Showing posts with label Fluff. Show all posts
Showing posts with label Fluff. Show all posts

Monday, 17 June 2013

Themed armies.

Warning: This post will meander and may not even come to a conclusion!

I had my first game with the new Eldar codex on Thursday and lost to a Necron list. I can't remember the exact list but it was Imotekh/Immortals/Night Scythes/Annihilator barges. It was a bad mission for me, bad deployment, I went second and I forgot a bunch of things including the fact that War Walkers have a 5+ invulnerable save now!

However, I've rejigged my list since and it's now much tougher. I dropped some stuff that was better in the old codex such as my Wraithlords and Dire Avengers but I've ended up with a much better but incredibly bland list. There is no theme to it, just a bunch of units thrown together.

I play an Alaitoc themed army, so that is the best place to look for inspiration. So what would an Alaitoc army normally consist of?:

Autarch/Avatar/Farseer/Pheonix Lords
Rangers/Pathfinders
Striking Scorpions
War Walkers
Harlequins
Warp Spiders
Jetbikes
Crimson Hunters/Vypers (I think so anyway)

These are all units that infiltrate, outflank, sneak around or use tricks to stay alive. Of course, all Eldar craftworlds have Wave Serpents, Falcons, Guardians and all the other units in the codex too, but that is to fill out not define its personality.


The thing that strikes me is how fragile the troops will be, especially with Heldrakes flying around crisping everything up. So I was thinking I could bring some Wave Serpents to pick up endangered rangers - but they can't have dedicated transports. Guardians can however...but if I take Guardians then I have this irrepressible urge to take the avatar to keep an eye on them.

And Harlequins - now there is a conundrum. They are fairly killy, although which numpty decided veil of tears should be a pyschic power?! Rending/I6/WS5/fusion guns are as good as ever, if a little expensive points wise in comparison to other units now. If I field them I will need something to support them.

I'm going to be bashing together some lists to try some combinations out until I find an army that suits my play style and has a theme I can relate to. Hopefully without losing too often in the process!

Sunday, 2 June 2013

Campaign games 1 & 2

The only hope for Armageddon??


The planet had been well prepared to meet the alien menace. Early warning signs had been heeded, the defences had been readied ... and still they came.

Demonstrating the kind of single-minded intelligence for which they were rightly feared, the Tyranids made planet-fall in areas rich in biomass: the jungles, industrial and other populated areas. They were quick to establish and reinforce a solid foot-hold on the planet and from there, they spread.

The PDF, bolstered by regiments of Imperial Guard, were quick to respond, meeting the enemy on the scorched plains to the south of the Hive City. In an engagement designed to divert the oncoming hoard away from the more populous outskirts of the Hive, a mobile force harried and harassed the implacable advance of the creatures. Days had passed with no word from this force, just an ever-present static on the Vox.

Thursday, 10 November 2011

Date With The Night

She shouldn't be here. Alena Nightdancer lowered her hood and looked both ways down the street, it was still deserted. She dashed from one doorway to another, constantly looking around her. She wasn't quite sure how she had made it this far, and yet...

And yet, this was probably the safest place she could possibly be. No-one would dare touch a Farseer here in the streets of Commorragh. Not even the roughest gangs would go anywhere near her for the vengeance that her Craftworld would bring down. The mon-keigh had a word for it - irony.

She still worried though. She had heard many tales of this place and now, seeing it up close and personal, she knew all the rumours were true.The hardest thing had been blocking out the thoughts of the dead and the dying, even though her training made it almost second nature.

Finally, she arrived at her destination. As she reached up to knock on the door, it opened and two hands reached out to pull her into the darkness. She was bundled across a darkened hallway, through a large wooden door and onto her knees. She looked up at the back of a chair behind a desk.

"Alena Nightdancer, Farseer of the Alaitoc Craftworld. I've been expecting you. In fact, I've been watching you since you arrived in the Dark City"

He slowly turned around and nodded at the two Incubi who left the room. He gestured towards the empty chair across from him. Alena stood up, brushed herself down and sat.

"So, my dear, what brings you here?"

"Our Rangers have discovered a slumbering Necron Tomb World and I'm here to call in a debt that your bloodline owes mine since the War in Heaven"

"I don't think that debt is valid any more"

"You think The Fall absolves you of your responsibility?"

"You'll have to do better than supposed blood debt to have me send my Kabal against the Necrons"

"You need a reason? Have you ever seen a Necron fight? They're almost impervious to all weaponry. You put them down and they get back up again and again. How much would the Wych Arenas pay for such gladiators?"

He let the thought sink in. She was right, they would make perfect combatants. He nodded sagely, "What's the plan?" She leaned across the table and handed him a data sheet with star charts and timings on. "Okay, we're in. You'll come with us; getting out of Commorragh won't be as easy as getting it" With that he pressed a button under the desk and the Incubi returned and escorted her out. She solemnly bowed to the Archon and left the room.

Once she was gone, a figure stepped out of the dark corner of the room, holding a black sceptre.

"Did I do well Lord Vect?"

Vect absent mindedly played with the sceptre, "Yes, you did very well"

"And you want us to go along with her plan?"

"Yes. There is a lot we can learn from these Necrons"

"One question my Lord, what is that?"

"This?" He waved the sceptre again and laughed, "Its is a Null Rod. It prevents our friend there from sensing me psychically"

And with that he was gone, leaving the Archon alone to make his battle plans...

Sunday, 30 October 2011

Waarrrgh!!

"Wot yoo lookin' at?"

"Dunno. But itz lookin' back and itz ugly"

The two Warbosses circled each other like caged tigers, Power Klaws ready to strike. Ghazghkull Thraka broke the silence,

"I'm 'ere fer ya boyz. Deres sum krumpin' dat needz ta be dun"

Nazdakka Wotsmirk snorted,

"Ova my ded body"

"I hoped youd say dat"

They threw themselves at each other, Power Klaw ringing against Power Klaw and they both struck. Nazdakka swung again and Ghazghkull ducked before jumping out of the way of the return swing.

"I'm gonna smash your teef in!" Nazdakka yelled as he forced Ghazghkull back with swing after swing of his Klaw. He was starting to get the upper hand but then suddenly

Snik!

Ghazghkull's Power Klaw closed around the throat of his opponent, decapitating him instantly. The headless body stood motionless for a second, before it finally surrended to gravity. Ghazghkull turned to Snotripper Rustybitz, the Big Mek,

"Get yer Waggonz an get yer Kanz an that spiny fing wot stopz us gettin shot. Itz time to smash sum eadz!"

So, this is the fluff explaining why our two Ork armies were fighting together at the GW Doubles. If I'd written it before the tournament, we'd have scored another point and finished 11 places higher!

Wednesday, 19 October 2011

The Last Night

"How many?"
"Three"
"Four"
"Three and a half"
"Two"
"Two?! What have you been shooting at?"
"Old Dead Eye Olaf!"

The five of them laughed before the Wolf Guard's voice cut through, "well, I've got three as well."

"It's not enough is it? We're going to die on this Throne-forsaken world aren't we?"

The Wolf Guard shot him a look that would freeze blood in the vein, "and if we do, then our saga shall tell of our glorious death. It will go down in legend how many of them we took with us. They will tell tales about us running out of ammunition but never taking a backward step, about losing our combat blades and fighting with our bare hands. And, when we do finally die, there will be a place for us in the Halls of Russ. Then, when the End Time is upon us, Russ will come to pick his chosen and we will be the first picked. He'll say, 'I know you five, I have heard your saga sung many times. Today you will fight with me, my brothers'"

The four Grey Hunters' backs straightened as they felt the pride swelling in their breast. As they looked at the Wolf Guard, they weren't sure if the fire in his eyes was a reflection from the camp fire or something burning deep inside.

Suddenly Olaf spoke up, "never mind magazines, how much ale do we have left?" They all laughed again. The Wolf Guard filled their drinking horns and then spoke again, "when they do come, they will find us - the Vlka Fenryka and, by the Allfather, they will regret it!"

Just a little fluff piece about some Wolves preparing for a last stand; hope you enjoy.

Monday, 3 October 2011

40K Expanded Universe

This weekend, I discovered a fantastic Adeptus Mechanicus codex on the internet (http://miniaturewargameconversions.blogspot.com/p/articlesreviews.html, download here http://www.mediafire.com/?bien2ie9hnjvnbb). Now, there are a lot of fan-written codexes on the internet, but most of them leave a little to be desired (my first attempt at a Squat included, if I'm honest!). Two things set this codex apart:

1. The look of the book
2. The units therein

Firstly, the book looks... fantastic! The author has made a real effort to present the book in a format not disimilar to a 'real' codex, which helps the reader to quickly pick up and use the book. Each of the sections you'd expect are in there, though the author does admit that the 'fluff' does need expanding upon - something he's working on at the moment, I believe.

What really makes this book special though is that the author has really gone to town on creating units unique to the Adeptus Mechanicus, as opposed to taking the easy way out and just copying and renaming existing Imperial Guard or Space Marine units. This makes the A.M. army an exciting proposition, and one that I'm looking forward to delving into and reading more of, over the next few weeks. I'd strongly recommend all our Claws & Fists readers to do the same!

The only other similar book I've found on the internet in the past is an Exodite Eldar codex (http://www.agisn.de/html/codex_exodites.html, download here http://www.agisn.de/html/download.html). Again, the author has spent a long time creating a brand new, living and breathing army, with stacks of background 'fluff' and some innovative and unique units. Just like the A.M. book described above, what makes this special is that it's not just "renamed-Craftworld-Eldar-units-painted-a-different-colour", rather the units are completely bespoke and well thought out.

All of this makes me want to revisit and revise my (admittedly poor) first attempt at a Squat Codex. Over the last year or so I have been putting together a counts-as Imperial Guard army of Squats, however my progress has been limited since GW have inforced a complete ban on non-GW models at Warhammer World (and quite rightly too - it's their flagship venue and they want to promote and sell their wares). I will post later this month an update on my progress with that particular project.

So, my challenge for the next couple of months is to revise my original Squats codex, but taking inspiration from the two fantastic efforts described above (Adeptus Mechanicus and Exodite Eldar). I realise that the book will never be deemed acceptable for tournament play, but that really isn't the point - the aim here is to create something 'a bit different' that I can truly call my own.

So, my aims for my new 'fan-dex' are:

1. To write some original fluff (based on, and expanding upon, the back-stories from the Rogue Trader and second edition books I grew up with)
2. To create unique Squat units throughout the army list (the original units were intentionally renamed and minimally-tweaked Imperial Guard units, as I thought at the time that would lend some credibility to my project).
3. To produce a fan-dex that looks as visually professional as the A.M. and Exodite Eldar books.

So there you have it - my aim for the remainder of the year. But now I'll throw the subject open to you, the loyal Claws & Fists readership:

Which army or armies would you love to see a codex for?


Would you ever contemplate having a go yourself?

Would you be happy to play against a fan-written book?

Links updated 16.50, 3/10/2011

Thursday, 8 September 2011

The Dark Is Rising


In the low light, the four killers silently glided across the floor of the shrine. As the Incubi made their way down the adjacent corridor, they peeled off to their cells until only one remained. His hand reached for the button and the door smoothly opened to reveal a sparsely decorated room. There should have been four small lights, in each corner, lighting the room but only three were lit, leaving a dark shadow in the far corner. That would wait until morning, he had more important things to worry about now – cleaning his armour. He rested his Klavix against his bed and removed his helmet. As he turned to place it on the table in the middle of the room he caught sight of his own reflection in the blade of his weapon. He picked it up again and looked at himself, it was incredible, he looked at least 20 years younger than he had this morning. It had clearly been a very successful raid. He allowed himself a smile and turned back to his helmet. It was covered in the blood of innumerable Imperial Guardsmen, a testament to his talent with his weapon.

Suddenly something caught his eye. Out of the darkness, the barrel of a Blast Pistol was pointed at him. Even before the voice started, he knew exactly who it belonged to.

“Now, I don’t mind you selling information on me to other Archons. I don’t even mind you selling my slaves behind my back”

The voice was cool and calm and the Incubi could feel himself tensing as it continued.

“What I do mind is you stealing my plans for a realspace raid, selling those plans to one of my rivals and then going on the raid yourself”

The Incubi stood up, his arms outstretched. He opened his mouth to begin to explain but the Dark Light blast threw him backwards against the wall. He slumped forward onto the floor, dead.

The Archon stepped out of the shadow, removed a piece of parchment from his armour and drew a line on it. Had the Incubi still been alive, he would seen that the it was actually made from skin, a trophy taken from the former Archon, and it contained a revenge list. There were now just five names left on the list. The Archon walked out of the room, it was going to be a long night.

I hope you enjoy this little story. It was inspired by my desire to start a Dark Eldar army and also by the pre-credit scene in Casino Royale.

Friday, 5 August 2011

Da Bolts - Quick update

Well, last night saw the first win of the season for Da Bolts 2-0 against the Calverton Condors (Humans). Here's a very quick update and news-flash.

Played: 6
W/L/D: 1/4/1
TDs (for/against): 6/11
Casualties (for/against): 9/6

Recent Results:
2-2 vs Athel Loren Athletics (match report)
2-0 vs Calverton Condors

Team News:
No fluke as Slash runs rampant over Condors
- Rookie Bolts Blitzer, Slash Spleenspilla, put in another all-star performance this week leading Da Bolts to victory with a match-winning two Touchdown performance against the Calverton Condors. His apparent natural affinity for both the physical and more refined side of the game has got even the more blood thirsty Orc fans talking about the finer points of the game. After the match a fan said "Yer, I liked dat bit where he smashed dat smug oomie's face into da pitch an picked up da brown fing. I fink 'e ran about wiv it a bit after dat which was a bit borin but da oomies didn't seem to like it so it must 'av been good right?". Clearly a tidal shift in the way Orcs understand the game of Blood Bowl.

Full Match report to follow, in the meantime see here for the report from the last match.

Saturday, 1 January 2011

Postcards from the edge ... of the table

Happy New Year all!

You may have read in an earlier post that Gav, Mick, Graham and I played a large (12,000pts) game just before Christmas, hopefully you've read Gav's overview here but I was the one holding the camera and here are a few of the snap-shots I took:



Graham and my forces deployed, attacking the walls.


The Wolves cower behind the defences of their outpost (Bjorn is in the bottom right of the Pic and Njal is in the unpainted Land Raider furthest from the front of the pic)


A close-up of Mick's Thunder Wolves backing up the Blood Claws in their Land Raider.


A view from the ramparts.


This is the top of turn 2 you can see a crushed beer can representing a wrecked Drop Pod to the right of the picture, in the centre is Gav's Venerable Dread, responsible for wrecking Graham's Defiler, being assaulted now by Mephiston. My two (yellow) Drop Pods have dropped trying to impede the advance of Mick's Land Raider and Thunder Wolves.


This is just a slightly better angle on the previous pic, I included it because Mick's in it, and you can see Bjorn cresting the rubble on the left of the picture!


Land Raider, Thunder Wolves but no Drop Pods or Tactical Squad ... how curious! You will notice a couple of wound markers on the T-Wolves though, Mick could not buy a save against a hail of Autocannon shots from my Rifleman Dreads. In the background we have the legendary Bugmans Bar and the equally legendary Claws and Fists contributor "TheBaron" in the yellow and blue top.


Deep striking and out-flanking behind enemy lines my Death Company lead by Lemartes (still in light grey primer to the right of the Pic behind the crates), my DC Dread in a Pod and my Baal Predator all manage to show up together and accomplish very little indeed over the next few turns. I was unexpectedly disappointed by this.


A Bjorn's-eye view of the battle-field. This is where he spent most of the game, stun-locked but very much alive.


A close up of the Great Wolf and Mephiston. You may not be able to see the brave Long Fang Sergent blocking Meph's approach to Logan but after our last encounter (see here) I wasn't taking any chances!

Late in the game now and we can see about a third of Graham's forces camped out on an objective roughly 4 turns of movement away from the action ...


A lone Sanguinary Novitiate faces down two Thunder Wolves while behind him about 20 Khorne Bezerkers try to extricate themselves from a crater before the Frag Missiles come flying in. Sadly they are not quick enough!


That's about all I got, sadly I didn't capture the moment Mephiston died trying to take out a Land Raider. Even more sadly though Gav did, as I said earlier his version of events can be found here.

All in all I enjoyed the game and am looking forward to the next one. did I hear a 1500pt per player challenge being laid down to Graham and myself? Bring it on!

Friday, 24 December 2010

A Christmas Rhyme

With apologies to Clement Clarke Moore:

Twas the night before Christmas, when all through the Fang
Not a Wolf Priest was stirring, Swift Claw or Long Fang.
The tankards were hung in the Great Hall with care,
In hopes that the Allfather soon would be there.

The Blood Claws were nestled all snug in their beds,
While visions of blood and guts danced in their heads.
And Logan, the Greatwolf, an Axe in his lap,
Had hung up his Bolter for a long winter’s nap.

When out in the snow fields arose such a clatter,
Defence Lasers swivelled preparing to splatter,
Their targeting reticules trained on the sight,
But quickly stood-down with a beep of delight.

Out of the storm, stepped a shadowy figure
And as humanoids go, I’ve not seen one bigger!
Before him there strode two devilish beasts,
Both clearly great wolves with sharp, pointy teeth.

The wind whipped around him with hurricane force,
But the giant strode on staying true to his course.
He drew back his lips and spoke with a growl,
"On Freki and Geri, to the drinking hall now."

A climb to the gate was made in a trice
Over rocky outcrops encrusted with ice.
Russ stood at the door and bellowed a call,
“The Lord has returned once again to his hall!”

A single Blood Claw awoke from his slumber,
And sought out a snack to stifle his hunger.
On passing the hall he stopped with a gasp,
Beholding a sight he barely could grasp.

The Primarch spoke out to in a deep throaty roar,
"Be at peace now my son, and don't stay by the door,
Come join me in drink there's Ale and Mulled Wine,
My stay here is short, it's not yet Wolf Time."

He drank through the night recounting the Sagas,
Thirstily downing both bitters and lagers.
The Blood Claw sat opposite, silenced in awe
At the sight of the legend who'd walked through the door.

As good as his word at the first light of Dawn,
Russ gathered his Wolves and laid down his horn.
But he turned back and called, 'fore he went out of sight,
“Merry Christmas to all, and to all a good-night!”

And a Merry Christmas to all of you from all of us here at Claws and Fists

Sunday, 14 November 2010

The Tyrant of Claws and Fists - IA9 Review

This week I received an email from our illustrious editor-in-chief, Mr. Claws 'n' Fists himself, in which he issued some ideas for articles he'd like from his poor, down-trodden contributors. Mick, Graham and Dave were all given detailed briefs suggesting talking points and themes to expand on, next to my name were two letters a number and a single word - “IA9 Review”. I've read the book, I've researched the internet scuttlebutt and I'm ready to proffer an opinion.


Judging this book by it's Cover.

Lets not beat around the bush here, this book is beautiful. It is the first Forgeworld book I've ever owned but I had some pretty high expectations and on my first flick through I have to say I was a little disappointed, honestly I don't think anything could have lived up to the sort of expectations I had built up around these books.

After sitting down and getting a little perspective, and a few more more read-throughs I came to my senses and realised that I love the way this book is put together. It's presented in beautiful technicolour throughout, the maps are wonderfully rendered, the illustrations are finely detailed and the images from the front line of the action are a triumph of miniature modelling, photography and Photoshop, even the design and lay-out are beyond reproach. The only thing I can compare this book to, in terms of quality of presentation, is the Rogue Trader RPG Rule Book by Fantasy Flight Games, truly a quality product as well.

There are a couple of things about the presentation which aren't to my taste, I'm not a big fan of the cover image, surely this book is about the fall of Lugft Huron while Carab Cullin of the Red Scorpions is a participant in the story I'm not sure he deserves top billing on the cover. In fact there is not a single illustration of Lugft in the entire book. Odd! The other thing which I don't particularly like are the pages of almost identical illustrations of Space Marines in identical poses which just serve to show the different Chapter's colour schemes. I feels like padding to bulk out the book and seems excessive, some people will undoubtedly like these images but for me, not so much!

The only out and out criticism of the presentation of the book I would make is that the grammatical and spelling errors present throughout the text really do detract from the suspension of disbelief required while reading any Sci-Fi story. Given the expense of this book and the quality of the rest of the presentation, I really would expect the proof reading to be of a similarly high standard. Disappointing but certainly not a deal-breaker.

Presentation – 9.5/10 (Proof Readers Required)


A Tragic Tale of a Hero's Fall from Grace

OK fluff-junkies, if you're into the Badab War, chances are that you've done your research, perhaps you've downloaded the BolS mini-dex, could even be that you took part in a campaign based on the setting, maybe you think you've seen it all. I'm here to tell you that you haven't. IA9 is all about the escalation of the “situation” in the Maelstrom Zone.

I don't want to spoil anything, but you may read in the Internet scuttlebutt that there's a lot of politics and that the story can be confusing to follow. To these points I would say that there is a level of “political intrigue” inherent in the story but it in no way drags the story down (unlike certain prequel trilogies I can think of) and it serves to give an empathetic view of the protagonists … in short I like the politics. To the “charge” of over-complexity, it certainly is a complex story but the scope is rather epic and I think if it were dumbed down it would be a disservice to the object of the book. Forgeworld have made some real efforts to help us readers follow this complex series of events (battles) over a vast area of space in the form of some really excellent campaign maps and they do help but I think you are probably going to have to read this one a couple of times to completely wrap your head around it.

The story is not completed in this book as it's part one in the series (which I think we can assume will be just the two books given where it leaves off in part one). As such I can't comment on the whole story of the whole Badab War but the story told in this book is a great tale with plenty of action, intrigue and, unlike parts of even the Black Library's own Horus Heresy series, it tells successfully, sympathetically and plausibly the story of the fall of a charismatic, brilliant leader and the ensuing chaos!

Content: Story – 8/10 (so far so good!)


I've got a fever! and the only cure is more Campaigns (… or possibly Cowbell)

We all know that while Imperial Armour books have great production values and cool fluff, what most of us are really after is the juicy new rules for exotic (and expensive) models and units. In this respect IA 9 does not disappoint! Not only do we get rules for special characters for all of the chapters covered in this book (more to follow for those featured in book 2), not only do we get a really great campaign system which I am chomping at the bit to have a go at (perhaps we can organise something here at Claws and Fists: hint-hint) but we get a whole new game type – Boarding Action.

I'm not going to say too much about the special characters here because I haven't had the opportunity to try any in anger, looking at them they look pretty well balanced and pointed, nothing particularly game-breaking jumps out at me. They represent the Chapters covered in the book: The Astral Claws, the Fire Hawks, the Marines Errant, the Red Scorpions, the Raptors, the Nova Marines, the Fire Angels, the Howling Griffons and the Lamenters. Each of these chapters is also afforded a significant portion of text going into their background which is nice if you are thinking about starting one of these armies, or if you have any interest in any of them as the detail is much greater than has been previously made available for any of the Chapters, with the exception of the Red Scorpions who have been extensively covered in previous IA books. The book makes it easy to use these special characters with the current Codex: Space Marines so you can play one of these Chapters on the battlefield with a nod to what makes that Chapter unique. Looks like a good start for the gamers amongst us.

Next we come to the mysterious Blood in the Void – Boarding Action missions. These look like a lot of fun with some interesting rules which look to replicate the dangers of fighting in the hazardous environment of a starship's inner structure and even it's external hull. The rules really look to have done a good job of capturing the theme of fighting a boarding action. The “Cold Void” special rule is particularly thematic where S4+ weapons cause rending if you are fighting while exposed to the Void to represent the danger of even a small chink in your armour being fatal.

Other rules cover explosions blowing you off the surface of the ship and out into space, the ship being effected by the pace battle going on outside, the danger of fighting amongst key structures within and without of the ship and even the dangers of using a jump pack indoors. There are a lot of rules and actually playing a game may be a slow process for the first few games while you get your head around the rules but I think once you get it down this is going to be an extremely fun way of playing a game of 40k and I'm looking forward to getting a few games in myself.

Lastly we'll look at the campaign system included which I think if a stroke of genius. Firstly the book contains advice for playing it faithfully with the chapters involved in the Badab Wars story, it also has advice for playing with any Space Marine Armies and goes on to give advice for playing the campaign with any mix of 40k armies. So it's a fully featured campaign system not just limited to the fluff presented in the book – NICE! The system is designed to be played by two teams representing the “good guys” and the “bad guys” consists of players from the opposing teams playing games against each-other through a series of five phases each lasting for a set period of time. Phases 1-4 award Campaign Points (CP) for 40k, Apocalypse, Cities of Death, Planet Strike, Battlefleet Gothic and the new Boarding Action games and Phase 5 is a large Apocalypse mission with specific rules detailed in the book.

During phases 1-4 the number of Campaign Points awarded to victorious players and their team varies depending on what Phase you are in, what types of games you play and how many points you play in those games. Each phase also has a special mission which may only be played once but is worth big CPs so strategy come into play because; what do Campaign Points make? PRIZES! At the end of each phase CPs are totalled up and the winning side is awarded an advantage for games of a certain system played in the following phases.

That's basically it, and my prose above really does not do the elegance of the system justice, it looks like a lot of fun and I'm really keen to try it out!

Overall I cannot fault the new rules that accompany this book, I can't imagine what more they could have added and I'm excited to try them out as soon as possible

Content: Rules – 10/10 (Really Explore the Space)

In summary this book is a worthwhile investment but probably only if you are a Space Marine player – but then again who isn't? Even if only a little!

Overall – 9/10 (Must Buy – if you play Space Marines)

Wednesday, 10 November 2010

The Balance Of Power

The door opened and the Archon beckoned her in. The Succubus bowed from the waist and entered the private chamber. “Well, my dear, that was a very successful raid. Drink?” She shook her head. He poured himself one and studied the glass as he swirled the blue liquid around before swallowing it in one go. “I take it that you have come to pick up your slaves?” “Yes, my Lord” she replied, “10,000 slaves.” “Now, now, we have an agreement; we would split all slaves 50:50, that means 5,000 for the arena and 5,000 for me.” “I’ve changed the terms of our deal. One of the Haemonculi owed me a favour and he gave me a very virulent poison. One of your lieutenants was kind enough to help me slip it into your drink. I’m told it’s very painful and it will take weeks to die.”

Behind her, the door opened and one of the Archon’s most trusted warriors walked in. “5,000 slaves seemed a small price to pay to be the new Archon” he said. The Archon tied to stand but found that he couldn’t, the neurotoxins was already working on his body. “Oh no, don’t get up” the Succubus said, a smile spreading across her face. It lasted less than a second before it was replaced by a look of shock. She looked down to see a blade protruding from her chest. She cast an accusing stare over her shoulder. “I’ve changed my mind” were the last words that she heard, “I’d rather be the new Archon AND keep my 10,000 slaves.” He slid his weapon out and she fell onto her knees, dead. The deposed Archon, still sat in his chair, could feel his lungs filling with his own blood but he still managed to let out a spiteful laugh.

Wednesday, 13 October 2010

Waaagh!!!

One of the fundamental things that makes the Ork, er, Orky is the Waaagh special rule. Nothing says I'm here to kick your ass like charging towards your enemy windmilling your arms and dribbling incoherent expletives! The Waaagh is key to making Orks work.

The number one thing that is on your side as an Ork is weight of numbers, the number one thing that is against you as an Ork player is your opponent's shooting whitteling down your numerical advantage. You might say “But I can take fast transports! He's not going to be able to shoot me up too much”. Well you're on the right lines but you can only cram 12 Boyz into a Trukk so you get to the enemy lines fast but you've lost your weight of numbers, 12 Orks just aren't that effective, the same is true of Biker Boyz. Nob Bikers are an exception because they don't really need the same weight of numbers as Boyz do but if you play Nob Bikers no-one will like you and deep down you'll feel bad and a little less happy with you life in general.

The solution to the problem is Battle Wagons and a good old Waaagh. 20 Boys crammed into a Battle Wagon allows you to bring weight of numbers to bare and, with a little luck (or Ghazkull), nowhere on the board is safe from a turn two charge from your mean greenies. What this means in real terms is that, at worst your opponent is only going to get two turns of shooting off at you, one turn if you went first! And this means you are going to be able to bring significant numbers of Boyz to mess up his lines.

The way I run this is to have 2 mobs of Boyz in Battle Wagons to act as a first strike, a way of tying up shooting units as soon as possible to allow my main block of 30 Slugga Boyz to reach my opponent's lines relatively unscathed. 20 Boyz in a Battle Wagon are going to do some damage but are unlikely to win out easily in most combats. However, 20 Boys followed closely by 30 Boyz is seriously going to mess up anyone's day and I find it an effective way to play Orks.

The last thing to say on the Waaagh is to mention the Prophet of the Waaagh himself; Ghazkull Thrakka. Ghaz is a total monster on his own but his ability to guarantee you a 6” fleet move on the turn you Waaagh is just golden. When you really need to roll well to ensure you make it into the crucial turn 2 combat, having an assured 6” move in your pocket is just too good to underestimate. There are many other reasons to take Ghaz in your army but this one is critical to many a game plan and no opponent of Orks should forget that!

Thursday, 16 September 2010

The Kids Are Alright

Confession time - I may act like a WAAC MSU gamer but it was actually the fluff that got me into the game. I've seen a few 10th Company lists on t'internet, built around lots of Scouts. So, I got to thinking what a similar list would look like for Space Wolves. Since our Scouts aren't new recruits, it would have to be lots and lots of Blood Claws. For HQ, we're going to want Wolf Priests as they're the ones that actually recruit the Blood Claws and implant all of the special organs into them. I also want to take some Swift Claws, some Sky Claws and a smattering of Wolf Guard to keep their young brothers in line. I'm going to aim for a 2000 point list with a couple of Land Raiders and hopefully Lukas the Trickster if I can afford him. Well, let's see what we can get:

Ulrik the Slayer

Well, he's the head Wolf Priest so let's slot him in. I've said before that I couldn't come up with an army for him so we'll see how he does in this one. He'll need a squad to go with;

11 Blood Claws, Power Fist

and we'll put them all in;

Land Raider Redeemer, Extra Armour, Multimelta

These guys want to benefit from Ulrik's Slayer's Oath so they're going to go round hunting big beasties and bikers. The Flamestorm Cannon is especially good against the latter as it removes cover saves.

Wolf Priest, Saga of the Warrior Born

I've taken this guy before and he can be quite killy with his re-rolls and Saga.

15 Blood Claws, Power Fist

These guys are going to be my big time anti-infantry unit so they may get two Flamers as well. To ferry them around and to add some firepower they get

Land Raider Crusader, Extra Armour, Multimelta

Wolf Priest, Bike

Well, I said I wanted some Swift Claws so they better have someone to look after them.

6 Swift Claws, Meltagun, Multimelta Attack Bike

I don't have that much anti-tank so I'm adding some that's very mobile with this unit. A lot of people say that Blood Claws are rubbish at shooting. Well, compared to everything else in the Space Wolf Codex, they are. However, with BS3 they're still hitting on a 4+ which is half the time and if you think that's poor then go and speak to the Orks. Personally, I've never had any luck with Swift Claws but they're going in because they fit the theme.

Wolf Priest, Jump Pack

Last guy, goes with the flyboys;

10 Sky Claws, Power Fist, Mark of the Wulfen

These guys get a bit more oompf against vehicles and Dreadnoughts with the Power Fist and MOTW. These guys can hide behind the Raiders and then jump out at an opportune moment.

Hmm, that only leaves me with 25 points left so no room for Lukas or any Wolf Guard for that matter. So, let's give the Wolf Priest on the Bike and the Wolf Priest with the Jump Pack both Meltabombs and the Swift Claws a Power Weapon. 2000 points exactly. Is it optimised? Not especially. Armies from the newer Codexes should be able to deal with 2 Raiders but older ones might not so with a bit of luck you'll win as many as you lose.

Tuesday, 14 September 2010

Dorn's Lament and the return of the Blood Angels

I have something of a love/hate relationship with the Blood Angels, I love the codex and the fluff but I just can't seem to get to grips with them on the table. You may remember that I did not have such a great result playing them in the Warp Storm tournament earlier this year, and whenever I bring them to our Thursday night gaming sessions I usually get blown off the table, even more so than with my Marines!

So you may think it somewhat self-destructive of me to be pursuing another tournament list based on the Blood Angels but that's exactly what I'm doing! It's partly down to the fact that this weekend Gav and I tried out our doubles list, my half of which includes Mephiston - who is a total beast. However that can't be all there is to it, particularly as  Mephiston is not in my 1750pt list (at the moment) - unfortunately I cannot come up with something I feel comfortable with that includes him.

Instead, what I am inspired by at the moment is the Sanguinary Guard models and, last weekend my plan was to use them to model an Honour Guard Squad. Just two days later and with a little help from some left-over bits from the Death Company box, we have the models below including a Jump Pack equipped Librarian.




Chief Librarian Clachas


Brother Promethius


Brother Aether


Brother Xiphos


Brother Argus


Apothocary Chiron

Why then; Dorn's Lament? Well, this comes from my need to be able to play both Vanilla Marines and Blood Angels (and possibly Black Templars in the future!) without having to paint two different armies, so I've been thinking about a common iconography to tie the paint scheme into both flavors of Marine. I think with a Chapter name like "Dorn's Lament" I can use a tear drop as the chapter symbol for my Imperial Fists successor Chapter which looks remarkably similar to a blood drop which will obviously work for my Blood Angels successor Chapter. It's a bit O.C.D. of my but things like this are important to the armies I play ... next up will be to write some fluff for Dorn's Lament and come up with a good name for the BA Chapter. Watch this space.

Saturday, 1 May 2010

Thorghir the Grim


Named for his taciturn appearance on the field of battle, Thorghir was a member of Berek Thunderfist's Wolf Guard. He was cut down by 10 Howling Banshees when leading a counter-attack against an Eldar warhost. Despite his wounds, he somehow survived and was encased within a Dreadnought so that he could continue to serve the Chapter. He still carries his favoured weapon from his days of flesh - a fearsome Assault Cannon.
From a tabletop point of view, his highlight has been a Rocky II -esque moment when an Ironclad and Thorghir managed to take each other out in the same round of combat.

Friday, 9 April 2010

Return of the Heroes

Those of us who remember the 2nd edition Space Wolf codex fondly remember the special characters that were contained within. Well Big Jim over at Galaxy in Flames has created some rules for three of these almost mythical heroes. While they're not quite the herohammer legends of yore, they do seem to be much better balanced for 5th edition. So, without further ado we have:

Kyrl Grimblood

Durfast Of Mordak

Wolf Guard Ranulf

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