Thursday, June 14, 2018

Commission: Blood Pact Infantry

First 5 members of the squad

"They hide their faces in snarling iron, but the cruelty in their hearts is manifest in their burtual deeds. We are lost and we are done. May the God-Emperor forgive our failure and protect our souls." - Last Transmission of General DeLesstt, Urdesh

Back of the first 5 members. Notice the cloak done up in the style of my Tanith
So I've been commissioned again and this time Im painting Chaos. I never really thought I would paint chaos. However since this commission was something that was close to the Gaunt's Ghost series, I decided that it would be fun to paint. The Blood Pact are the main villains of the Gaunt's Ghost Series. A chaos force that has built itself up as a massive threat to the Imperium in the Sabbat Worlds. Having read the entire series, I was excited to paint red, lots and lots of red after painting my Tanith army for so long.

These traitors are the first squad of Matt's new Blood pact army. In order to get them ready, I ordered them from Mad Robot Miniatures. His Crimson Pak models make perfect Blood pact! Next I washed the models in warm water and soap. After a 24 hour wash, I dried them out and prepared them for paint. After a lot of intense airbrushing, I saw these models primed and readied for paint. After they dried, I started to add the base colors. I used Vallejo red for the base.I then used Vallejo Black-grey for all the black colors.After a Nuln wash, I then highlighted the reds and blacks. The bronze was Games workshop Bronze and the silvers were Vallejo silver and Vallejo chainmail. Both colors were to help the models look closer to their artwork. Sharp eyed viewers will notice that I added some dead Tanith models onto the bases and that the sergeant is wearing a ripped Tanith cloak. This was a request by Matt, both as a personal joke against my Tanith army and as a way to connect our two armies together from the book material.
Second 5 members of the squad
My poor attempt at Photoshop

To complete the look of the models, I added in a special "blood wash".  Since I dont have Games workshop paints available to me here, I mixed my own paint using Nuln oil, agrax earthshade, 4 different types of reds and lots of matte mediums. It worked very well I think.

Back view
Matt did request that I not base these models since he wants to add them onto his chaos army. However, the few pieces of Tanith bodies, stocks, and guns helps to make the model feel as if it is on the battlefield. In the future, he hopes to commission me again. Eventually this army will grow into a full force. One that will rival my Tanith on the tabletop. Matt has already started talking to me about doing a few Blood pact Chimera for him in order to transport this squad across the battlefield. Before too long we might see a few Leman Russ Tanks.


Now onto other news. We here at Behind the Lines have set up a Patreon page. This Patreon would to support us in bringing you new content such as painting tutorials, gaming reviews, blog post and eventually videos. If you would like to support us please head over to here. Even 1$ a month would help us out to bring you more content. The team has been gearing up to add a lot of new content that we are excited about.

As always, leave a comment, say hello or just let us know you were here. If you would like to get a commission price as well you can message us here or on Patreon.

Until Next time!




Tuesday, June 5, 2018

Sisters of Battle: Saint Sabbat and her angels


"There are no miracles , there are only men" - Saint Sabbat
"Do not shrik! Do not falter! Give them death in the name of Sabbat"  - Saint Sabbat at the Battle for the Gates of Harkalon

Welcome back to Behind the Lines!

 Today we have a Saint Celestine proxy for my new Sisters of Battle army. The Sisters of Battle are currently the oldest line of models in 40k and so most of my sisters are going to be either 3rd party or proxy. For Celestine and her angels, I choose to have a Harbinger of Menoth to be the base of my model. I then found some Blood Angel wings thanks to a local gamer (Thanks Charlie!) and converted my Celestine model. For her angels, I found two old Sister models on ebay and bought them for probably more than they are worth. All of this was done before the plastic Celestine came out.

However, its been a while and with the Sisters back on as a possible 2019 release, I wanted to get my army ready. So I found the pieces, converted Celestine up and painted her in the colors of Saint Sabbat as described in the Gaunt's Ghost series of books. This will allow me to connect Sabbat (Celestine) into the theme of my armies so that I can use my sisters across multiple armies.

In order to paint Sabbat, I used a grey primer. I then used scarlet red for her robes and metallic bronze for her army as described from the Gaunt's Ghost wiki page. After those dried I was both in Nuln oil before highlighting the red with Wazzadakka red and the bronze using Balazhar gold. The wings had already been painted by Charlie and looked fine to me so I added them on after I was done with the paint job. For the flesh, I used Flat Flesh by Vallejo and then added a flesh wash. After that dried I used a rose flesh mixed with a light flesh and highlighted her skin.

For her hair I used a Vallejo black base and then added Vallejo black-grey highlights. For the basing I used GW astrogranite and then highlighted it with Longfang grey.

For her Geminae Superia I did the same color scheme as described above. However for the power armor I used a black base and then added a highlight of black-grey. The scheme I decided to go for with my sisters is the Order of the Ebon Chalice. This is the traditional Sisters scheme of Black armor with white robes on the outside and red on the inside. For the silvers, I used Games workshop Ledblecher with vallejo silver. For the reds I used Vallejo Scarlet and then added Wazzadakka red as a highlight.

This is just the start of the Sisters of Battle. I have ordered and put together 2 Exorcist Tanks as well as 2 Repressors. I also have ordered 2 more squads of 5 sisters. That way, I can run a battalion of sisters. I am excited to run this army in 2018 and I hope to have more to show off soon.

Until next time!




Thursday, May 31, 2018

Marcharius IX Campaign: Curtain Call



"I dont care about that damned planet,I only care that the heads of each and every [Chaos] Lord there is on a [expletive] pike" - Uriel Bejz (Renegade Marine, once of the Minotaur's chapter 999 M41)

"I commend them, the Gue'La. Not for their tenacity, not for their ferocity nor for their cunning. It is for their honor that I now have great respect for them. Even when drawn down to a man, even when death was inevitable, they still fought us with all they had, instead of cowering or surrendering like dogs. When faced against overwhelming odds, they stood strong, even when scores fell. These...humans...they will forever have my respect." -  Shas'O BrightSun (T'Kain Sept, Marcharius IX reclamation Force M41)

Today ends our groups Marcharius IX Table top Campaign. Marcharius IX first appeared in our Dark Heresy game as a world on the edge of the Imperium. Located between Tau Space and the Imperium, this world would come to have drastic consequences for the party.

The party first encounter Marcharius IX in their pursuit of the Rogue Trader Josiah. Josiah had been spreading chaos tainted wheat across the imperium for years, having been chased by Inquisitor Herodotus and his warband. Bo Terran, the charismatic interrogator and de facto leader of the party, unintentionally brought the party to the world after getting captured and pulled into in a webway with eldar pirates. What the party found was a world high in tension. Tau and Humans living together in tense truce. After reestablishing contact, they found that the local Governor of the world had made a trade deal with Josiah in order to sell the world's resources to chaos in exchange for immortality. It was discovered that Bubo the plague father and Kordan of the Thousand Sons would soon arrive. Bubo with the Rogue trader, and Kordan in pursuit of Bubo. The party only barely escaped as the world fell to chaos around them. Having made it out alive, the party called upon the Marines of the Dorn's Raiders and "The Coalition", a mass gathering of Space Marines, Guardsmen, and other factions of the imperium in order to retake Marcharius IX. When the party returned to Marcharius, they had one goal. Kill the 2 chaos lords. While Bubo was killed in the fighting, many members of the Coalition were lost. Unable to stop the imperium, Kordan summoned a warp storm and consumed the planet in the warp. The party was only barely able to escape having suffered major losses in friendly Non player characters and major damage to themselves. The Coalition along with the Dorn's Raiders took massive causalities in the fighting as well.

100 years passed......

This is where the table top campaign took off. After 31 days in May, each of the former PCs and GM recorded a total of 20 games played.  The armies were as followed:  Jon: Detachment D-44 (Imperium), Jerry: T'Kain Sep (Tau), Greg: Dorn's Raiders (Space Marines) and Tallarn (Imperial Guard), Kurtis: 186th Death Korp (Imperial Guard) and Chaos Marines (Night Lords) , and Matt: Brother Hood of Ferrus (Iron Hands Space Marines).

 The Imperium had a 1:4 win loss ratio.  The Tau had a 1:1 win loss ratio and chaos had a 0:0 ratio. The height of the campaign was when the Dark mech stole a former PC's power lance that they had left behind for the survivors. What chaos wants with the Power lance is a story that will be told when Wrath and Glory (the new 40k RPG) releases this June This is not the last we have heard of Marcharius IX. In the mean time, the Tau of the T'Kain Sept had reclaimed the world in the name of the Tau Empire. What they found was horrific and barbaric......

Post Campagin Patch for Detachment D-44

The last of the Gue'la lay dead in a pile. The firefight had been tough and many shas'la of the T'kain sept lay dead near where the Gue'la tank had blasted their position. After a month of fighting, the human world, once known as Marcharius IX had been reclaimed by the Tau Empire. The Etherals wanted to cleanse the world of all chaos taint and make it into a new sept world. One that would be a shining example to the rest of the Empire. However Commander Brightsun was not so sure. Having seen the horrors of the landscape and the chaotic influences that had ravaged this world for so long, Bright sun was sure that no tau citizen could ever truly consider this a home. The surviving human forces had either been scattered or died en masse. As for the chaos forces, they had disappeared as quickly as they had come. Many of the Imperiums soldiers had escaped and command reported that they had gotten back to the Imperium lines. Entire parts of the world burned. The Imperium had not left quietly and Brightsun believed they would back someday. Among the survivors had been found humans as old as 150 years old. Many Earth Caste believed this was not natural for the human life span and questions had been asked of those who had been found. One of them, a young human had responded that the warp had kept them alive to live their own personal hells. Many Earth caste scientist took this be the ramblings of a insane human.Whatever the case was, there was still work to be done. The twisted barren landscape was still full of daemon creatures and resistance cells. Whether or not the world could ever  be fully reclaimed Brightsun did not know. Taking a last look at the deadpile of tau warriors Bright sun activated his XV-8 and flew off to find another battle.

Wednesday, May 2, 2018

Tanith 1st and Only: Verghast Recruits from Vervunhive



"For Vervunhive! For Verghast! For The Emperor!" -  Battle cry of the Verghast
Tanith First and Only

Another month done for 2018. Where is the time going? Today I present to you my next squad of Tanith 1st and Only. This time is is my redone Verghast squad. Sharp minded readers might remember that I had showed off this squad Here back in 2016.

So you might be asking, Jon, why are you posting these guys again? Well they're part of the great "repaint of 2017 - 2018". Essentially I have started adding eyes to all of my Guard infantry models. Ive also added Tattoos to some squads like the one shown here. For the moment, im focusing on the eyes and repainting the flesh to be less flat. Ironically, the flesh paint I got for these guys originally was "flat flesh".

 Ive also finally found a supplier for Dark Reaper Layer paint so im adding in highlights of dry brushed dark reaper to all my models. Ive also started adding highlights to all the camo cloaks so all squads in the future will have their cloaks highlighted.These are really just touch ups to older models. My painting skills have improved,and so have my desires to make this the best army I can.

Now whats coming in the future? Well, first off Ive ordered myself a small group of Sisters of Battle. That order will be shown off and painted here. Secondly, Ive gotten my Marauder Bomber back from the gentleman that I had assemble it. Im going to get that model painted up and show it off here. I am excited to see that centerpiece come to fruition. Ive also started working on my Knight and Ad mech again. There are a lot of projects going on here. Perhaps too many!

A quick note: Part 2 for the painting Tanith series is coming. I just need to get back to them.

Until Next time!

Monday, April 23, 2018

How to Paint Tanith: The Uniform and flesh tones (Part 1)



                   Today I present to you our first paint guide! I have decided that I am going to show off how to paint the Tanith First and Only models. The squad I am using is one of my many Tanith squads. I messed up these five Tanith models painting them and so after stripping them in LATA, I decided I would use them for the painting guide. When done, they should look like the first five Tanith you see in picture 1. It should be noted that this guide is not the only way to paint Tanith. This is simply my method.

Finished Squad
Picture 2 is the one of the models from the second squad of five after they were stripped in LA's Totally Awesome. After I got the models stripped, I realized that I was out of primer and so had to go get another can. Finally getting another can of primer, I was able to prime the models and prepare them for the paint job.

Step one is grey primer. The primer I choose to use is from Rust-Oleum and the type is 2x Ultra cover primer. This primer is the best grey I have found for miniature in rattle can form. If I were to airbrush more often, I would recommend Vallejo Grey Primer. After letting the primer dry, I brought the models in doors and set about on the second step.

Stripped in LATA and ready to prime
Step two was the base colors. I chose Vallejo Black-Grey and put it all over the model. The hair, as well as the gun strap was also done up in black-grey. After the black-grey dries, I then added on the flesh tones. The base color is Vallejo Rosey Flesh. Once I got a solid base of flesh, I switched over to Citadel Leadblecher and did up the metal parts on the gun. I also did up the buckles on the uniform and the metal straps on the gun strap. For the cloak, I used P3 Baston Grey. P3 paint can be pretty thick so you need to be careful when applying this color to the cloak. Lastly we add some steel legion drab to the stock of the gun in order to get that Nalwood look.
Just before the wash stage (and optional eyes)

Step three sees the model covered head to toe in Nuln Oil. Be sure to avoid the flesh. We dont want to get the skin covered in Nuln oil. We also want to avoid the stock of the gun if possible, although if some does get on the stock, then its easier to fix. We will need to let this wash dry. About a hour will do to allow for the wash to really get into the crevices. After the wash dries, we need to check the model and make sure the wash got everywhere.

Step four is optional but can be used to make the models look a little bit better. Eyes. Lots of people hate doing eyes but I have found a way to make them easier on models. Where the eyes would be on the model use Ulthuan Grey and paint around the eye area. After the paint drys, turn the model upset down and getting a small 10/0 brush draw a small black line down the center of where the eyes would be. Once you are happy with the eyes turn the model right side up and then let it dry. If the model seems a little bit crazy looking at this stage, DONT WORRY! We will be cleaning all this mess up.


Thats all for today. Join us next time when we clean up the eye sockets and proceed onto making this model table top ready! If you a new reader let us know what you think of this new series. Would you like to see more? Maybe another army? Comment Below!

Until Next time!

Tuesday, April 10, 2018

Tau Codex: Warlord Traits and Dreams



Hello everyone, my name is Jerry and today we will be talking Traits, my feelings on them and just a general review of them. Jon will be posting this for me but lets move on.

To start off, I would like to point out the “Named Character and Warlord Traits”. Of the six named characters, there are two from different Septs, the rest are T'au. So if we want to run a Battalion or Brigade from another Sept, we HAVE to have either a Fireblade or a Ethreal in it because of the COMMANDER limit. Already not a fan.

Another thing I would like to talk about is that we only really have three “types” of Warlord (excluding Longstrike and Darkstrider). We have the Ethreal, the Cadre Fireblade, and the COMMANDER. When looking at a lot of these traits, a lot of them seem to have been built for suits in mind. Precision of the Hunter, A Ghost Walks Among Us, and Examplar of the Mont'ka come to mind, but we have a limit to one per detachement

There is good too though. For example my favorite Trait thus far has been Through Unity, Devastation. This thing takes your average gunline and makes it a slightly more deadly or turns your Crisis Suits into Assassins. Say you have a Fireblade with this Trait and you've got fourteen Pulse Rifles that have a target within Volley Shot range. On average, with only re-rolls of 1, because that is all I use my Fireblade for is Markerlights, they are needing to save against sixteen shots, and of those about five are at -1. Now my math maybe a little suspect, but those Sixteen shots alone would usually kill any infantry in their way. But those Five -1's, when going up against stats like 2+/3++ *Cough*Custodes*Cough* give that little edge on possibly nicking more health off it. Hell, it helps against most MEQ in general and can even flat out kill some GEQ. The idea is that whether you're spamming pulse fire, or Ion cannons, it makes your dudes that much more lethal.

                                                            The Good
Through Unity, Devastation: Like I talked about above, this Trait gives all your 6+ wound rolls an additional AP when within 6” of the Warlord and against a single unit. Helps that gunline focus fire and annihilate more armored foes. Best part is it works on any toughness.

Academy Luminary: What's not to like? It increases the range of your three HQs abilities and gives you an additional CP. I personally haven't thrown it on anybody but Aun'Shi and a Kroot blob, but the thought of throwing it on a Commander, and advancing a gunline Via Mont'ka to cover a large swath of board without losing aim is great!

Precision of the Hunter: So this is one of those Traits I mentioned earlier that was meant more for a suit. I cannot think of a good reason a Fireblade or Ethreal are re-rolling 1's vs. MONSTERS and VEHICLES when most things that have that keyword they will be wounding on 4+ or worse. If it wasn't for the fact it is really, really good on a Anti-heavy 'Mander, this would be Bad. But when I get to re-roll wound rolls of 1 against things I am wounding on 4+ or better, yeah, really helps when my Fusionmander is burying 3 Blasters into a tank and really wants that gooey Marine or Guardsman inside.

Seeker of Perfection: Again another suit made Trait. For each 6+ hit roll, +1 to wound roll. The Fireblade is not pumping out enough shots to make this reliable and the Ethreal will most likely die before it can really see it's use with it's 5+ save in melee. Kinda in the same ballpark as Precision of the Hunter in the sense that it is great at making sure your shots go through, but feels more like it is built for large volumes of fire with weaker guns. Say for example a Coldstar decked with burst cannons and HBC. He is going to be wounding most things you wanna throw volume fire at on 3+ so adding 1 for every 6+ hit is kinda neat and it seems to stack with Overwatch. So it seems that every time you hit in Overwatch you get to add 1 to your wound as you need a 6 to hit in Overwatch as Bork'an Sept.

Hero of the Enclaves: This thing is awesome! Now T'au should never in their right minds get in melee, but when it comes to the Farsight Enclaves, sword range is where they like to be. And no Trait better emphasises this fact than by letting you Heroic intervention 6” and basically as long as you don't stay in melee you get to re-roll FAILED hit rolls. So even though average 'Mander is hitting in melee on 3+, that “all failed rolls” part makes you that much more of a Kung Fu badass. And with Fly, there is no reason you aren't making sure the conditions for the Trait aren't met. By far this Trait is the most reliable and possibly the most potent...as long as you have some Fusion blades because you still don't have melee weapons and still have AP 0, D1 fists.

                                  The Bad
Exemplar of the Mont'ka: So let's start off with Mont'ka. Back in the Chapter approved, this rule read “Your Warlord can Advance and still shoot as if they hadn't moved this turn”. Frankly kinda busted because then my Darkstrider (who I got a tonne of use in Index) or Shadowsun could just run down the field and in Darkstrider and a Fireblade's case, Markerlight on 2+ still, and on Shadowsun she could bounce up to some tough guys with her min 9” move and blast them in the face with her Blasters. Now with the Codex out, Darkstrider no longer get's this, nor does Shadowsun and Fireblades are more prone to standing around with their gunline. I can see it's use on a non-Vior'la Fireblade keeping up with some Carbine warriors still wanting Markerlight, or maybe a COMMANDER that want's to save points instead of being a Coldstar but otherwise is overshadowed by Vior'la Tenant.

Through Boldness, Victory: Great if you didn't already hit on 2+ and usually is able to re-roll 1s's. Also doesn't work during Overwtach, which admittedly would be busted, and not when outside 12” which is when all other armies -1 to hit ability no longer applies. It's good when you no longer have re-rolls, and  when you have lost you mind and are allowing something to stay within 12” of your Warlord without being an Assassin or Meat Grinder. Risk is too great for a payout that you easily get already.

A Ghost Walks Among Us: Let's bring back Darkstrider because he gets this. Pretty good for him because he gets to be all zippy on the field with his 7” Vanguard, 7” move and now +6” advance. Other than that, not that great. Ethreal can get it, but only good thing I see coming out of it is keeping up with Kroot mob. Fireblade is prone to standing around and if he advances he can't shoot anything that turn anyway (unless Vior'la but even then only the rifle can be used) and when it comes to COMMANDERs, there is the Coldstar who has a better movement (though I am unsure if you can stack it with a Coldstar as the Trait says specifically when rolling a dice).  The point is that it seems the Units that would get the most use out of it are heading into melee, which we don't want our Warlord most of the time (see above, Hero of the Enclaves.) or have a unit that does this better for 18 points more.

                                  The Ugly

Strength of Belief: I hate this thing. It reminds me that T'au have no Psyker defense, have no reliable mortal wound generator (see Seeker missile) anymore, and the thing is useless anyway. First off it is put on our Tank Commander. Other than a handful of guns, there is nothing else but Psyker powers that dish mortal wounds. And most Psyker powers that do mortal wounds hit the closest unit. I don't know about you, but my Longstrike is far away from any Psyker unless it is Grey knights or some Eldar units that like to get close. Even then there is a unit in between Longstrike and that Psyker.When not on Longstrike, the only time I see it's use is from snipers, but sniper rifles and most other weapons are not reliable mortal wound generator to see it's use unless you opponent spams those things.


Overall I think when it comes to Traits, there are some that will see way more use than others, but overall I can't say we did terribly. Next time I will be Talking Tenants and kinda do an overview much like this for it.

Saturday, March 31, 2018

Tau Codex: 8th Edition Review


The Tau are back! March 17th saw Games Workshop release the first 8th edition codex for the Tau Empire and what a codex it was! New Sept Tenants, Stratagems and even a list building restriction found nowhere else in the game. Tau really did get it all. However after getting the codex, I decided that it was worth a look through. These will be first impressions from the codex between myself as a veteran Tau player and Jerry2die4 as a brand new Tau player. Each of us has written a segment of this article. We hope that both the veteran players and the new players see what has come out of the Eastern Fringe.

Jon's thoughts as a Veteran Tau Player

First off, the good. TAU SEPT TENANTS! Finally! This is something that I've wanted since 4th edition for the Tau. Now that we have six sept tenants, we have the ability to actually have some uses for certain units. Since my Jar'Kia sept is a world that was taken by the Bork'an Tau, I felt it was only natural for me to take the Bork'an Sept trait.

Next comes the warlord traits and there are a lot of them. Tau got a few in 6th and 7th when the warlord traits first came out. However this edition has seen the number raise drastically. Each Sept is getting its own trait and this allows for the player to have a lot of say on how their warlord is run. I plan to have my commander running a triple Ion blaster and some shield drones. However, the 1 Tau Commander suit per detachment is kind of a bust. More on that later.

The Stratagems that  Tau got were really nice. We even got the return of the Doomsday bomb from 4th ed. A pleasant surprise for those long time tau fans. I think as a Tau veteran player, the most noticeable thing about the codex was a the number of options that it opens up. I like how each stratagem allows for the flexibility of play. A tau player should be able to pull of between 10 and 15 command points allowing many tactical options for the average player. Stratagems allow for the Tau player to be able to play his or her army with a lot of synergy. Whereas the Imperial Guard is about numbers, Tau is about fire power in the right spot at the right time. Each piece of war gear and stratagems allows a Tau Shas'o to be prepared for anything and everything.

Victory for the Tau over the Forces of Chaos

Now on the bad and the ugly....

First, Crisis suits are still very expensive. The base cost for a crisis suit is seemingly too high for the output of damage that it does. With the loss of Crisis suits being troops, the usefulness of the unit has gone down. This also damages Farsights ability to "Farsight Bomb" the enemy with crisis suits.  Secondly, the uselessness of the Tau Key word for Jetpack. When keywords first became a thing, it was hoped among many Tau players that this keyword would allow for us to Jump-Shoot-Jump. However in the codex, the Jetpack keyword was not given any abilities. In essence, its useless.
Riptides, although better priced are still very expensive and usually die very quickly. Other units like the forge world Barracuda went up in points and are not worth fielding. Another problem is that some of the Special Characters like Shas'O O'Ralia are unable to be fielded due to their specific Sept Keyword which is not in the codex. At the moment, taking O'Ralia is more of a hindrance to you than to the enemy.

Now the ugly. The elephant in the room. The only 1 Commander rule for Tau is a major hindrance to the army at the moment. With no other army facing this restriction, Tau seem to have been (un)fairly treated in the restriction of their main HQ unit. I never used the Commander Spam and I understand why it was removed. However, what we got in return put a hamper on the army as a whole. For those who like to run multiple commanders, the limitation is going to hurt. With the March FAQ coming soon, hopefully this issue will be addressed.

As the codex starts to gain some age, Tau players will have to adapt to the coming meta. Already many list are aiming for as many command points as possible. The Tau Septs with their special rules allow for players to have all types of play be it defensive or offensive. Time will tell where the codex falls in the power levels. As a long time Tau Veteran, I am both excited and hopeful to see the army recover from its index era and move onward into 8th.

Tau'va Shas'la!

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