offers fantastic defensive ability and aguments your troops into absolute monsters. Originally, I wanted to run a regular Grand Master but the build I had was almost the same amount of points as Mordrak. Mordrak gets +1 WS, MC Hammer, an extra attack, and an extra wound. The Ghost Knights already have Stealth, so attaching a Librarian with Shrouding is pointless unless you feel like you'll have your units really close together throughout the game. And the Ghost Knights can be adjusted down below 5 man starting squad. With Mordrak taking wounds, he can potentailly bring them back.

The Grand Master's abilities with Grand Strategy fit my play style a lot closer than just the Librarian. The Librarian is included there to really provide a hood and the Might of Titan. Sancturary would have been nice, but with the squad kitted out with Halberds I'll be hitting first at STR 6/I 6, following it up with 4 STR 10 hits. I tried to figure out just how many wounds this unit could effectively take before its lost. If going at best luck (taking one wound at a time, and judging that I could roll a D3 to pull in more Knights) it could potentially take 13 failed saves before being wiped out. 13 wounds on a 6 man squad that could evolve itself into a 9 man squad if your dice like you. To me, it covers the best of defensive and tactical decisions to get you a leg up early and often.

Troops are the basic Strike Squads. Yeah they die like Space Marines, but as my opponent said, you still gotta be able to kill them. Two 5-man and one 10-man feels pretty good. My last list had regular terminators, but the Ghost Knights are filling in for them well. Ghost Knights can't capture but they can tear through enemy troop choices well enough.

My Psyflemen Dreads are sitting pretty again as just really annoying firebases along with the assassin. The Dreads are able to fire every turn and draw fire away from other targets like the Stormraven. Stormraven is stock to save points and carries the HQ's and the Ghost Knights up the gut. Plus it has the Purgation Dread underneath it. The Purgation Dread is quickly becoming my favorite Dread. The Raven can clear that distance it needs to cover in order to be effective and then start wrecking face. Against a horde army like Orcs, its the MVP easy after torching more than 12 orcs in one shooting phase.

The Interceptors are the one element that still gives me a little pause. When they work, they work great. But they also seem to be the first thing to die. Even with a Stormraven in the face of the enemy, Interceptors seem to be a better soft target. That's 140 points that I could invest differently. They may get swapped out later for something else.

My opponent over the weekend was my roommate playing a double Big Mek list with a couple of Dreads, Battlewagons, a lootas unit, a few 20 boy units in transports, and a huge Nob squad. I got him down to pretty much half the Nob squad, one Loota, and a Big Mek with the Nobz left.

Lessons Learned:
Might of Tian is no joke. Getting the boosted damage die lets you grind through walkers. The only thing that was troubling the Ghost Knights was a huge Boy squad that was a thick slog through. I did manage to pull an extra Ghost through during that combat, which made a big difference in the next round of combat.

Nobz are also no joke. I tried assaulting the Nob squad. There's the mistake right there. I activated the force weapons to try to double them out quickly, but I failed the leadership test. We calculated out that his squad got five kill points: the Interceptors, a 5-man squad, a Psyback, a Psyflemen Dread, and the Assassin.

The biggest factor for me was getting Scout on the Stormraven. Getting into the enemy lines by the first turn can screw up whatever plans he had. I went second which was actually better because I got my cover save from the Scout move and then dropped out the next turn.

Sorry for the long post. Now all I need to do is to get a few more games in with this list and I'll feel tactically ready for the Open. Once I get everything full up painted, I'll post the 2011 Class Photo.

Monday, July 11, 2011

Battle Overview - 2000 GK's Test List

I finally managed to get in a game with the list I posted last time. Overall, I was pretty pleased with how it went. Of course, things could have swayed back and forth depending on our rolls but I think it was a good impression of how the list is designed to play like.

2000 points against a standard shooting Space Wolves list: 3 rune priests, 3 long fangs (two with Las, one with Plasma), 3 tactical squads with 10 men each with a Power Fist, Melta, and Combi-Melta in Rhinos, small Wolf Scout unit, and one Dreadnought with Assault Cannon to flavor, served chilled over ice.

We roll off and I choose to go first. Termies loaded up in a Stormraven, Psybacks spread out a little bit with their Riflemen escorts, Vinnie in a tower and Calli in reserve.

First turn = first mistake. It was my first time using the flyer rules in a regular game, so I had heard from one of our rule-lawyers (who is usually wrong) that if its a transport that moves flat-out and get immobilized-turned-to-wrecked, you lose the squad. Well, with a troop choice, an HQ, and a Heavy Support loaded into it, I wasn't going to risk that. Post-game I looked it up specifically and that only happens if its on your phase (like if you landing in rough terrain and take a dangerous test). So I only move 12" to fire my guns and not risk the crew. What I should have done is blast forward with all power to engines and start chewing up Long Fangs.

Either way, turn 1 consisted of me moving up the line, and destroying most of one unit of long fangs, popping two of the rhinos, destroying the weapon on the third, and preventing the dreadnought from shooting. Not bad if I do say so. I realize I should use the Vinidicare more for HQ sniping at this point but he was dead the follow turn, so "Ooops".
----He responds back by destroying the Stormraven and trying to soften up my Interceptors and Termies. Plasma Cannons shuffle back into position and a Tactical Squad moves forward.

Turn 2, Purgation Dread saunters up, some of my Strike Squads get out of their rides. And the Callidus drops in. The Dreads rock it out with their shots out, bringing the last Rhino to a stand-still and killing off a few Long Fangs. The Purgation Dread is close in so it lays down template 1 and tags 5 marines, template 2 does the same. 10 wounds turns into 8 dead marines. Hot damn! I charge in, kill one more marine, and low-and-behold the power fist kills him with shot straight to the face. The Callidus dropping rolled a 5 for the number of hits (right on!), and then only killed one Long Fang (awwwwwh). The shredder template got another but the unit didn't panic because of the priest.
----His turn equaled some more shooting and at everything that could bleed. Callidus took shooting from two units to get rid of her. The Long Fangs she lit up had only one Lascannon left and she managed the 4++, but didn't see the other Lascannon from the Tactical Squad behind her. Doubled out. His Wolf Scouts came on the board and assaulted my weakened Interceptors. The Hammer in the unit kept it real and prevented a total wipe out from the unit.

Turn 3 = Shooty-McShoot-Shoot. Dreads doing their thing, Termies walking up, and the Interceptors getting a support charge from a Strike Squad to help out. I'm slowly whittling away at their numbers but there's a lot left, so I need to start focusing down. I manage to miss almost completely the lone Tactical Marine with the Power fist.
----Power Fist guy rolls in and pops one of my Razorbacks (the Lascannon one). This guy has more than made up his points in punching out a dreadnought AND a transport. I end up getting some Plasma to the face and lose another transport.

The rest of the game was dancing back and forth while keeping the troops alive. Once a full unit passed the mid-field line, my Termies jumped it but I lost my Librarian to Perils of the Warp from casting Hammerhand, of all things. The game ended with my opponent being up by one kill point in the last turn. A rough, long-fought game but a fantastic test run.

Time for lessons learned:
Two Riflemen Dreads = Required Gear.
Again, still impressed with their performance. They lasted the entire game with 3 Long Fangs on the board. The Purgation Dread did incredibly well, but my opponent had a bad phase of armor saves that happened on that shooting phase so we'll see how he goes. He might just become a third Riflemen thanks to magnets.

Halberds on Strike Squads are worth it.
The Strike Squads are cheap and upgrades are expensive. One or even two guys with Halberds make a huge difference when fighting grunts. The Justicars with 2A (3 on charge) make huge differences in terms of on coming attacks. I might expand to include one more guy in each unit so I have more wounds to throw around.

Be prepared to lose ANY Assassins you bring.
All the Temple Assassins are crazy killy, so they will be a priority. Vinnie did great and Calli drew fire. After a few more games, I will have to figure out if I want to swap out the Callidus with a Clexuss Assassin, and utilize him as a counter attack unit to support the other squads once the line is crossed.

I'm hoping to get at least one more game in this week. As for now, gotta try to finish the bases and get three colors my tanks. Weathering is probably going to start up this week too. If there's enough time, maybe even finish painting the Assassins too. Stay cool out there, Internet, cause its sweltering in Virginia.
Laters.

Wednesday, July 6, 2011

2000 GK's and the Callidus

I've been wracking my brain trying to come up with a Grey Knight list that doesn't feel like a carbon copy of another. I had a pretty strong 1500 list with an Inquisition focus, but at a bigger level I feel the Knights themselves can be a lot stronger overall. I think I might have something solid enough to do some damage while keeping the opponents attention all over the place. 

The current idea is to have multiple targets with each pairing being a threat, that if ignored, can put a unit down or at least tie up their attention. 

Librarian (force sword, Warp Rift, Might of Titan, Sanctuary, Shrouding) - 170

Vinidcare Assassin - 145
Callidus Assassin - 145

Terminators x 5 (4 halberds, 1 cannon, 1 hammer) - 225
Strike Squad x 5 (1 halberd on the Justicar, 1 cannon) with Psyback - 165
Strike Squad x 5 (1 halberd on the Justicar, 1 cannon) with Psyback - 165
Strike Squad x 5 (1 halberd on the Justicar, 1 cannon) with Lasback - 195

Stormraven Gunship (twinlinked assault cannons, multimelta, no other upgrades) - 205
Interceptors x 6 (1 cannon, 1 hammer) - 176

Riflemen Dread with psybolts - 135
Riflemen Dread with psybolts - 135
Purgation Dread (twinlinked heavy flamer // DCCW with heavy flamer, psyflame) - 130
[I think that gives me like 9 points left over, so Searchlights for everyone! Yay!]

Note: You're about to read me working through the list with some strategy and logic behind it. Just a heads-up.

So the general layout would stick the Librarian with the Terminators in the gunship. Rocket around or straight up the gut to create a sense of urgency. Slap the Purgation Dread in the back to get it across the field quickly. The trick is just clearing that 24" gap between the lines. Once its on their side, the Dread is just going to cause as much havoc as possible. The gunship only really needs to survive maybe two rounds of shooting to get over, but with the mass of missile launchers out there, gotta test it out some movement strategy. 

Interceptors pick the weak flank and either jump along or try an ambush an exposed unit. I'm debating on the cannon or the incinerator for them but I think from turn 1, the cannon will give me a better chance overall of doing damage. They can buddy along with another unit as a supporter rather than a solo unit. 

For anti-tank, the two Rifleman Dread, LasBack and good old Vinnie. Plus the multimelta on the gunship and the Librarian being able to Might of Titan should help support that and psycannons all over the place. So on a good turn, from range being able to pop potential 5 tanks of various armor values, I'd feel pretty safe. On a bad turn popping at least 1 to 2 should be enough to get the Psybacks and Strike Squads together to fire up.

For each Strike Squad and their Razorback, I can buddy up a Rifleman or the Vinidicare to assist in limiting the field. With three Dreads helping out, I also get the Reinforced Aegis and a Psychic Hood flying around. 

Now the only thing that might look out of place here is the Callidus Assassin. I think she's been given a rough time with the new 'dex but I think I might have figured her out. She drops in all sneaky-like within 3" (but not within an inch) of an enemy unit and is placed there. She has Stealth so cover is awesome, but dropping her into cover using deepstrike causes a Dangerous test. 4+ invul, and a FNP at a 6+, she actually can reasonably land in a terrain piece with a unit and survive. That is if I'm remembering my Deep Strike rules correctly (please correct my logic if you know differently). 

So she's landed, d6 STR4, AP2 hits on the unit. Just hits, so you take the raw number and try wounding. Against something like a Long Fang squad, you have a decent chance of removing a few from the squad (if you get lucky, you could actually cause a panic check in the movement, and then again in the shooting phase). Now you're stranded with a template weapon close to a squad that just lost a few guys. Everyone is trashing this template but I think it can really do some harm. The big deal is that its STR 8, AP 1. Sweet! But it works against LD instead of Toughness. Lame! or is it? 

Now, follow me here. If my logic is correct: similar to a unit that has a mixed toughness values you would use the hit individual model's value. To wound you use the LD value of the models hit instead of toughness. So slapping this template down on, say a Tactical Squad, you would be rolling against LD 8 for the grunts and LD 9 for the Sarge. My understanding of leadership is that the Sarge's LD is used specifically for tests, but the value stays the same in terms of the profile. So Sarge is gone on a 5+ and grunts on 4+ (barring invul saves, of course). No cover saves because of the Template rules. A small 5 man marine squad would have something to fear, but imagine lining up against a bigger unit. 20 guard unit, that template could do some serous hurt. 

If all of that logic stands up, the Callidus is pretty powerful and not as situational as most people think she is. I really wished they covered her specifically in the FAQ, because subtle differences in wording can make or break her easy. 

If she gets charged by the unit she's been blasting, at I7, she should be able to reduce the amount of attacks coming in and has the 4++/6+ just in case. Hit-and-Run gets her out of dodge with an I7 on your opponent's turn and you're free to finish off the unit with firing your next turn. More likely, she'll get shot to hell, in which case she's absorbing the fire of at least one unit away from the rest of the army. This is all based on a good target being available to bomb out and you roll with reasonably good luck. So, slightly situational, but if you haven't popped a transport with that much fire by at least turn 2, then you have other problems. If anything, even having the Callidus in your army provides you with an advantage in the mental game. Until she comes in, any unit out of a tank is at risk. 

My goal this weekend is to get a game following the list above in the NoVA primer set-up. I need to get as many games as I can before that weekend so I'm ready to go. 

Let me know what you guys think. Is my logic around the Callidus wrong? Is the Stormraven not worth it? Find a way to reduce points and add more units? Is she really going out with him? Is she going to take him home tonight? Sorry, radio's playing. Till next time, folks.

Thursday, June 30, 2011

Future Project

Getting back into 40K in a big way now. I've always been a staunch supporter of Xenos and Fantasy but I have to admit; I'm having a blast painting up some Marines for a change. I've actually been reading into the newer Codicies and enjoying the fluff. Again, didn't see that coming.

With the NoVA Open on the way and my Grey Knights nearing completion, I've already queued up my next project.


Blood Angels.

I only played against them once or twice, but they have loads of character. I'm digging on Death Company way hard. Plus, they can actually make a well-rounded flexible force without a lot of sacrificing. What really got me was a piece I read about the Grey Knights working in tandem with Blood Angels. Afterwards, they mind wipe the BA's and send them off. As a background to the army, I want to base it around this idea and have some of the color scheme possibly translate over to the BA's as well. My GK's have a steel body but the heraldry is olive/cream colored, so maybe a split red/cream or even split olive/black down the center line of the models. Really like the 50-50 color schemes because each model really pops and you get to flex some painting skills.

The current boxes I'm looking to get consist of:

Dante x1
The Battleforce x1 (its got a transport and 3 troop choices, great deal)
Sanguinary Guard x1
Assault Termies x1
Death Co. Dreadnought x1
Baal Predators x2
Drop Pod x2

Its a pretty penny to drop on this (~400 bucks) but here's the plan: I want to get all of this by either returning models I bought and never opened for store credit OR funding it by selling off some of my old fantasy stuff. I have about 4 fantasy armies including a full painted, fully based 2500 point Skaven army. Fantasy is just not holding my attention these days and it takes up too much space. And the boxes of stuff I never opened were usually painting projects for fun or just cool models. I might also try to pick up some painting commissions as well. The idea is to get up around 2500 points with either models I already have (mostly transports and older metal HQ's that fit in most Imperial armies) or a minimal amount of money.

No real important reason, I just want to see how I can build a fun army on a limited budget and getting a little creative with the resources already provided to me. I'll post up on the status of this little journey as I go along. Hopefully someone can glean some information or some cost saving tricks from it.

Stay tuned for a basing tutorial in the next couple days. Happy on-coming July 4th everyone!

Tuesday, June 21, 2011

Hobby Update and the NoVA

So I haven't done a hobby update in a while so I thought I'd share what I've been working on. As you can tell, I recently got back into 40K in a big with the Grey Knights. They were one of those iconic groups that can really stand out on a table if given the right treatment. My airbrush is getting a real workout. Enough to the point that I used the Vallejo Air Brush primer and it actually clogged my cup.

My new place doesn't have a good place to use the airbrush outside so I've made a little studio in my bathroom. Ghetto, I know, but nonetheless effective. Absolutely required: mask and fan running at all times. Not so much for the fumes (using acrylics) but I want to keep my lungs fresh.

I just signed up for the NoVA Open last night and I'm bringing the GK's this time. Last year I did Fantasy with Lizardmen but I want to really develop as a 40K player. One of the units I want to run is a solid 10 man unit of Terminators with the Brotherhood Banner. I've never really run a big unit with that high a save, so I'll need some practice for sure before August. Right now, its looking like 10 guys, 2 psycannons, the Bro-Banner, and all Halberds/Swords/Hammers, maybe Psybolt Ammo too if I find the points.

Since a unit like this comes in just shy of 500 points, I really want to have them stand out. Originally I was going to airbrush them up, but with all the details I was afraid of losing the nicer bits. I decided to hand paint the base colors and build the reflective layers manually.

Grey Knight Terminators - Class of 2011
Now if you know me, you may have noticed something I did very different here: I actually based my goddamn models for a change. I hate basing, especially static grass. I somehow always make a mess or inhale something. I need child proof containers or something.

More of ground level shot of the Boys
I'm actually really proud of the bases. I wanted to make the terrain a bit ruptured and rough. Terminators look kind of boring just walking through fields of grass to me. They're made with a combination of resin molds, regular hobby sand, and baked clay tiles that I broke up by hand. 
A little better detail on the basing
I'll toss up some better quality photos once I track down my DSLR camera (its gotta be in a box around here somewhere). Painting the bases was an adventure. Start with a dark grey base coat > dry brush Graveyard Earth > mix up some Vallejo slate gray weathering powder with water and spread liberally all over > once dry, hit it with Devlan Mud > let dry, do another dry brush of Graveyard Earth this time around the edges > finish off with a nice dry brushing of Pale Sand by Vallejo and you're done. 

I'm going to be running some Dreads in the list too. Here's some work in  progress shots:
My rifleman dread
This fun guy was a breeze to convert. If you're playing GK's and you haven't yet, shell out the bucks to do it.
A shot of the arms. The basing is the same for the Terminators
My second Dread - Twin-linked Heavy Bolter w/Psybolts
I got the Forgeworld Dread and magnetized the arms. I have the other one but I still need to get him fully assembled. He'll have a swapable Rifleman/Purgation pattern. 

Like I said, I'll get some more detail shots up once I dig out my better camera. I'll throw up a tutorial on my bases too. Until next time, let me know what you think!
--Mr. Blank