Thursday, October 30, 2008

GW NEWS: Spray Gun Tutorial, Events, Misc.

Here's a list comprising various odds and ends of Games Workshop related news:

- Games Workshop has added a Spray Gun Tutorial to their website.

- On October 23, GW announced the appointment of a new CFO.

- The Citadel Realm of Battle Gameboard is now on continuous display in some GW stores around the US. These displays give customers the chance to get up close and personal with the product.

- The Warhammer 40k Lucky 13's Campaign in the US wraps up nationally in November.

- Hobby Center birthday events continue to be held around the US. There is special GW merchandise available only at these events. This includes special dice, posters, key chains and mugs. Door prizes and raffles are often part of these events as well.

Halloween Tales of the 40th Millennia


It was the darkest night we had ever seen. We were 15 light years outside of the Piraeus system back in 974.M41 and the Spiders were scared. We'd been raised from the meanest, dirtiest scum Necromunda could offer but this night was different. We were hunkered down in the icy dark in blasted out ruins of some derelict ship we homed in on and calmed our nerves with drink and cards. The dancing shadows from our lum-strips cast crazed shadows that cavorted through the wreckage and one by one we were dying.

We didn't know what it was, but every 49 minutes it returned... a short gurgle, a muffled scream, then nothing. We were down to my command squad and Commissar Gyart. He was thumbing his pistol and rubbing an Aquilla necklace incessantly. It didn't make anyone feel better seeing a Commissar nervous.

Then it came for ME. Out of the corner of my eye, I saw the shadows grow. They moved with a pattern of their own and formed into a blurred shape from my childhood nightmares. I peered back at my men I saw they were motionless. Not even the flames of our campfire moved and I knew I was dead already. As I turned to face this timeless horror I saw the glint of malice reflected from its impossible rings of razor teeth.

As it reared to strike I heard a BANG that shattered my very soul. Opening my eyes I saw an Astartes, bathed in green balefire step before me. He glared at my attacker, his eyes crimson coals. With bolter ablaze he struck the horror back into the shadows from whence it came.

I awoke the next morning with Commissar Gyart standing over me. He said I had slept peacefully through the night and no men had been lost. A lander was coming to pick us up and we would be off this icy rock in an hour's time. As the dawn broke over the horizon I began gathered my gear to proceed to our extraction site. I looked down at my feet and saw a single bolter shell nestled in the icy debris. A word was barely visible, etched into its ancient, corroded side. It said Firehawks.

~Its almost Halloween folks! Lets hear your 40k Ghost Stories! A special prize goes to the spookiest (and concisely written) one!

Calling All Armybuilder Authoring Dudes

Hi all, just a quick note as you all enjoy your countdown to Halloween.

BoLS is looking for someone with experience in authoring Armybuilder files to help us with putting together a BoLS mini-dex Armybuilder file. We have always been big fans of the program and figure that there is no better way to get folks to embrace and use some of our lists than by giving you all a nice easy file you can load to build some of your favorites like Genestealer Cults and the rapidly approaching Adeptus Arbites lists.

~If you have the skills and want to help being minidexes to the masses, hit the BoLS email link and let us know. Thanks all!

Wednesday, October 29, 2008

EVENTS: GW Halloween Spooktacular

Many GW stores in the US will be having special events this coming Friday evening, October 31. Events range from open mini-games with names like "Chopping Mall" and "Streets of the Dead" to conversion and costume contests. Some of the mini-games allow players to convert up a WYSIWYG miniature to represent themselves in the game. These games often have Halloween related themes, like halting a zombie invasion. Some game events and contests have prizes. If trick-or-treating is not your bag, you might want to check out the activities at your local GW store this Halloween and join in the fun there. Note that some stores are carrying their Halloween events into the weekend as well.

Here's a peek at the miniature I threw together last night for the "Streets of the Dead" game this coming Friday at the GW store. It still needs some clean-up on the sculpting and a coat of paint, but it will give you an idea of the fun you can have with these types of conversion contests and open games. I'll bet someone out there can guess what movie trilogy is my favorite after seeing this picture.


More information on GW store events is available at GW online. I attended the Halloween events at a GW store last year and it was quite the fun-filled evening so I'm really looking forward to this year's events as well. To all our readers, have a fun, happy and safe Halloween.

With luck I'll have some pictures and a report for you on the events at my favorite local GW store some time after Friday.

Tuesday, October 28, 2008

BoLS POLLS: 40k Changing ICs Edition



So I've noticed an interesting pattern of late with the Ork and Space Marine codices.

If you look back at many of the older codices from the tail end of 4th you see the "old fashioned" view of ICs. From the Phoenix Lords to the Chaos villians you see important individuals with some pretty unique wargear, a special rule or two, and generally a pretty beefy statline.

Sneaking in with the Dark Angel codex, and following it in Codex Orks and Space Marines a new trend emerged. These books have unveiled what I'm terming the "new fangled 40k" ICs who are "keys" to unlock completely different army builds and variants. Where Codex Eldar in the old style presented army variants within the individual unit rules (for example making full sized wraithguard units count as troops; to allow Iyanden buildouts), we now see things such as Pedro Kantor making veterans scoring, Sammael and Belial unlocking Ravenwing and Deathwing buildouts. Codex: Orks provides more examples, but in general the trend seems to be increasing as time goes forward.

My question is what do you guys think of this? On the one hand it would seem to be an attempt to bring ICs back into Warhammer from their early 4th edition state of "by permission only" exile. On the other hand, I find it a little odd that you HAVE to take a particular individual whenever you wish to field a particular army variant, as if it simply can't take to the field in the IC's absence.

~Whats your take on this emerging trend and more broadly; what are your feelings on the common use of IC in games? You know the drill, poll right column, attack!

Battleforge Games VS. Dragons Lair BATTLE-O-RAMA!!!


So this weekend I decided to take a day off and play in this inter store tournament. BFG picked 4 players and Dragons Lair also "choose" 4 players to battle it out for store dominance. The points were set at 2000 a piece, VP's were used to decide winners, and the thought was that everyone should bring "hobby" lists in order to create a nice and fun environment for some dice battles. I decided to play orks and ran with this fun list.

HQ: Warboss, PK, Bosspole, Attack Squig, Cybork, Eavy Armor
HQ: Big Mek, Field, Burna
Troops: (10) Nobz, 3 PK's, Bosspole, Waagh Banner, Painboy, Eavy Armor, Cybork Body
Troops: (29) Shoota boyz, 3 Rokkits, Nob, Bosspole, PK
Troops: (29) Shoota boyz, 3 Rokkits, Nob, Bosspole, PK
Troops: (29) Slugga boyz, 3 Big Shootas, Nob, Bosspole, PK
Elites: (15) Lootas
Heavy: Battlewagon, DeffRolla, 2 Big Shootas
Fast Attack: Deff Koptas (3), TWL Rokkits (3)
Fast Attack: Deff Koptas (3), TWL Rokkits (3)

A nice round about list that was fun. Here is a rundown of what each of the other players played.

BFG Players
Me: Orks "I don't like poems"
Nick "Cheater" Rose: 32 year Old Eldar
Jay: Eldar
Robert: Tzeentch Flavored Chaos Marines with one dab of Lash

DL Players
Mike: Dark "I like Poems" Angels
Byrce: Orks "What do you mean I need to play"
Kingsley: IG Chem Inhaler Madness
Nathan: Mixed Chaos Marines

Some of the DL players couldn't make it, so we had to make some phone calls and got Kingsley, a BFG regular and participant from last years battle, to come out and help DL. Bryce also came by and was able to help out DL and their two missing battle partners.

RD 1: Pitched Battle - 12 inch Deployment lines, nothing else funky. I ended up playing Bryce. So it was a battle of Orks on Orks. Byrce had two big squads of boyz, some boyz in a trukk, 5 deff koptas, 10 lootas, Warboss w/nobz in a trukk, and 15 kommandos. I put my boyz in big blocks and took advantage of the big mek putting out his protective field to all the boyz squads. First turn went to Bryce and I was unlucky in seizing the initiative. He flew Koptas forward, shot at my BW, didn't do anything. His two trukks moved foward and his small squad of lootas were ineffective. His deffkoptas were far enough forward that I could tank shock them with my Deff Rolla BW. He broke, ran back and my boyz jumped out and assaulted his 30 man boyz squad. I also blew up his Warboss trukk and did a few wounds to his nob squad (FNP nobz are poopies). But that first turn ended the game due to me having my hammer in the middle of his army, running through the squads. I had whittled down his Nob squad enough, that they wouldn't be killing out the 30 man squad in front of it, and I just had to wait and sacrifice squads to it and then get a massive counter charge off to kill them out.

Game ended with me at 2000 VP and Byrce at less then 200, one squad of slugga boyz were at below half. Massacre for the Orks, so we always win muahahah!!!

Other Players results.
Nick "I'm not 32, I'm 9000" beat Mike "Green Marines RARGH!!!" in a massacre.
Jay "Eldar are not Sassy" beat Nathan "Chaos gods be damned!!!"
Kings "Ringer" beat Robert "Chaos likes me." in a close game.

BFG 3 DL 1


Rd 2: Versus Nathan (Chaos) - Set up was Spearhead and Nathan rolled to go first. I filled up my entire quarter, with my field hitting all the squads. Nathan had a Defiler as well as a vindicator and a Lash Prince. Nathan put his prince too far in the back, so his first turn he didn't get a chance to lash anyone around, thus his Templates did not work as well. MIx that in with getting 7 5+ saves out of 10 and we can see how the game was going to go. My first turn, lootas ate the Defiler, and rokkits from my deff koptas immobilized the Vindicator. Nathan didn't get close enough to lash my guys around, and some more orks died to Noise marine fire. Nathan lost his first chaos marine to plasma overheating and it was onto my turn. I had moved my BW around to get into range to charge some Plague Marines and Noise marines hidden in a forest. Lucky for me, my waagh took me close enough and I was able to hit both squads. PK to the Plague marines and Choppas to the Noise Marines. I also shot the power Daemon Prince down with Loota fire (Lootas for the win?). After that it was just munch time as my nob squad made it around his army, kill both noise marine squads, plague marines, and vindicator. Again the evilness of Nobz with FNP rears its ugly head.

Game ended with me at 2000 vp and Nathan at 0 (Nothing below half).

Other Players results.
Robert "I paints good!" beat Mike "Eternal Dice hatred"
Kings "Super Ringer" beat Jay "YOU FAIL ME SPACE ELVES!!!"
Nick "I swear I'm not 32" beat Byrce "Nobz = epic fail!!"

BFG 6 DL 2

Game 3: Versus Kingsley and his IG: Dawn of War

I won the roll to go first and set up. I set up 18 inches away, ready to blast some dudes with some fire. Of course the dice gods were against me as Kingsley rolled to seize the initiative. All those awesome orks in the front... They started to die to massed templates (Two Demolishers, 1 Battle Cannon, and a hell hound). So there went my perfect games hah. Still the game went alright and I held my own, with my nobz eating up a lot of units and basically allowing me to stay in the game. The nobz lived and stayed at under half but both my HQ's ate it as well as 2 squad of boyz. My lootas took out some light armor and regular doods, but for the most part were living on the life due to dealing with the bits from Nathan. Still a good game and as usual Kingsley brought his A game. You can see his army in a lot of the battle reports from good ole Aventine.

Game ended with me getting 1043 and Kingsley getting 1350 - Minor loss to me.

Other Games:
Mike "Green for the Tie!!" drew with Jay "Space elves just want love."
Robert "Super Paint!" beat Bryce "Orkie ork ork ork"
Nick "Dice love me like your mom" beat Nathan "Stoopd chaos!!!"

BFG 8 DL 3 Draw 1

Game 4: Versus Mike and his Poem loving Dark Angels. Pitch battle deployment

Mike won to go first and I couldn't sneak the initiative from him. I set up in a huge block as usual and was ready to just push forward with my BW and take on some Green Marines. Of course the dice gods favored Mike, one lone lascannon took out the poor battlewagon with a 5 to hit, 6 to pen and a 6 to blow it up. Of course I rolled a 3 to try and stop it. To add insult to injury my Warboss took a wound coming out of the BW. Bastard. They fell out, weren't pinned and were ready to add some helmets to their victory pile. My turn, my lootas ate a Razorback, regular shooting was just blah and some rokkits stunned one rhino. My warboss ran up and got to the center, ready to jump over and waagh into some Marines. Next turn, Mike's shooting left him (can't hit with meltas or can't wound) and it was up to me to come on. One squad of Koptas outflanked in, and gummed up a squad of heavy bolters. My lootas took out another rhino and a rokkit blew off more weapons. My Warboss got a good movement as well as a waagh and was able to hit two squads in assault. Rinse, repeat, the squad ate it and spread out to take on what was in the Land Raider. Mike threw out the raider and his Commander with Lit Claws took on my warboss. Sadly his commander wiffed and my warboss added his head to his backpack. The rest of the squad ate it and the nobz of doom went off to get the land raider and some other Marines. Oh his terminators came down near the nobz, but their fire didn't help (heavy flamer and storm bolters didn't get throught FNP and cybork). My warboss ran into the land raider with 3 other PK nobz as the other bits hit two squads of marines. A big explosion later and we are left with 2 marines and a whole bunch of nobz. The terminators were about 14+ inches away, and thus taken out of their chance to squish some green skins. Mike called it after that, since I had gotten some boyz in charge range and he just had some dudes and Terminators I was going to torrent the hell out of.

Game finished with me at 2000 and mike at 270 (Deff Kopta units).

Other Games:
Robert "Chaos loves me long time." beat Nathan "Chaos doesn't call me the next day."
Jay "ME HATES ORKS" lost to Bryce "I guess Orks kinda like me"
Nick "Woot you suck Thomas" beat Kingsley "Ringer 4000" in a good game.

Final BFG 11 DL 4 Draw 1

Total victory points for me is 7043 and by the looks of it in second place in total Victory points.

This was a fun little tournament with everyone looking at just having a good time, versus total annihilation. I wanted to try out the BW and I can say for sure, you need more than one. If I had two others, it would have been a different army and in a lot of ways, a much more abusive list. But hell I will wait till next year, to grab me two new BW's and start the chant of dirty bastard from my local players. To everyone that played, thanks for making this a fun tournament, and for my teammates, thanks for kicking bootie heh.

Sorry for the lack of game pictures, I was rushing to get my games in due to people being late and the sheer number of damned dirty orks that have to run around. Also, if I messed anything up in my reporting, comment and I will fix it. Next year we will hopefully have a few more stores involved and thus have a much grander tournament. Thanks to everyone involved and a big shout out to the store organizers for both BattleForge Games and Dragon's Lair Comics. I thought this tournament was a lot of fun and we went into it for the spirit of the game, instead of just crushing the skulls and doing a happy dance on their dead bodies. Good games all, and I hope to get a chance to throw down next year.

Now onto some art, my Battle Wagon in action.


If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

EDITORIAL: My Hobby, Your Hobby, The Hobby

Last week I had a discussion with a manager at GW HQ that focused on ways to build the hobby community in our area. My friend summarized the situation in a way I thought was brilliant, referring to it as "my hobby, your hobby, the hobby". I believe what he meant by that is that the challenge that faces anyone trying to grow the hobby through community building is to find ways to provide people with help and fun that fulfills their own hobby needs even when those might be quite different from your own.

For example, I recently ran a Drop Pod building clinic at a local GW store a few days after the model was released. This was very helpful to anyone interested in building that specific model, but activities like that don't reach a wider range of the community. After all, not everyone, not even every Space Marine player, wants to build a Drop Pod or wants help with it. It's the same with painting clinics. There are many people who love to paint their models and who are greatly interested in tips on doing it, but again, not everyone paints their models. Now this is not to say that activities like assembly clinics for certain models or painting clinics in general should disappear. Quite the contrary, these are highly useful to a lot of people. But the question remains, how can we serve the needs of the hobby rather than just my hobby or your hobby?

One thing we can do is passive rather than active, but important nonetheless. Few people are more passionate about building and painting models than I am, but I never denigrate others who have no interest in it. Remember when GW used to kick customers out of the store who had unpainted models? Guess what, it did not grow the hobby or their business. A customer is a customer. There are people out there who collect the models and leave them in the boxes as they literally just stuff the unopened boxes of models in a closet collection and leave them that way. Is that for me? No it isn't, but they paid for the models and they can do with them what they please. The fact that they spend money on the models helps keep GW afloat and keep the hobby alive for those of us who do paint and convert lovingly. Customers who hang around the store playing games with unpainted models buy a lot of product and stores need customers who buy merchandise. It's that simple. Low sales mean store closings and that's bad for all of us in the hobby. The first obligation of any business to its customers is to stay in business (thanks to Mr. Lightner for that one, what a great quote). Would I like to see everyone paint their models? Sure I would, but it's not for everyone and it never will be. I love Thai food, but that's not for everyone either. That's life and everyone who paints needs to learn to accept the fact that not everyone who collects models likes to paint them.

Of course, it's also important to be active in promoting the hobby. This means sharing what you know when people ask questions or show an interest in your hobby. From what I've seen through hundreds of hours spent at my local hobby stores, all hobbyists both new and veteran alike benefit from sharing ideas. It's fun, gets people excited about their projects and often provides inspiration that gets projects completed either more quickly, with a more satisfying outcome, or both. Providing help to people with their hobby is rewarding for purely altruistic reasons, but there is also the satisfaction in knowing you helped keep the hobby alive and well. An ulterior motive for being helpful in this case is not a bad thing, because if you want to keep your hobby alive it's important to support others in their hobby for the sake of the hobby. It's a win-win situation for everyone involved.

It's also essential not to discourage people in their hobby no matter what level of participation they currently enjoy. The way to get more people interested in painting and converting is to keep them in the store near people who do those things and to encourage them when they show some interest in the hobby. Don't insult them, avoid them or wish they'd leave the store, let them enjoy their hobby their way. Eventually some of them will be converts (pun intended) to the painting and converting fun of the hobby. I know, because I have had at least one person who only used to play with unpainted models come up to me and say they started painting because I made it look like so much fun.

Now, it's time to gather up some bits for a conversion I have planned to represent myself in the "Streets of the Dead" event this Halloween at my local Battle Bunker. With luck I'll have some good pictures of conversions and of the costume contest to show you after the Halloween events are over. Back to the hobby!

Red Corsairs/Astral Claws Logo Sheet



Though my guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.
-The Tyrant of Badab


Watch out folks, because Huron Blackheart is coming your way. The story of the fall of the Astral Claws and their corruption into the Red Corsairs is one of the coolest "side shows" in the 40k universe. The Badab War has been with us since Rogue Trader, and these guys even have a cool paintscheme and their own named character and mini. Its time they got some love!

You didn't hear it from me, but word on the street is you might be able to divine some patterns of interest by taking a close look at the logo sheet archive and putting two and two together (wink, wink, nudge, nudge)! Enjoy guys.

We have been noting for a while that GW does a great job of covering the major Chaos Legions with their decal sheets. However, there are a number of great looking renegade chapters who get a good amount of back-story and have great alternative uniform colors that never have had decals produced for them. In the interest of promoting diversity in the Chaos Marine community and encouraging players to branch out beyond the Traitor Legions, I continue our line of logo sheets for some of these other chapters who I think look great and have no GW decal support.

Here is the link to the PDF file for the logo sheet you can freely pull down and use:

Download Here

The sheet is designed for printout on decal printer paper which is easily available online. These decals are designed for the CLEAR decal paper. The procedure is as follows:

CLEAR PAPER: If you use the clear decals, the decals need to be applied to a light colored surface to be visible at all. The procedure for applying the "outline only" decals is to apply them to a white surface, and wait till they are fully dried. Then using the outlines as a guide, paint in the darker color around the decal if needed. It is odd, but gets the job done.

Click here for a detailed Custom Decal Tutorial

This sheet is sized for superheavy vehicles up towards the top and scales down to marine scout shoulderpad size at the very bottom. I have included the standard black chapter logo, as well a small amount of inverse white logos for folks who want some variants for something special. Please make sure you run off a test sheet first on your printer to make sure.

In any case, enjoy and I wish you the best in using this set for your forces.

~Please feel free to leave comments if there is a special Chapter, Craftworld, or something else you would love to collect, but have no GW decal options, and I will see what I can do. Finally, lets see if any of you can solve my little logo sheet archive mystery...

Monday, October 27, 2008

CAMPAIGN: Macharian Crusade: Week 2



The Macharian Crusade League is underway!

We had almost over 40 folks show up at Battleforge Games yet again, and the Macharian Crusade is grinding forward. This second week featured all seven army groups pushing and shoving their way forward into their first warzones, and 1 hallmark game; The 4th Army's Battle of Hoight. Lets do a quick recap so everyone can see how the forces of the Lord Solar are faring.

1st Army: Kallastin Warzone
Merican, Krieg Korps, Cadian Rangers vs Advanced Heretics (Tau), Orks
The world of Markos has tested the 1st Army to the limit. Across multiple fronts, the Merican, Krieg, and Cadian Rangers report a full stop and determined resistance by all enemy forces met. Macharius is currently embroiled in contingency planning to get his army moving forward.
Status: Stalled




2nd Army: Argolis Cluster Warzone
Mordians, Barac Pioneers vs Chaos Daemons
General Sejanus and Apfel report continued resistance to their advances. Continued operations on Altair and Chiros have stalemated, and Chaos Deamon rifts are growing in the vicinity. If the situation is not brought under control, the Argolis Warzone may have to be abandoned.
Status: Stalled


3rd Army: Takar Warzone
Cadian, Genswick Rifles vs Orks
General Tarka reports a major breakthrough in the Takar Warzone. Genswick forces on Scaros have routed a major ork Waaagh, while Cadian Shock Troops have devastated Ork raiders on Takar. The Third Army is proceeding westward at good speed and expects to exit the Takar Warzone shortly.
Status: Advancing Quickly





4th Army: Hoight Warzone; Battle of Hoight
Tallarn, Steel Legion vs Rebel Guard, Orks

General Lysander reports a total victory on Hoight, with the complete conquest of the native culture. A full battle report of the Battle of Hoight can be found here. General Stanislaw reports the 4th Army is in high spirits and has exited the Hoight Warzone. They are currently the leading Crusade Army Group and making best speed towards the Kelementia Warzone. The Lord Solar has ordered a Crusad- wide toast to General Lysander's progress.
Status: Advancing Quickly




5th Army: Xenos Pacification Warzone
Cadian, Harakoni vs Tyranids
General Crassus has ground to a halt. Cadian forces have been thrown back by the monstrous inhabitants of Thannos in an unexpected counter-offensive, while Harakoni General Timovich has been forced off-world in the Attropos system. Astartes and Mechanicus assistance has been requested. Deathwatch Master Pizarro killed three Tyranid monstrous creatures in assault single handedly in the battle shown below.
Status: Stalled






6th Army; Christos Warzone
Catachan, Methalor, Terrax Armored Corps vs Chaos, Chaos Marines
General Arrian has reported a resounding success due to his direct intervention in the Christos Warzone. Methalor troops have thrown back traitor marine forces on Christos and are advancing quickly. Unfortunately, Terrax and Catachan campaigns against allied renegade Astartes forces on Elinia are still stalled. General Arrian has turned down his general's requests for Mechanicus support, and is reassigning penal regiments to reinforce their positions via the Methalor Express. Methalor Colonel Savoy reports the shanking of: 1 Ork Nob w/ power claw and eavy armour, 1 Skull Champion w/ Power weapon and plasma pistol :)
Status: Slow Advance




7th Army; Centaurus Warzone
Cadian, Valhallan Armored Corps, Rogue Traders vs Eldar, Tyranids
General Cyrus reports slow progress in the Centaurus Warzone. Cyrus' Valhallan Armored have smashed through bestial aliens on Centaurus, while Cadian General Elohir has been mauled by the same xenos forces while opening up a second front on-world. Rogue Trader Thrift reports a major rout of Eldar forces in the vicinity of the now cleansed asteroid field of P-1138.
Status: Slow Advance


Total Results:
1st Army: Stalled
2nd Army: Stalled
3rd Army: Advancing Quickly

4th Army: Advancing Quickly; (Hoight Warzone Conquered)
5th Army: Stalled

6th Army: Slow Advance
7th Army: Slow Advance

Summary:
The Macharian Crusade is grinding forward. This week sees a partial reversal of week 1. Now the 1st Army has bogged down and several other army groups who were mired out of the gate have "gotten their sea legs" and are advancing quickly. The troublespot of the campaign is currently the stalled 2nd Army under General Sejanus which has been bruised and battered for two straight weeks. The 4th Army under General Lysander is the standout at this time, having cleared their first warzone.

Next Week: The Crusade pushes forward; several Army Groups break into their second warzones...

Sunday, October 26, 2008

REVIEW: Realm of Battle Gameboard


There is currently a Citadel Realm of Battle Gameboard sitting on open display in our local Battle Bunker, so I thought it would be appropriate to offer a review of the product at this point since the item is now readily available for both customer inspection and pre-orders. Before I begin I want to offer a disclaimer. We all know the price of the item and I think we all as regular GW fans and customers have an opinion on that. To avoid the inevitable debate, anger and digression that often accompany discussions of price, especially those that are more than $200, I am going to limit myself to reviewing the product itself at this time with as little mention of price as possible. I realize it's a huge issue for many people in this case, so I won't ignore it entirely, but my focus will be aimed firmly on the product. The price topic has been discussed here on BoLS already more than once and on other forums as well. Rather than flog a dead Ork or an undead skeleton warrior, let's have a good look at the product itself, shall we?

First, if you are thinking about buying the Realm of Battle Gameboard (heretofore referred to as the RBG for the sake of brevity) and haven't seen it in person or at least seen the closeup pictures of it in the latest White Dwarf, you should definitely do that. The little details and artistic flourishes in the board sections themselves are terrific. Details such as what appear to be overgrown tiles from ruined structures, small naturalistic rock piles, occasional bones with skulls and shallow pits filled with skulls abundantly adorn the board. The larger decorative areas like the tiled regions and skull pits can be placed to appear random or placed together to create thematic areas for games. These features are also recessed in a way such that they will not snag your movement trays for Fantasy Battle. The details and their execution are well done. I am quite impressed with the look of this product now that I've seen it up close and personal. Seriously, the look of it alone exceeded my expectations and it was fun just to go over it for a while and scrutinize all the great little details sculpted into it. It was mesmerizing!

Second, the RBG is of high physical quality. The whole set weighs 30 lbs., hence the $15 shipping fee in the $290 price if you order it by mail from the US GW online store. Each board section is a chunky, relatively thick piece of plastic and the back of each board section is filled with a cross-hatch grid that reinforces it. The result is that each board section is rigid and durable enough for someone weighing more than 200 lbs. to stand upon it with no damage or deformation. I've seen this demonstration for myself and again, the RBG lived up to an extremely high expectation of quality. This is not a product that will be damaged easily in either casual use or transport.

Third, the carrying bag for the RBG is lightweight and durable. The inside has a pouch for the clips that are used to secure the board sections during play and there are plenty of extra clips included in case you lose a few here and there over time.

So, is it worth it? Again, I want to avoid getting bogged down in a discussion of price as that's already been done to death. Every customer will have to make that decision for themselves and I don't think anyone is saying that $275 US or £150 is not a lot of money. However, just on the quality of the product alone I would have to say that if this is something that interests you and it's not completely outside of your potential price range, you owe it to yourself to take a close look at it. The quality is excellent, the product is versatile and relatively portable and easy to store, and it is truly beautiful to look at. Another thing in its favor is that it is so well made you should never have to replace it, so expensive as it may be it should provide years of enjoyment to its purchasers. The concept and execution of this product will likely please anyone considering purchasing it and if there are indeed specialty expansion tiles planned for the future as mentioned in the recent issue of White Dwarf, then the worthwhile nature and fun value of this product will only go up over time.

I know this product will be a tough call for many people now due to the cost. Hopefully, this review will help some customers decide whether or not this product is right for them. Whether or not you were planning to buy the game board or not or even need something like it or not, check it out for yourself if and when you have the chance. It is pretty cool!

Sunday Odds and Ends...



Hi guys a few little items that have been building up on this slow Sunday:

Dark Heresy Adventure Contest
Fantasy Flight Games has announced an official Dark Heresy Adventure Contest. The winner gets his work posted on the Fantasy Flight Games web site and receives a signed copy of Creatures Anathema, an upcoming bestiary book for Dark Heresy.

International Inquisition Day
Do you love smiting Daemons and putting Heretics to the torch? I know nothing else help's me ease the mind after a hard day at work. A group of Witchhunter and Daemonhunter players are putting together a little project so ask GW what's in store for their favorite Inquisition lists. If you're interested in helping them out check out the details here.

New Swag
Without doing something silly like moving ads around on the site I though I should instead just point out that I added a ton of new t-shirt and swag designs to the BoLS Store. Feel free to take a gander, and if you think I can crank out logosheets in no time, I'm even faster with t-shirts. If you have a cool idea you think would look cool (and is legal) let me know and I'll see if I can cook something up.

~Have a great one guys and keep your eye's peeled for more Macharian progress coming soon.

Saturday, October 25, 2008

40k SNEAK PEEK: 2nd Wave Orks (Part 3)



Images brought to the community by Warseer and Gioconomicon.net

You all didn't really think we were done with orky goodness did you?





~I'm blown away by the grots and slaver kit. If the pricelist listed here is correct and you get 10 little dudes, a squig and slaver for $15, then its one of the best deals to come out of GW for a long while. Those plastic stormboyz ain't to shabby either... It almost brings a tear to my eye after seeing the ork player community have to toil and scratchbuild for so many years with those Gorkamorka trukks and ancient minis. It really is a green year!

NEWS: Mechanicum


Mechanicum, the next novel in the Horus Heresy series from Black Library, will be available on November 25 in the USA according to Amazon.com. This is a mass market paperback that lists for $7.99. The first 300 copies sold directly by Black Library will be signed by the author.

Another recent Black Library release, Titanicus is currently available for a limited time in a hardcover edition and is offered at a considerable discount off the list price at Amazon.com.

TACTICA: Black Templars Introduction


Guest Tactica by Darkwynn:

Hey guys today we have a quick and dirty primer on the Black Templars by one of the best Crusaders around, Darkwynn. This article will go into the basic strengths of the army and common buildouts you can both try out or expect to see on the 5th edition tabletop. Darkwynn, take it away...

Hi guys, Today let's go over the Black Templars, one of those armies that hasn’t gotten a lot of attention and has a lot of hidden strengths in 5th edition. The article is going to go over a brief breakdown and cover the basics of the army. The Black Templar army is currently one of the strongest hitting armies out there if not the strongest, hands down!

Vows
With the current set of Vows an the changes they underwent in 5th edition, the army can just be brutal. They have four vows to choose from but I am going to go over the main two you will se seeing:
-Accept any challenge no matter the odds: This is the bread and butter vow of the Black Templars. In 5th edition, this allows your whole army (except neophytes) to have the Preferred Enemy USR! This vow only gets better when you have more marines on the board. The vow is 50 points but well worth it if you have over 40 marines in your army.

-Abhor the Witch: This is the second vow that is very good and a lot of people don’t give it the proper credit. This vow can come in very handy as it can allow your squads a d6 inch move (which you can reroll with Crusader Seals) before the game to close the distant towards an enemy psyker. Basically this allows you to get into thier lines one turn earlier which usually can turn the game around for you. Do you remember any games where you knew you could have used that extra turn in assault to turn that close defeat into a victory? Enemy psykers are more common that most folks realize.

List archtypes:
There are three basic styles of list that the Black Templars excel at, but these work best if you use them in a "pure form" and don't mixed styles. Remember for all of these styles, your opponent is hard pressed as you can now run in the shooting phase, and any fire into your infantry usually only get them Righteous Zealing into assault even faster...yikes!

-Crusader Horde: Perhaps the most powerful list. This is really a tough army for anyone to play. It can beat down Orks and overwhelm marines. The only people who are going to give you a rough time are Jwolf’s IG >.< ( the list hates battle-cannons; and any other heavy ordinance list). The basic idea behind this list is to have so many bodies the foe can’t cut through you fast enough because you are running multiple 15 man squads. You are also staggering your charges so if one of your units charges or gets charged you are able to support them with two other units. Run your units in an interlocking chain. The con of this list is very little anti tank. I usually equip my squads with a powerfist and a metla gun and I can handle most of the tanks on the board. You just won’t have any long range hitting power.

-Mechanized Crusaders: I Think mechanized lists are going to be growing in 5th edition quite a bit; especially with the growth of Orks in the tournament scene. The Mechanized list is usually one or two land raiders with rhinos cruising alongside for all your squads. This list is extremely fast and hard hitting. The best thing about this is it is fast enough to allow you to use divide and conquer tactics as you have much more ability to focus your efforts on isolated elements of the enemy. The list's problem however is once you start losing one or two tanks it can go downhill very fast. This list is the most flexible for any player and probably a good starter setup for new Black Templar players.

-Crusaders from the Sky: The dreaded drop-pod list. First off, I want to say for 1500 points or more you really need to get 8 or more drop pods in your list. Otherwise the army will be to hit or miss. The more drop pods the better as you can reliably get at least two or three drop pods per turn and not come in piece meal. Again this has some very good abilities with the army and fights in a similar way as the mechanized list does. You hit one side of the enemy army and overwhelm it.

~Thanks for reading this far, and keep your eye's peeled. I will be putting up sample armies for the three Templars Archtypes listed above soon for you all to play around with. lets hear what you think about the Black Templars and what you've seen on the 5th edition tabletop.

Friday, October 24, 2008

40K SNEAK PEAK: 2nd Wave Orks (Part 2)



Images brought to the community bt Warseer's: MastroBurattinaio

Yet more Ork goodies from GD Italy







~Maybe its just me, but "Orki Kapi" makes me think those Nobz should be wearing pinstripes, fedoras, and wielding tommy-gun shootas :) How I love Italy.

Thursday, October 23, 2008

REVIEW: Imperial Armour Masterclass Vol:1



~A guest review by: RedScorpionsGirl

Imperial Armour Master Class Volume 1, the newest book produced by Forge World, was just released on 17 October 2008. This book, written by Phil Stutcinskas and Mark Bedford, brings you into the world of Golden Daemon quality painting and modeling. When you open to the contents (if you are lucky, you will get one of the first 500 that have been autographed by both authors, as I was lucky enough to) you will find it rather simple, but to the point.


Table of Contents

-Introduction
-Tools and Equipment
-Renegade Medusa
-Cadian Stormsword
-Krieg Macharius
-Krieg Macharius Vanquisher
-D-Battery, 45th Artillery Company
-Marching to the Front
-Krieg Malcador
-Imperial Airbase Typha-IV
-Marauder Destroyer
-Marauder Bomber
-Thunderbolt
-Valkyrie
-Tau Tiger Shark AX-1-0
-Tau Barracuda
-Siege of Vraks, Sector 577-449

Contents
It starts as one would expect, going over tools and equipment used throughout the book, the basics such as primer, knives, files, etc. to epoxy, white spirit, Klear floor polish, screen wash, weathering powders, hairspray, airbrush with compressor and an unusual use for the contents of a used water filter. Each of the items is allocated a paragraph or so to explain its uses when you continue on. (To answer what the water filter contents are for, Rivets! It is explained in the book how this is accomplished) Very unusual uses for some of the most common household items in some cases.

Modeling
On to the modeling, the first tank on the list is the Renegade Medusa. Being the first of the builds, this is the ONLY tank that is completely built within the confines of the article. They start off by showing you the bundle of plastic sprues and the resin components of the kit and go from the ground up building it. Unfortunately to some, this is the only tank they lavish this much time on, one can only assume they were trying to convey the idea of not treating the reader like a complete novice and they are looking to the book for inspiration on fine detailing for their finished model. The best ways to take the surplus blocks of resin (called feeds) off and removing flash without damaging anything is discussed, as well as shown in large clear photographs. (everyone knows how trying the larger blocks can be) Extra details are lavished onto this tank throughout the article with detailed directions and good close up images through the steps.

Track hangers are constructed, details added to the dozer blade, barrel drilling and more are discussed and shown. Making tow cables with parts of the original pieces of the plastic one combined with picture hanging wire is discussed (complete directions with pictures) as well as distressing track guards and more. Battle damage (while it’s an amusing thought that all of the tanks just rolled out of Mars production facilities….umm..sure, NOT) is brought up, with a full page devoted to it with the how to. (only 6 steps) The authors bring up several points within the entire text of the book, noting one in particular in regards to this tank, “one can imagine that the once revered Imperial iconography would have no place in a Chaos army. I am sure that one of the first jobs that the Chaos militia crews would have done to their newly requisitioned vehicles would have been to attack the hated Imperial eagles with grinders!” The exquisite detailing continues with instructions on making spare tracks to hang on the tank, grab handles and more.

Painting
Next comes the painting process. They go over airbrushing, as well as a few techniques to bring rust to the model, paint chipping, oil and debris (ie. gearing assemblies that would need lubrication), and painting the fighting compartment interior. Continuing with the painting at this point, they move onto the camouflage, showing how to use low tack masking tape and an airbrush to accomplish this. They then complete the tank with weathering, rusting, mud and dust, shell strikes on the armour plating, and finishing up the tread. The final touches are rusting the dozer blade using hairspray, working with some of the brass etches, and finishing up the tow ropes and spare track links.

This tank build is extremely informative, and covers pages 12-33 in the book, as they break down and show you how to do a lot of the different techniques that produce the final tank shown on the last 4 pages. It is a great read to see just how many different techniques and ideas were used to complete the final piece.

Moving on through the book you find several finished models they use to show you how to apply different techniques to. Some of these techniques include oil and grease, rust paint, dust and dried mud, flamer turrets, leaking fuel, lenses, weathering, highlighting paint chips, and more. You are shown a single shot in most cases of the tank before any of the techniques are applied but the focus of the photography is the end result.

Dioramas
The next detailed build consists of making a diorama. This diorama, being D- Battery 45th Artillery Company, is rather extensive, consisting of a dug-in Earthshaker Cannon, and a Trojan delivering artillery supplies as well as all of the expected crew milling about. The pieces themselves have already been finished, and this article focuses on building the diorama itself. The weathering of the tanks is discussed, and then it moves onto building the diorama. Forge World trench sections are the mainstay to build the emplacement the cannon sits behind.

A sturdy wooden base is the start of this, with the main sections of the diorama built up with insulation foam. The article continues through to explain how to make it look as if they have been there for quite some time, mud churned up and that its location has been shelled several times as well. Adding details, like the spots that have been shelled as well as areas of reinforcement with sandbags is shown, then it is built up from there, starting with a mix of household filler, PVA glue, grit, sand, gravel and scorched brown paint as well as all the extra bits and such that were planned out. They then proceed through the painting and finishing process for the base itself, painting anything that needs to be detailed separately and adding it to the base when the time is right. The Trojan is added, as well as the finishing touches on the Earthshaker Cannon are made, and then the crew that will be in the diorama are discussed and painted appropriately. The entire article spans pages 66-85 with the last 4 pages devoted to the pictures of the final project.

Pressing further into the book you find an article on modeling and painting mud, winter camouflage, and creating the Imperial Air Base Typha-IV. The Air Base is the beginning of the aircraft section, encompassing detailing both styles of Marauders, a Thunderbolt, a Valkyrie, a Tau Tiger Shark AX-1-0, and a Tau Barracuda. Within each of these two page spreads, there is highlight on where the paint scheme was derived (in most cases Forge World’s book Tactica Aeronautica provided the inspiration for the paint scheme) and highlighting a few of the finishing touches that are unique to each of them respectively.

The final build is the Siege of Vraks Sector 577-449 battlefield. This is an interesting article as it goes through making a modular gaming table. It was being made to go to Gamesday 2006, with a starting size of 4’x2’ and looking at a finished size of 12’x4’. They go through the making of the boards, and how to make sure everything lines up so it is truly modular, with everything being able to work both together and separately. They delve into shaping the foam, then move to texturing the boards, fine details and painting it. The last 8 pages of the article and book respectively are devoted to showing the finished product, with Titans fighting on the last two. A couple of the techniques mentioned previously in the book were pointed out on the Titans as well.

~Overall the book is a good read. A lot of good information awaits you, and some unusual techniques, tips and household items to use that will, with a little time and practice make your model truly unique. The only downside, in my opinion was the extensive use of the Death Cops of Krieg models within it. It seems it would have been a more diverse book if they incorporated a model from each of the races if they are going to show different techniques and ideas. While it is great for the Guard/Krieg enthuiasist, something that also incorporates the Orks, Eldar/Dark Eldar, Space Marines, and Inquisition would provide a little bit of something for everyone. It has been mentioned that this is the first book in a possible series of Masterclass books, so hopefully this is the intention, each of the volumes having a main focus, but also touching on several other models as well.

Four Stars **** (out of 5)

Wednesday, October 22, 2008

Macharian Crusade: The Battle of Hoight



Greetings everybody! The Battle for the Paradise World of Hoight was fought this week by the forces of the General Lysander's 4th Army Group. This verdant paradise was discovered deep within the Argolis Cluster. It was defended by an advanced human culture whose military termed themselves the Paladins. This is a after action report of the climax of the campaign.

First, a brief description of the forces:

+++Report Begins ~ Lysander+++
4th Army Group; Hoight Invasion Taskforce
4th Army, General Lysander commanding
41st Field Kitchen Platoon (10 Ratlings)

21st Tallarn Desert Raider Company (Colonel Raz Aziz)
(Crusade Formation)

407/1 Hellhound Hellstorm Formation (6)
(Imperial Armour: Apocalypse formation)

423rd Tank Company (Hive-Marshall Stanislaw; Steel Legion)
423/1 Leman Russ Battle Tank Squadron (3)
423/2 Leman Russ Demolisher Squadron (3)
423/3 Leman Russ Vanquisher Squadron (3)

4111 Superheavy Battalion
Hellhammer
Stormsword

The Warhound Titan ‘Indomitable Vengeance’; Legio Metalica

The Paladins of Hoight

Home Guard, Psyker-General Velatorin commanding
Paladin Lascannon Defense (craploads of Lascannon support teams)

Old Guard
5 Platoons of Lascannon Infantry
Leman Russ Tank Squadron (3)
Baneblade Formation (3)
Shadowsword Titan Killer

Beasts
Trygon
Exocrine
Raveners (2x3)
Hormagaunts (2x20)

Once objective were placed, the deployment over, the Scout moves of the Fast Attack over (Lysander allows all Fast Attack to make a full move after deployment), and a 4 rolled for first turn, the Imperials opened fire.






Imperial Turn 1:
The Titan and Vanquishers laid into the Shadowsword, doing 2 structure points, immobilizing it, and nearly destroying the main gun. The Stormsword and Hellhammer fired into the front ranks of the Hoight defenders, tearing huge gaps in the lines. The Hellhounds laid out 2 Hellstorm templates that terrified the Hoight defenders – if this formation was allowed to fire for 3 turns, neither man nor tree would be alive. The Battle Tanks fired on the enemy Battle Tanks, accomplishing little other than random destruction of nearby defenders. On the far right flank, 2 Tallarn Platoons destroyed the Exocrine with accurate missile and plasma fire. On the far left, the Demolishers advanced.

Hoight Turn 1:
The Shadowsword fired at the Stormsword, causing no damage. The Baneblades battered 2 Hellhounds and dropped multiple blasts on the Tallarn forces clustered around the Sacred Grove in the left-center, killing dozens and forcing the survivors to go to ground. The remaining fire of the Hoight forces killed a few more defenders, battered 2 more of the Hellhounds, but overall accomplished nothing significant.

Imperial Turn 2:
The Orbital Bombardment (Strategic Asset) was executed by the orbiting Battleship Oasis, turning the Disruptor Beacon and the reserved Hoight Hellhound into portions of the glazed lining of a 50m radius crater. The Vanquishers placed 3 accurate shots into the Shadowsword, resulting in another smoking hole in the Hoight defenses. More defenders were incinerated by the Hellhounds, but the Baneblades proved capable of absorbing all the anti-tank fire of the Warhound, Demolisher squadron, and remaining Imperial attackers.




Hoight Turn 2:
The Paladin unleashed their burrowing monstrosity upon the Leman Russ squadron. A daring landing behind the Vanquisher squadron was met by a Tallarn ambush, killing most of the attackers who then poured fire into a Vanquisher, destroying it. The Hellhounds took even more beating, finally losing a member and seeing most of the Inferno cannon’s removed. The Baneblades punished the Tallarn infantry near the Sacred Grove even more, but their faith was a mighty shield yet again.



Imperial Turn 3:
With the Disruptor Beacon finally disabled, the Tallarn poured through the Sacred Groves into the Hoight lines. Only a single Lascannon scattered, emerging inside a Hoight Baneblade with his knife and pistol at the ready. The Warhound finally hit it’s stride, killing 2 Baneblades with blasts from the Turbolasers. The Trygon was killed with massed infantry fire and the deadly shooting of the cooks of the 42st Field Kitchen. As it lunged forward for a last strike, Lysander personally placed a shot from the Fang of Tallarn into its brain, laying it low. The Hoight defenders were nearly eliminated from all the Sacred Groves by the assaulting Tallarn forces.



Hoight Turn 3:
The beasts boiled forth from the hole left by their Trygon. Raveners assaulted the Leman Russ squadron, only to be stymied by the improved side skirts of the Steel Legion. An entire platoon of Tallarn infantry disappeared under a tidal wave of Hormagaunts. Colonel Raz-Aziz saw his command Chimera destroyed, and order his veteran command forward to assault the Hoight command on their hill.




Imperial Turn 4:
The Raveners were blasted from existence by combined fire. The Hormagaunts faced even more dreadful fire from Hellhounds, infantry, and the Warhound Titan. Tallarn veterans assaulted Hoight defenders all along the lines. The Tallarn assault elements, all led by veteran officers decorated with the Golden Aquila and Companion of Solar, slaughtered the Paladins as brutal repayment for the assaults of the beasts and the punishing fire of the Baneblades. The last Baneblade was destroyed, the Leman Russ squadron vaporized, and the Hoight command was left to face its fate almost alone.



Hoight Turn 4:
The Hoight command advanced to seek terms of honorable surrender, apparently unfamiliar with the Tallarn Desert Raiders’ philosophy of battle.




+++Report Ends ~Lysander+++

Tuesday, October 21, 2008

HOBBY: Space Marine Drop Pod Construction Essentials


Now that the Drop Pod model has been in the hands of customers for a few weeks there are lots of these kits around in various stages of construction and painting. One thing I learned early on in building my first Drop Pod was that this model is a lot more intricate than many other GW vehicle kits and there are a few tricky bits that are not that well-covered in the instructions that come in the box. This article will briefly describe some of the tips and tricks I've found that make assembling and painting the Drop Pod easier and less prone to error. 'ere we go!

There are three common errors I've seen repeatedly on this model. One concerns the assembly of the interior passenger harnesses, another the gun turret, and the third relates to the doors. Let's take them in turn.

First, the harnesses are often problematic because it is not obvious that one of the ten of them is unique. The unique harness has a skull on it and round pins rather than square ones for gluing. The round pins fit only into one side of one part that otherwise looks identical to four other pieces. Test fitting these bits before assembly will ensure that the proper harness is paired with the proper piece to which it attaches. Related to this issue is the interior pedestal around which the harnesses are attached. Again, all of the pieces are nearly identical, but not quite. One and only of the upright pieces on the pedestal has a keypad. The harness with the skull on it is supposed to face the keypad section of the pedestal. An inset photo in the Drop Pod instructions attempts to make this clear, but from my own experience building this model and from looking at those built by other people, it's not all that clear. Click the photo below for what is hopefully a clearer close-up look at how this is supposed to work:



The second most common error concerns the gun turret. Many people are gluing this on in a fixed position. However, if you insert the plastic hub pin that goes through the intake on the top of the Drop Pod without glue on it, then put glue on the end of the pin after it is inserted, then attach the gun turret mount to the end of the pin, your gun turret will freely rotate.

The third most common error is not cleaning the mold lines off of the bottom of the doors. If you don't scrape these flat then the doors will not close all the way. You might want to shave these down a little more than seems necessary because when you add paint to the door bottoms and the base of the model, the added thickness may also prevent the doors from closing or rub the paint off due to friction. This model is very carefully engineered and the clearance on the doors is extremely close.

When I built my Drop Pod, I found it easiest to build and paint it in this manner:
- Build the entire interior harness system and paint it.
- Paint the interior base, then glue the harness system to it.
- Paint the bottom of the Drop Pod.
- Assemble the doors and paint them.
- Assemble and paint the upper intake assembly with gun.
- Paint the fins.
- Glue the bottom and the interior base together with the now painted or mostly painted doors inserted into their proper slots.
- Glue one or two fins onto the base and upper intake assembly. Now glue on the rest of the fins.
- Finish painting the model as needed, then matte seal.

The pictures used in this article are of the first Drop Pod I built and painted for my new custom Space Marine chapter. For anyone who missed it, there's a painting guide for the Space Marine Captain model I painted for this army back in September. The picture at top shows a side view of my Drop Pod and the picture below a top view that allows you to see the little painting flourish I've added to the intake hub. I hope this guide helps some of you get your Drop Pods built and painted just the way you'd like while avoiding some potentially annoying assembly errors. With alien peril at every turn, it's essential that the Space Marines have their equipment in good working order. Have fun!

Monday, October 20, 2008

Weekend gaming - Battle of the Austin Stores!!!

I was lucky enough to be invited as one of the participants in the inter store tournament between BattleForge Games and Dragon's Lair. Since I am one of the local ork players, I've decided to throw down with the green horde. The tournament is a 2 day affair, and each team consists of 4 players. We play a total of 4 games each. The point total is 2000 points and the normal 5th edition tournament rules are being used.

But enough of all of that, why am I talking about this? Well first of all I wanted to show two lists and get opinions on each one, as well as give a preview of an upcoming tournament report. I know that it has been lacking on Bell's lately, so I've decided to throw down with a Batrep of the tournament.

Now onto the lists. I have two different builds that are fully painted and I want to see what the Bell's community thinks.

List one - Nob Bikerz mixed with Horde

HQ: Warboss, pk, bosspole, cybork, bike, attack squig
HQ: Big Mek, Shokk Attack Gun
Troops 1: Nobz (8), Bikez, PK (3), Bosspole, Waagh Banner, Painboy, Cybork Body
Troops 2: Shoota Boyz (29), Rokkits (3), Nob, Bosspole, PK
Troops 3: Shoota Boyz (29), Rokkits (3), Nob, Bosspole, PK
Troops 4: Slugga/Choppa (29), Big Shootas (3), Nob, Bosspole, PK
Elites: Lootas (15)
Fast Attack: Deff Koptas (3), TWL Rokkits (3)
Fast Attack: Deff Koptas (3), TWL Rokkits (3)

Scoring: 4 Killpoints: 9 Rokkits: 12 with 6 TWL

List two - BW and Friends!!!

HQ: Warboss, pk, bosspole, cybork, attack squig
HQ: Big Mek, Burna, Field
Troops 1: Nobz (8), PK (4), Bosspole, Waagh Banner, Painboy, Cybork Body
Troops 2: Shoota Boyz (29), Rokkits (3), Nob, Bosspole, PK
Troops 3: Shoota Boyz (29), Rokkits (3), Nob, Bosspole, PK
Troops 4: Slugga/Choppa (29), Big Shootas (3), Nob, Bosspole, PK
Troops 5: Trukk Boyz (11), Big Shoota, Nob, Bosspole, PK, Trukk
Troops 6: Trukk Boyz (11), Big Shoota, Nob, Bosspole, PK, Trukk
Elites: Lootas (15)
Heavy:: BattleWagon, Deffrolla, Big Shoota (2)

Scoring: 6 Killpoints: 12 Rokkits: Only 6...

Both are fully painted and correctly modeled etc. Both are completely different play styles and I want to see what everyone thinks. Both are right at 2000 points and both have the bits I like (Nobz, cool boss, nobz).

Look for a report next week. And for those interested, here is the BW I finished up as well as some new art for the next army I'm planning.





If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

40K SNEAK PEAK: 2nd Wave Ork Pics



Images brought to the community by Warseer's: MastroBurattinaio

Look what showed up at Gamesday:Italy folks! We have 2 shots of the Ork battlewagon in open and closed top varietys, stormboys, Badtrukk and Snikrot.






~We'll have those close up pics of the assembled battlewagon back soon, but it looks a whole lot more imposing all painted up like that doesn't it? I'm also quite happy to see an Ork in a pirate hat back in Warhammer 40k after all these years!

Saturday, October 18, 2008

40K NEWS: Orks 2nd Wave Release Dates

The following Ork models will be released on January 3, 2009 according to the "new release" board in US Games Workshop stores as of today:

- Ork Battlewagon $50
- Ork Nobz $25

A bit more good news is that the preview models of the Ork Battlewagon should be appearing in GW stores shortly, perhaps within a day or so. When this happens, pictures will appear here again for your comments and discussion. In the meantime, you may be interested to know, assuming you haven't already discovered this for yourself, that the Ork Battlewagon appears fully assembled and painted in the "Tale of Four Gamers" article in the current issue of US White Dwarf #346. Have a great weekend!

CAMPAIGN: Macharian Crusade: Week 1



The Macharian Crusade League has been kicked off!

We had almost over 40 folks show up at Battleforge Games, and the Macharian Crusade is off to a great start. This first week featured all seven army groups taking thier first steps into the unknown, and 1 hallmark games; The 1st Army's Battle of Kallastin. Lets do a quick recap so everyone can see how the forces of the Lord Solar are faring.



1st Army: Battle of Kallastin, Kallastin Warzone
Merican, Krieg Korps, Cadian Rangers vs Kallastin Stratocracy
This advanced heretic empire has presented a serious challenge to the Lord Solar's first army. During the critical push to capture the Kallastin Senate, Macharius led from front, successfully subdueing the rebel world.
Status: Advancing Quickly





2nd Army: Argolis Cluster Warzone
Mordians, Barac Pioneers vs Chaos Daemons and Rebel Guard
General Sejanus and Apfel report stiff resistance throughout this warzone. Initial landings on Altair and Chiros have stalled with heavy losses sustained. Reinforcements have been requested. Status: Stalled



3rd Army: Takar Warzone
Cadian, Genswick Rifles, Black Templars vs Rebel Guard, Orks, Adrantis Union
General Tarka reports slow progess in the Takar Warzone. Genswick forces on Scaros have been beaten back to their initial fortified landing sites by constant ork raids, while Cadian shock Troops are bogging down into bitter siege warfare on Takar. A splinter force of Black Templars has reported a stalled action versus a "stunningly advanced heretic empire " in this warzone. The Lord Solar is not pleased.
Status: Stalled




4th Army: Hoight Warzone
Tallarn, Steel Legion vs Rebel Guard, Orks

General Lysander reports mixed results. Tallarn forces have swept away opposition on Pollux-A, while General Stanislal reported stalled operations to open up a second front on world. Lysander advises that a slightly delayed linkup of forces should eliminate the enemies shortly.
Status: Slow Advance




5th Army: Xenos Pacification Warzone
Cadian, Harakoni vs Tyranids, Chaos Marines
General Crassus is forging ahead slowly. Cadian forces have pacified the monstous inhabitants of Thannos in a high-speed war of maneuver, while Harakoni General Timovich has been thrown back with heavy losses by contaminated Chaos forces in the Attropos system. Reinforcements are on standby if requested.
Status: Slow Advance



6th Army; Christos Warzone
Catachan, Methalor, Terrax Armored Corps vs Chaos, Chaos Daemons
General Arrian has reported gross misconduct by his commanding officers who have disobeyed his grand strategy at the cost of thousands of troops. Initial reports are sketchy but point to losses by Catachan General Kariyapa and Terrax Colonel Monash on Elinia, and unverified reports of a breakthrough by the Methalor regiments on Christos under the personal command of General Arrian. Counter reports of the tactical situation have been dispatched by the Terrax and Catachan commands and are being reviewed by the Lord Solar's strategos to get a better understanding of the 6th Army's situation.
Status: Stalled



7th Army; Centaurus Warzone
Cadian, Valhallan Armored Corps, Rogue Traders vs Eldar, "Tau"
General Cyrus reports difficult fighting in the Centaurus Warzone. Cyrus' Valhallan Armored have smashed through eldar lines on Centaurus, while Cadian General Elohir has been mauled by the same xenos forces who relocated to the asteroid base of P-1138. Rogue Trader Thrift reports a stalled offensive against an advanced human emire in the vicinity of P-1138.

Status: Slow Advance


Total Results:
1st Army: Advancing Quickly
2nd Army: Stalled
3rd Army: Stalled

4th Army: Slow Advance
5th Army: Slow Advance

6th Army: Stalled
7th Army: Slow Advance

Summary:
The Macharian Crusade is off to an uneven start. Aside from the Lord Solar's Own 1st Army that has swept aside all enemies, every other army group is encountering stiff resistance. Generals are reporting a variety of teething problems as these initial encounters have been faced, and are making strides to improve their warmachines's efficiency and performance.

Next Week: The Crusade pushes forward; the 4th Army encounters the Paradise World of Hoight...

Friday, October 17, 2008

40K NEWS: Space Marine Shoulder Pads

Shoulder pads with sculpted icons for the following Space Marine chapters were just added to the GW online store:

-Mentors
-Aurora
-Genesis
-Praetors of Orhpeus

For a full list of all the Space Marine and Chaos Space Marine shoulder pads now available as bitz packs, visit the shoulder pads section under Warhammer 40,000 Bitz on the GW online store. There are 25 distinct pads available as of this writing.

NEWS: Modular Game Board Advance Order


The Citadel Realm Of Battle modular game board is now available on the GW Advance Order page of the online store. As announced yesterday in comments under our Scenery, Bitz Packs, and More... topic by one of our loyal readers who is also a GW employee, the price has been adjusted again to $290. The online price of $290 apparently includes a $15 shipping fee, so the price of a purchase in a retail store is $275. In the UK, it's £150 after pre-release price increases. It is showing on the UK GW Advance Order web page as well.

I don't know exactly what has caused the dramatic price jumps prior to release on this item, but I suspect it's related to the fact that the Modular Game Board is manufactured by a third party. It's a very niche item within an already niche industry. GW does not have molds large enough to make something like this and apparently felt it was unwise to invest in the new equipment necessary to manufacture this item since it would not be a huge quantity seller. Scenery items always sell less quantities than game miniatures no matter how modestly priced and this item probably has a smaller audience than the smaller scenery items they already make. Therefore, the making of this highly specialized interest item was contracted out. Perhaps some issues or problems related to that relationship have caused the pricing issues? In any case, it will be interesting to see how this develops now that the item has been released.

Based on comments I've seen here and around the Internet, the increase to $290 from the original announced US price of $175 is an emotional topic for many GW customers. Please try and keep comments as constructive and decorous as possible, even when expressing displeasure at this news. The Fly Lords and our other readers will be most appreciative. Thank you.

Thursday, October 16, 2008

NEWS: Forge World Releases On Oct. 27


Forge World today announced an October 27 release date for the following new models first previewed at UK Games Day:

-Khorne World Eaters Terminator Lord Zhufor
-Ultramarines MKIV Venerable Dreadnought
-Ork Nob Warbikes

They also announced a Red Scorpions Rules Update.

If you're lucky enough to be able to frequent a US Battle Bunker, new Forge World models usually start appearing in those stores for purchase about 2-3 weeks after initial release. Of course, mail order directly from Forge World in the UK is always an option.

DESIGN WORKSHOP: Arbites Shotgun Edition



Hi everybody,

The Adeptus Arbites minidex is coming along swimmingly and should be going into playtest next week. There are a couple of sticky issues left and because I'm a big believer in "measure twice, cut once" I thought it would be best to get some feedback from you all first.

We have been having some heated conversations regarding Arbites wargear, and in particular the Arbites Combat Shotgun. Let me lay out some fluff descriptions, and some design goals. Your job is to throw on your thinking caps and design a way out of this problem.

Arbitrator Combat Shotgun Fluff:
"The combat shotgun is a simple shotgun with a number of adaptations that allow it to fire a special ammunition type available only to Enforcers. In addition to the standard solid and scatter rounds fired by ordinary shotguns, the combat shotguns used by the Enforcers can fire‘Executioner’ adamantium-tipped armour piercing rounds, that are designed to seek out and destroy the toughest targets. This sophisticated shell has a tiny robot brain that locks onto the target’s energy pattern and seeks it out with unerring accuracy. This variety of ammunition types makes the combat shotgun a uniquely flexible weapon."

Design goals:
-This weapon must be the single most emblematic piece of equipment of the Arbites.
-It should be unique, without equivalent in any other army.
-It should have two modes of fire: Standard shotgun rounds (don't bother differentiating between solid and scatter rounds), and Executioner rounds.
-The decision-making process between using these 2 options should be one of the primary challenges and skills an Arbitrator player must master.
-Both round types must stand up to the fluff.
-The shotgun in whole should be equivalent (a zero-point swapout) option to a bolter.

~Now design that weapon's profile my readers...DESIGN!!!! (and justify your designs and explain your reasoning and concepts). I have a couple of ideas, but want to hear from you first.

Wednesday, October 15, 2008

HOBBY: Stormlord Apocalypse!


My first glance at Apocalypse Reload was at Baltimore Games Day earlier this year and as soon as I saw the Stormlord transport version of the Baneblade in the book I knew I had to build one. It seemed like an amazingly fun model to use in games and I just had to have one!

For me, the Stormlord is a colorful, story-filled idea that inspires all kinds of exciting imagery. It's a giant rolling fortress that can contain massive numbers of brave soldiers or in the case of Chaos, hordes of abominations. As it trundles forward on massive tracks its ferocious rotary cannon buzzes away, mowing down enemy troops while the heavily armed passengers inside add to the cacophony by firing their own weapons repeatedly from the vehicle. When it stops, a mass assault ensues under the covering fire of the vehicle's enormous main gun. Fire belches from the heavy flamer sponsons at any enemies who dare to get too close while lascannon turrets blast away at heavily armored threats. The Stormlord is just the kind of thing that makes this hobby so much fun for me. As it happens, a friend of mine who frequents the local Battle Bunker was also immediately enthralled by the idea of building a Stormlord as soon as he too saw Apocalypse Reload, so within a few weeks of the book's release we both had finished Stormlord conversions, his a stalwart Imperial Stormlord and mine a nefarious Chaos Stormlord.

The pictures in this article show the end results of both of our projects. Although the models may differ in a number of fine details the basic techniques used to build them both are the same. One fun feature they have in common is that the main guns, the Vulcan Mega-bolters, move up and down on both versions.

There are a couple frequently asked questions that come up when people see these models, so I'll provide preemptive answers here:

Q: How are the rivets made?
A: The grey rivets are cannibalized from the parts of the Baneblade not used in the finished model. The white rivets are made by slicing thin discs off of plastic rod.

Q: How long did it take to do the scratch conversion?
A: This is a rough estimate, but I'd say approximately 20 hours, perhaps a little more, of scratch building went into adding all the custom work to GW's plastic Baneblade chassis.

Below are some additional photos of the finished projects taken from several different angles. I hope this article inspires a few of you out there to try something like this on your own. As usual, comments and questions are welcome. 40K Apocalypse now!





Imperial Stormlord:


Chaos Stormlord:

NEWS: Scenery, Bitz Packs, and More...

The latest GW catalogue of specialty items and splash releases is now on its way to customers via US White Dwarf issue 346. The details of the Modular Game Board* bundle deals are thoroughly covered as well as some new starter bundle deals and upcoming splash releases like the new Mega-paint set. There is also a hint of some new "bitz packs" to come in White Dwarf itself in the form of halberds and great weapons for plastic Chaos Warriors. GW Customer Service tells me that large round beveled 60mm bases and the new "scout biker" bases will also be available as bitz packs starting in November. Pictures below link to larger photos. I usually avoid posting pictures so large that side scrolling is required to see the entire photo, but it seemed justified in this case so that all the details could be seen and the text easily read. Enjoy!






Also announced this month, subscription rates for US White Dwarf are increasing to $80 for new subscriptions and $75 for renewals.

Finally, the improved Citadel Spray Gun ($30) reappears in stores this weekend. This device makes it possible to base coat your miniatures with Citadel paints by spraying them. You can even spray them with Citadel wash afterwards to save time on shading. It's a real time-saver over hand base coating and washing for sure. I've seen a couple armies done this way and it's quite impressive. It yields quick, clean results in a fraction of the time it would take to do the same work by hand.

*Note that the price pictured in the catalogue for the Modular Game Board alone shows as $175 as was originally planned, but the price has since been changed to $200. This change is already showing on the "new release" boards in US GW retail stores. Note that GW has stated that the price of all bundle deals pictured with the Modular Game Board actually cost $25 more than shown in the catalogue.

What I am playing at GT Balitmore



Orks!! What else would I be playing? I played a Nurgle Centric list for the Las Vegas GT, and this time I've decided to throw down with some Orks. So for all those, here is the list I plan on throwing down with and thoughts on each unit.



First of course is the HQ's.

HQ 1: Warboss, bike, cybork, pk, bosspole, attack squig, kombi Skorcha

I decided to throw down with the warboss since it allows me to create a nob squad that is scoring and gives me a nice hard hitting character that can take down most other HQ's in the game. He has a base toughness of 5 so he can shrug off lascannons, meltaguns, and most other weaponry. Mix that with a nob squad with a pain boy, and you got a rather nasty unit that can put a dent on a lot of stuff.

HQ 2: Big Mek, Shokk Attack gun

This is more a fun option that also gives me a way to do some damage to 2+ armor save guys as well as give me a chance to maybe kill a land raider beyond the luck of rolling lots of 6's with rokkits.

Troops 1: Nobz (5), Bikes, Power Klaws (3), Waagh Banner, Bosspole, Painboy, Cybork Body (5)

This is the other part of the Ork hammer when riding with the Warboss. This little unit can take out most things on its own and it is small enough that I hope it can do some sneaking around as it looks for something to hit. Multiple 4+ saves makes this a tough unit, plus all the 2 wounds these guys can handle.

Troops 2: (29) Slugga/choppa boyz, Big Shootas (3), Nob, PK, Bosspole

First of the ork mobz, this one sits with the Big Mek and helps give cover to the Lootas that rest behind them. I went with Slugga/Choppas due to the fact that if they are charged, they will be able to dish out more attacks. Plus they are always going to be staying still thus I would be wasting shootas on them since I would be striving to get into range of their 18" guns. The big shootas are there because they have a longer range then rokkits and thus these boyz will have a better chance of shooting.

Troops 3 & 4: (29) Shoota boyz, Rokkits (3), Nob, PK, Bosspole

Now two squads of 30 man sized shoota boyz squads. These are the objective getters, the annoyance as well as the troop sprayer if the lootas or Deff Koptas blow up a troop transport. Get used to seeing these, as this unit is very common in any type of horde list.

Elites: (15) Lootas

Again, another common factor in ork armies, here is one of the more cost effective units in the game. Put them behind your slugga/choppa mob. I know, you will be giving them a 4+ save but most of the time these guys are there to take out light vehicles (rhinos, Eldar stuff, etc) who won't get a cover due to their size etc. Same with monstrous creatures. Their range is huge, and their effect is something that the orks needed. Now if only they had strength 9 hehe.

Fast Attack: (3) Deff Koptas, TWL Rokkits (3)

These are there as a buffer and nice bit of fodder to throw in front of your units if you are worried about an assault from one side. You throw them out to cover a hole, and if they shoot at them, so what. If they live till the end, they can easily contest an objective to "steal" a win. Beyond that, the rokkits are there again to have some hope versus armor. If you get an immobilized result versus a LR that is a win in the ork mind.

Pt Total: 1750 Kill points: 8 Total scoring: 4

The thoughts on this list is to take the annoying bits of the orks and try to mush them together to create a nice hybrid list. Adding in the ability to sit on an objective as well having some really hard units for certain armies to deal with. It is also a 100+ model army, thus a lot of other armies are going to have issues when trying to kill that many models. I am also using a lot of different ork units etc.

Changes I could do, is drop the Deff Koptas and add another trukk boy unit. That ups my kill points to 9 but it gives me another scoring unit. I can also look to ways to find Kombi Skorchas for each of my nob bikerz too. I have most options painted at this time, beyond adding kombi sckorchas to some of my bikerz.

Thoughts? Threats? Karate Chops?

New Arts too!!!




If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

NEWS: Space Marine Releases, Oct. 18

The following Space Marine miniatures will be released this weekend on October 18. All prices are listed in US dollars:
- Ultramarines Captain Sicarius ($15)
- Crimson Fists Pedro Cantor ($15)
- Ultramarines Chaplain Cassius ($15)
- Sternguard Veterans ($35 for box of 5)
- Vanguard Veterans ($35 for box of 5)

The Warriors of Chaos Spearhead will also be released on October 18.

These are the final Space Marine releases for now and the beginning of the new Warriors of Chaos releases, but we all know there are more good things coming along for Space Marines in the hopefully not too distant future. I know I'll continue to check the online GW Advance Order page for regular updates. I hope it's not too long of a wait till the Land Speeder Storm appears!

SNEAK PEAK: Dawn of War II Campaigns

Hi guys,

The folks at THQ wanted you all to take a look at some of the latest campaign gameplay from the upcoming Dawn of War: II. Enjoy!



~I thought the use of terrain to gain cover advantages and those special skills you could earn for squad leaders was pretty neat stuff. Oh yeah, I almost forgot... THQ is still working on the Rhino. Who knows what they're up to now? I'm hoping its the pintle-mounted storm bolter.

Tuesday, October 14, 2008

NEWS: Modular Game Board Sighting


Here's another picture of Games Workshop's Modular Game Board, soon to be released in November. The above picture shows the board fully painted and flocked with modular terrain and troop models placed upon it. I've seen pictures of it from the package deals brochure with a 40K style ashen waste appearance and craters placed all over it and it looks great that way too. With the release date upon us next month I'm hoping our local Battle Bunker will have a sample to look at soon. I'll be sure to provide a review if and when I've had an up close and personal look at the product.

GW Chaos Mortals, Orks, and More



Hi guys, we've gotten word of these goodies coming down the pipe. Its going to be a very green January and this would seem to be further Lizardmen confirmation. Enjoy.

CITADEL REALM OF BATTLE GAMEBOARD
$200.00
11/8/2008
WARHAMMER ARMIES: WARRIORS OF CHAOS
$25.00
11/8/2008
CHAOS WARHOUNDS
$22.00
11/8/2008
CHAOS MARAUDER HORSEMEN
$22.00
11/8/2008
CHAOS KNIGHTS
$22.00
11/8/2008
WARRIORS OF CHAOS BATTALION
$90.00
11/8/2008
CHAOS WARRIOR CHOSEN COMMAND
$30.00
11/8/2008
CHAOS WARRIOR CHOSEN
$30.00
11/8/2008
KHORNE CHAOS LORD ON JUGGERNAUT
$30.00
11/8/2008
CHAOS LORD ON DAEMONIC MOUNT
$30.00
11/8/2008
NURGLE CHAOS SORCERER
$15.00
11/8/2008
WULFRIK THE WANDERER
$15.00
11/8/2008
SIGVALD THE MAGNIFICIENT
$15.00
11/8/2008
KHORNE CHAOS CHAMPION
$15.00
11/8/2008
ORK NOBZ
$25.00
1/9/2009
ORK STORMBOYZ
$25.00
1/9/2009
ORK GRETCHIN
$15.00
1/9/2009
ORK BATTLEWAGON
$50.00
1/9/2009
BOSS ZAGSTRUK
$20.00
1/9/2009
KAPTIN BADRUKK
$20.00
1/9/2009
BOSS SNIKROT
$15.00
1/9/2009
WARHAMMER ARMIES: LIZARDMEN
$25.00
2/9/2009
LIZARDMEN STEGADON
$40.00
2/9/2009
LIZARDMEN SAURUS TEMPLE GUARD
$25.00
2/9/2009

~No guarantees on any of these and there are almost certainly additional releases not listed here, but these lists have been correct in the past. If anyone has more info on some of the boxed sets (such as numbers of models per box) lets hear it.

Monday, October 13, 2008

NEWS: 40K 5th Edition Rule Book FAQ

There is now a general 5th edition Warhammer 40,000 Rulebook FAQ on the GW website. After seeing the more than 200 comments on the Dark Angels FAQ topic posted here the other day, this newest FAQ is sure to be a hot topic as well. Try to keep it constructive and friendly, even when displeased with either the FAQ or comments by others. Have fun and have at it.

NEWS: Forgeworld Model Masterclass Released


It looks the chaps at Forgeworld slipped this one right in under our noses.

Imperial Armor: Model Masterclass

Can be ordered here.

~I'll have to wait to hear back from readers on this one, but is nice to see a book dedicated to passing on all those scale-modeler tips and tricks to the 40k community. I'm still amazed at how many folks don't have any decal training (an extensive sub-area of scale modeling knowledge), much less any of the more advanced diorama and weathering techniques so every bit helps.

UPDATE: Also note the sudden surging of the US dollar on international exchanges vs the Pound Sterling in the last few weeks has drasticly reduced Forgeworld prices for US customers. There hasn't been such a good time to buy in months.

Sunday, October 12, 2008

Altansar Craftworld Logo Sheet



I think I's time for a short detour from our regular marine chapters. I've been meaning to do an Eldar logo sheet for awhile and here you all go!

I have been noting (again) that GW does a great job of covering the major Craftworlds with their decal sheets. However, there are a number of great looking minor ones who get decent back-stories and have great alternative uniform colors that never have had decals produced for them. In the interest of promoting diversity in the Eldar community and encouraging players to branch out beyond the "big 5", I keep knocking out logo sheets for some of these other Craftworlds who I think look great and have no GW decal support.

The ghostly spectral warriors of Altansar, who were re-discovered by Maugen-Ra during the 13th Black Crusade have always captured my imagination and I've been meaning to do them for a while. Here is the link to the PDF file for the decal sheet you can freely pull down and use:

Download Here

The sheet is designed for printout on Decal printer paper which is easily available online. These decals are designed for the CLEAR decal paper. The procedure is as follows:

CLEAR PAPER: If you use the clear decals, the decals need to be applied to a light colored surface to be visible at all. The procedure for applying the "outline only" decals is to apply them to a white surface, and wait till they are fully dried. Then using the outlines as a guide, paint in the darker color around the decal if needed. It is odd, but gets the job done.

Click here for a detailed Custom Decal Tutorial

Size wise, the larger decals towards the top are best used for super heavies/terrain, and move down in size to the large array of infantry/jetbike sized towards the bottom.

In any case, enjoy and I wish you the best in using this set for your forces.

~Please feel free to leave comments if there is a special Chapter, Craftworld, or something else you would love to collect, but have no GW decal options, and I will see what I can do.

Saturday, October 11, 2008

HOBBY: Custom Space Marine Chapter


I've been taking a break from my ongoing Eldar army project to get the colors and iconography of my custom Codex Space Marines army worked out. Some of you may have seen my recent completed paint scheme applied to the Assault On Black Reach (AOBR) Space Marine Captain. Now I've also painted an AOBR Tactical Squad and Dreadnought for the same army. With these models I've now worked out my basic uniform paint scheme and iconography that will then be applied to the rest of the army. There are pictures above of the Dreadnought and one below of the Tactical Squad. Note the limited palette of colors designed to create a strong, consistent theme. A mistake I made in my early days of model painting and that I sometimes see in the army painting of others is the use of too many colors. Two or three main colors with an accent color or two sprinkled carefully and judiciously throughout the army seems to work best as a general rule, especially with highly regimented armies with uniform equipment and armor like Space Marines.


I'm currently working on a Drop Pod for this army that should be finished quite soon. I'll post a picture of that after it's done with some tips on what I have found to be some of the most convenient ways to build and paint this great new model.

I've been working on all kinds of projects lately, jumping between Eldar, Space Marines and the occasional much-loved Chaos project. If anyone is interested in seeing one of my other recent creations, I've built another Brass Scorpion and placed it on eBay.

When my new Space Marine army is complete, it will have six 10-man Tactical Squads built from AOBR marines and about as many Terminator Squads of 5 men each. There will be 6 AOBR Dreadnoughts, some of which I'm converting to various weapon options and possibly even a couple Ironclads. A Land Raider Redeemer, Legion of the Damned conversions, a Master of the Forge, some Librarians, Vindicators, a Thunderfire Cannon, and more are also planned. Like all my armies, this project comprises too many models and too much fun!

TACTICA: Dealing With the 3 Armies of Ork


First post for me here, and I decided to go with a little bit of Ork Tactics with the three different army lists you might see when dealing with the Ork Menace. The three common lists you might see when playing in a Tournament are Horde, Battle Wagon Express, or Nob Bikerz/Wazdakka 4000!!. Each has its advantages and disadvantages. I will give a little break down of each army type, a little tactics overview on them, plus a way to neutralize them if you happen to face the army often.

Ork Horde:
The army that most people are used to thinking about when dealing with the green menace. Most people know the list, 6 squads of 30 boyz (shootas/slugga half and half) with 3 rokkits in some and 3 big shootas in others (most of the time I run rokkits with shootas and big shootas with slugga/choppas). Add in a pk nob with a bosspole and you have the basic backbone of the unit. Mix in 2 squads of Lootas plus a Warboss or Warphead plus a Field Carrying Big Mek and you got the overall gist of the army.

Advantages:
Elite armies have a hard time dealing with 170+ models on the board. Smaller armies just can't put out enough fire to take apart 30 man squads effectively. You also have a really great chance to cover a large amount of the field, so anything deep striking in, will have a hard time sticking to where they want to go, just due to the sheer fact you cover a large amount of surface. You also have huge scoring units, thus allowing you to stick on an objective for the majority of the game. You will also give all the orks behind your main horde a 4+ armor save, thus your lootas will have a great time shooting whatever they want on the field.

Disadvantages:
You will have a hard time to complete the full amount of turns in a game. You will also have the weakness of having to deal with lots of fearless wounds in any combat you "lose". You can watch 20+ orks eat it quickly in a combat versus any type of true assault unit. A squad of khorne bezerkers should chew through a 30 man ork squad pretty quickly, especially if they charge in. You also have the issue of nothing having a way to deal with Land Raiders. If you see 3 Land Raiders across from you, you better hope you get lucky with your Rokkits. So what does that mean, the new marines are going to be hard to deal with. Sternguard jumping around the board and wounding on 2+ will be an evil unit to deal with. Mix in some Siege dreads and you have a nice way to deal with orks. Daemons are also a nice army that can push out a ton of damage via the assault phase. Soul Grinders are also a pain since you don't have a whole lot that can go through 13 armor in assault. Also, lots of flamers can really toast a lot of the Ork Army (Eldar Seer Council with Destructors on Jetbikes).

Battle Wagon Express:
You don't see a lot of this list, due to the fact you had to build 5+ battle wagons and if they weren't based on GW they will be "illegal" for tournament play. With the new kit coming on the horizon you might see this list come out of the woodworks, depending on what is ruled on the whole deff rolla situation (do they hit vehicles?). 5 Battle Wagons, two squads of Nobz with all the goodies, a big mek with field, warboss, 3 20 man boyz squads, and other random goodies (trukks, storm boyz, etc).

Advantages:
When you have 5, 14 armor vehicles bearing down on you, all with a 4+ cover save, it can be a really hard thing for some armies to deal with. Mix that in with some extremely hard hitting assault units, plus a vehicle the is pouring out d6 auto hitting s10 hits and you have something that can be really scary. You will also have an extremely fast army to play, so you will most likely finish all your games when you have 5+ vehicles on the board. You can also sit on an objective with an heavy vehicle that will take a nice amount of punishment before it goes down in a big ball of smoke.

Disadvantages:
As with any vehicle heavy army, you can just eat it to lucky shooting. "How many 6's can you roll?" Is something you will hear from time to time. Plus you are also losing the advantage of out numbering a foe 4 to 1, if you have everyone sitting in a big bomb for the most part. Also gun line armies will love you, as you have a low shooting at model count. Yeah, you ignore half of them, but if you have 15+ guns that can take you down, shooting at you, some of your boyz are going to be eating it. Also, with your vehicles being open topped, Nids with Venom Cannons are going to love shooting at you with their strength 10 make a Mek Boy cry gun. Gun line marines are going to be fine if they rule that deff rollas don't hit vehicles, if they do, well your LR's will explode pretty quickly, but any of your melta stuff should take out a few BW.

Ork Biker Army:
You might see this from time to time. Either Nob Bikerz or just a bunch of bikes mixed with Wazdakka. The list I throw around with in 4th was 20 nob bikerz mixed with Warbosses and Snikrot. The changes in fifth and how the game is won and lost, have changed up the army a bit, but it is still a hard unit to deal with.

Advantages:
Nob bikerz are extremely hard to deal with. And with the new wound allocation, it takes a lot of firing to even take one guy out, even with double strength weapons. Shooting Lascannons at the sqaud, just take the wounds on your warboss. He can't feel no pain it, but he sure as hell can shrug it off. Also add in that you have a save versus almost anything. 4+/3+ cover, 4+ normal armor, 5+ cybork, 4+ feel no pain makes for a sad opponent. Mixing in the fact that this unit is also scoring and you got a scary army to try and deal with. It is also one of the few units that can effectively deal with LR's due to the sheer amount of power klaws that run around the board. 4+ in each squad plus the warboss. Also this army is extremely fast to play and you will always have time to get something to eat even with the slowest opponent. If you want to shoot, you have an extremely anti horde gun in the dakka gun. 10+ TWL 18 inch range big shootas is nothing to sneeze at. The killpoint mission is also a moot point, as you have at least 5 to 6 kill points to give up.

Disadvantages:
Templates. Lots and lots of templates can take out this army. Anything str 8 or higher is a threat that the army has to deal with instantly or face a quick defeat. Also mix in with a 5+ objective mission, and you only have a way to get 2 of them and contest another. Another disadvantage is versus the BW army, as any of those deff rollas hit, any failed 4+ is a blown up Nob. With marines, Sternguard will be hard to deal with, as well as a dreadnought and any high strength power weapon units. Tons and tons of shooting that wounds easily can but a severe dent in your army. With the lack of models, any failed saves is just a huge dent in any mission as well as giving you a chance to fail a leadership test and run away.

So what do I play personally? I play a mixed horde/biker list. I like the advantages a horde army gives you with any objective based mission, plus I enjoy an extremely hard hitting assault unit that can pour out the damage as well as take it. Here is my current list I have painted up. I'm still finishing up another 90 ork boyz, to allow me to have a fun horde army to cover my local tables. I doubt I will play it in a tournament, as it can be a pain to push around that many dorks on the field.

HQ: Warboss, bike, cybork, pk, bosspole, attack squig, combit skorcha
HQ: Big Mek, shokk attack gun, 3 ammo runts (it is fun!)
Troops: Nobz (8), PK (4), Pain boy, waagh banner, bosspole, bikes, cybork
Troops: Shoota boyz (29), Rokkits (3), Nob, PK, Bosspole
Troops: Shoota boyz (29), Rokkits (3), Nob, PK, Bosspole
Troops: Slugga/Choppa (29), Rokkits (3), Nob, PK, Bosspole
Elites: Lootas (15)
Fast Attack: Deff Koptas (5), TWL Rokkits

Scoring: 4, Killpoints: 8 Total: 2000

I like the amount of rokkits I throw around, so rhinos and light vehicles are not as much of a threat. Mix that with the long range of Lootas and I have a nice advantage versus Eldar and any dreadnought I might see across the table. The Deff Koptas are just there as a nuisance and as a way to be thrown in front of unit to provide a nice meat shield to pull an assault away or keep an assault unit out of the deadly 6 inch barrier to one of the larger boy squads.

And as a nice side note, here is some new Daemon art I was doodling up.




If you have any questions about the list or want to know more, shoot me an email. And again, the link below takes you to my art and miniature commission site.

Friday, October 10, 2008

40K NEWS: FAQ Codex SM to Dark Angels!

Players of Space Marine chapters covered by their own codices rather than the new Codex Space Marines will most likely be pleased to hear that Games Workshop has provided for the use of the new rules and equipment from the new Codex Space Marines with Codex Dark Angels. Could the other non-Codex "Chapters of Renown" that have their own codices be next? Keep watching the GW FAQ and Errata web pages for updates!

The Tallarn 21st, Macharian Crusade, Week 1

The first battle of the Macharian Crusade for the Tallarn 21st was a 2000 point excursion to Hoight, where we fought the beasts of the Hoight Paladins (Tyranids). Knowing only that we would face beasts of some kind, Colonel Raz-Aziz decided to lead the expedition himself.

The Tallarn Force:
Colonel Raz-Aziz, command + mortar
Missile, Autocannon, and Mortar support squads
Autocannon Sentinel

Veterans, 3 plasmaguns, 1 plasma pistol

Platoon A
JO, 4 flamers in a Chimera
Plasmagun / Lascannon
Plasmagun / Missile

Platoon B (Light Infantry)
JO, 2 Meltaguns
Vet Sarge w/ Stormbolter, Meltagun
Vet Sarge w/ Stormbolter, Meltagun

3 Hellhounds

Leman Russ Battle Tank, Basilisk, Demolisher

All the officers and Vet Sergeants had bionics.

The enemy was a reasonably classic Tyranid Psychic Choir

Winged Dakka Tyrant
Tyrant BS/VC 3 Guard

2 Carnifex BS/ST
5 Warriors, 1 BS, 4 Deathspitters

2x 8 scuttling Genestealers
24 Spinegaunts
25 Spinegaunts

2 Carnifex BS/VC
3 Zoanthropes

All psychic creatures have Psychic Scream (-1 Leadership radius, cumulative). This would make my Leadership tests at -5 if they all got to my base. Psychic choirs are always tough, but especially so for an army that tends to take a lot more morale tests, like a Guard force.

We rolled up a Capture and Control mission, my opponent chose the Countdown environment (5 turn game, +1 on reserves rolls), and I decided that with 7 MCs and a psychic choir, we would be playing Dawn of War. Both objectives were deployed centrally.

My opponent won the roll for deployment, went first, and placed his walking tyrant and both spinegaunt units around the central terrain piece of an old bridge, and held both squads of genestealers in reserve to outflank. I started with nothing deployed, holding the 2 squads of Platoon B and the Sentinel in reserve as outflankers.

Turn 1 was relatively uneventful. The Tyranids came forward centrally at a run. I moved on the BT and Basilisk on my far left, the Mortars, Missiles, Autocannons, and CHQ to the left-center, and everything else in the center. None of the Hellhounds hit the gaunts, so only 10 or so of them were incinerated. The Demolisher failed to gain a sight line, and everything else was out of range.

Turn 2 saw every Tyranid big gun with range strike home, immobilizing the Chimera and a Hellhound, tearing the Inferno Cannon of another Hellhound and the Demolisher cannon off of the Demolisher. A squad of genestealers came in on the right flank and came up just short of assaulting the Chimera. In return, one Zoanthrope died, one spinegaunt squad was eliminated, and the outflanking Genestealers were incinerated by the 4 flamer command squad. My Sentinel and one squad flanked in, the Sentinel on the left, the squad on the right. The Squad ran into the cover of a building on my right flank.

Turn 3 saw even more accurate shooting from the Tyranids, immobilizing the Demolisher, shaking 3 other vehicles, and destroying the Basilisk. The warriors gunned an exposed infantry platoon into panicking off the board. The remaining gaunts ran back towards the objective in their deployment zone. The second Genestealers flanked on, again on the right, massacring the infantry squad huddled in the building. I poured fire into the last gaunts and put 2 wounds on the Dakkaflyrant. My last reserves came in on the right and shot 4 genestealers dead.

Turn 4 saw the Dakkaflyrant charge a Hellhound and miss, multiple Tyranid shots fly astray, and the warriors gun down the outflanking infantry platoon with another uncanny round of shooting (the warrior never missed with their blasts in 9 shots). The Genestealers rolled well and cover 16” in their move, run, and assault to kill the quad-flamer command squad losing one to the officer before he fell. I pressed towards the remaining gaunts with my last mobile Hellhound, burning them out of cover and forcing a leadership test, as they were now out of synapse. They failed and fell back towards the warriors. I also gunned down the Dakkaflyrant and put easily a dozen wounds on the Tyrant Guard, who made every 4+ cover save. One Genestealer died to the still 6 lasgun shots of Platoon B command, now occupying the Chimera’s immobilized hulk.

Turn 5 was the end. The gaunts reached synapse and reformed, the Chimera lived through the shooting and was destroyed by the Tyrant and last remaining Genestealer in assault. The resulting explosion only wounded one of the command squad, who saved, and killed the last Genestealer. The platoon command got out of the Chimera onto my objective and the remaining gaunts were not in range to control the Tyranid objective. Victory by the narrowest of margins.

We received word that our allied force of the Armageddon Steel Legion faced a similar force of beasts and managed to withstand their assault, but not defeat them, for a draw. Word was sent to General Lysander that there were strange beasts with bizarre psychic abilities present on Hoight, and the word was given to leave the surface and prepare for a major assault with support elements (next week we fight the Battle of Hoight).

Also in entry sector lay the Pollux system. With the survey ships finding evidence of traitor marines on a large moon, Lt. General Sayid set out to cleanse the system with a small (1500) force. Heavy use of vehicles was advisable due to the thin atmosphere.

Sayid’s Expedition:

Lt. General Sayid
Colonel Raz Aziz, command and 2 redshirts

Veterans, 3 plasmagun, 1 plasma pistol

Squad A
JO, 4 flamers
Lacannon / Plasmagun
Missile / Plasmagun

Armoured Fist – Meltagun

Squadron of 3 Lascannon Sentinels

Hellhound

2 Leman Russ Battle Tanks
1 Leman Russ Demolisher

The Chaos Space Marines Force was:

Terminator Lord
Greater Daemon

5 Terminators
5 Chosen, all armed differently

2 Squads of 10 Undivided CSM, 2x meltaguns, in Rhinos
5 Lesser Daemons

Land Raider
1 Obliterator

We rolled an Annihilation mission. My opponent elected not to alter the environment, I chose Dawn of War and elected to go second. Terrain was very sparse on the occupied moon, with a few rocks and a terraformed clump of bushes being about all the terrain features available. My opponent deployed one Rhino and CSM, and I deployed 2 squads to attempt to shoot it, if I managed to steal the initiative, which I did not.

Turn 1 saw my opponent move onto the board centrally. I did the same, forming a castle with infantry around my tanks and the Sentinels behind the tanks as well. I managed to shake a Rhino with my only shot.

Turn 2 saw both Daemons enter, much to my opponents displeasure. Chaos moved forward, hiding the Rhinos behind the Land Raider, which used its smoke launchers. Sayid was not fooled by the smoke and immobilized the Land Raider. A couple daemons got incinerated, and not much else happened. I pushed the Chimera, now holding the platoon command, around the right flank.

Turn 3, both the Chosen and the Obliterator arrived. The Chosen came in on my right, and the Obliterator landed on target in from of my Demolisher, also on the right. Both Rhinos popped smoke and raced around the Land Raider on each side. The Chosen managed to shake the Chimera and destroy its Multilaser. The Obliterator lived up to its name and destroyed the Demolisher. The Land Raider missed with its twinlinked Lascannon. The Terminators exited the Land Raider, advancing right into the teeth of my force. They gunned down 5 guardsmen, who bravely stood their ground. In the bottom of the turn, the Chimera raced over towards the Chosen and the quadflamer command jumped out on their flank, delivering 20 flamer hits to them, killing 4. The Hellhound still failed to kill the Daemons, wounding all three but seeing only one die. My rightmost squad advanced towards the Obliterator, delivering 4 lasgun wounds, which killed it, praise the Emperor. The Terminator Lord and his 4 companions became 1 companion and no Lord after facing massed Lascannon fire.

On Turn 4, things started to go badly. The left CSM squad leaped from its transport and advanced on the Hellhound, which exploded from their Meltagun fire. The right CSM Rhino drove right up to right on top of my right center, the CSM jumped out in cover and shot a Sentinel dead. The single remaining Terminator put its Chainfist through the Leman Russ, destroying but not exploding it. The Greater Daemon was now closing towards combat, and had taken only 1 wound. The remaining Chosen used its Meltagun to immobilized the Chimera, and charged into combat with the Chimera and command squad, killing 2. A Rhino gunned dropped my front squad down to 3. My turn 4 went very well, however. The Veterans managed to gun down almost all of the remaining CSM on the left (2 had died in the explosion of the Hellhound), who then were finished off by the Sentinels. The front squad plasmagunner killed the chainfist. The command squad killed the Chosen, losing one more member in the process.

On Turn 5, the Lesser Daemons charged the Armoured fist, killing 1 but breaking them anyway. My flight was diverted to avoid the Rhino which had tankshocked them early in the round. The remaining CSM charged the Sentinels, managing to inflict 1 glance and lose one member to Sayid’s stomping feet. The Greater Daemon closed to be in range of Sayid. On my turn, the broken squad only ran 3” further from the Daemons, and rapidfire gunned them down for their trouble. The Veterans destroyed the Rhino in the area, so now my broken troops would be able to try to recover. Colonel Raz Aziz advanced to join the Sentinels in combat against the CSM. Despite having an enormous number of attacks, I only managed to kill 2 CSM, and they held. The infantry on my right, huddled in the smoking ruins of the Demolisher, managed to inflict a second wound on the Greater Daemon. The front squad, now reduced to 2 members, blew up the other Rhino. The game continued to turn 6, because we forgot what turn it was.

On Turn 6, the Greater Daemon charged Sayid. The Land Raider shot at the Veterans, killing 1. Sayid’s Sentinel exploded in a ball of flame, but the veteran commander had hit the self-destruct / eject button upon seeing the lumbering monstrosity headed his way, and rocketed to safety. Between the Sentinels, the explosion, and the command squad, all of the CSM were killed, leaving 4 Guardsmen and 2 Sentinels in combat with a Greater Daemon. In the bottom of 6, the Armoured Fist recovered. The Veterans move cautiously towards the melee, and the Lascannon, now the only surviving member of the forward squad, blew the Lascannon off the side of the Land Raider, removing its ability to fire at my forces. In the melee, the Greater Daemon inflicted 4 hits on the Sentinels, for 2 destroyed and 2 shaken results. One shaken Sentinel remained. Colonel Raz Aziz and his command squad then calmly cut the Daemon’s head off. That’s right, 2 wounds to a greater Daemon in one round for a Guard command squad. Faith in the Emperor pays off. The game ended, and I had scored 10 kill points to my opponents 4. Every single guard infantry unit was alive and ready at the end of the game.



Week 1 was a blast, with two hard fought victories over two tough armies. Next week we fight bigred and the Paladins of Hoight.

SNEAK PEAK: WFB Chaos Mortal Sprue Pics

Hi guys,

I though you would enjoy some pics this Friday to get you into the weekend.








~I think that this kit is very much in the same high-quality tier we saw with the earlier Dark Elf Cold One Knights. Some of that detail is just fantastic, and there are quite few phenomenal bits I'm already eyeing for some 40k conversions. Comments welcome.

Thursday, October 9, 2008

NEWS: UK GW Website, Exclusive Model


The standardization of Games Workshop's online presence continues today with the UK website. Like the recent change to GW US online, the UK site merges the store and support content into a single site. The UK website now has the same appearance as the US site. Websites in other countries will follow in time.

One other bit of news that will be of great interest to many GW UK customers is the fact that GW is offering the same promotion in the UK that they offered in the US when the new website went live there. Each customer's first web order placed in the new store that exceeds £50 will have a free "Web Exclusive Space Marine Sergeant" added to the order. This offer may also be good news to GW customers in the US who missed this promotion earlier this year, because you can also get the free model by spending $100 in the UK store. Note that only one model will be issued per customer and again, only on their first order meeting the minimum expenditure requirement. Visit the GW UK Online Store for details. Cookies on your computer may redirect you to the US website when using the link provided in this article. If that happens, simply choose the UK site from the "country select" drop-down box in the lower right of the GW website home page, then proceed from there.

With all the great bundle deals like Chaos Doombringer Annihilation Force introduced around the time the new US website went live, it wasn't hard for me to find something to order via GW Direct in order to get my own Web Exclusive Space Marine Sergeant earlier this year. Personally, I like the new GW website's added store features, mainly the new Direct Services functionality that allows you to order something on the web and have it delivered free of shipping charges to your favorite GW store. If you go to the store a lot like I do these days it saves a lot of money. I am still finding, however, that the new site is often painfully slow and like many people I mourn the loss of a lot of great hobby content on model, terrain and base painting that has yet to be restored. Hopefully, more hobby content will eventually reappear and other issues with the site will be worked out over time.

2008 'Ardboyz Semi-finals Missions

...and locations have been posted.

Semi-finals Missions

Semi-finals Locations

~It looks another round of the "unothodox" kill-point rules will be in effect, so good luck to all the Ardboyz participants fielding those crazy 6KP 2500 pt lists. Good luck and bet wishes!

Wednesday, October 8, 2008

Bigred and Bulwark are working...



I hope you all have been noticing the recent additions to the BoLS staff and our increased 40k and Fantasy content. You guys have asked for more BoLS, and more you got. The great thing is we have a little more breathing room to finally start in on some projects that the Fly Lords have had on the backburner for some time.

~That top image is what's on my desktop right now. I'm sure it will be ready for you guys in just "a jiffy". Expect more sneak peaks as it gets closer.

Tuesday, October 7, 2008

HOBBY: Building Squad Display Trays


If you've ever entered a squad or regiment of models in a painting competition or just sat them out proudly for display and thought they'd look a lot better if they had a device to physically and visually link them together, then this hobby article is for you. This is a quick and simple project that just about anyone, even a beginning hobbyist can do, yet it will greatly enhance the display of your models as well as making it easier to move them about. Are you ready? 'ere we go!

First, set out the models as desired on a piece of 1/4" thick foam core board and draw circles around the bases with a pencil.

Next, cut out circles from the foam core where you've marked the circles for the model bases to go. Make the circular holes ever so slightly larger than the diameter of the bases to ensure the models will fit easily in the holes. Foam core is easy to cut with a modeling knife and requires little effort and no special tools. It's cheap too. Then, glue the piece of foam core to a piece of hard board, plastic card, heavy tag board, etc.

Now, texture the top of the foam core as desired. You can do this by gluing sand, flock or sawdust to the surface with inexpensive white glue. Add rocks and other terrain features as desired. Paint the textured surface as desired to match the bases of the models that will be displayed. Add scenic bits if you wish like skulls, girders, columns or whatever might enhance the models you'll be displaying.

Finally, spray with matte sealer to protect the surface of your new display board.

The picture at top shows the first squad of Space Marines for my new custom Codex Space Marines chapter sitting in a display board built in the manner I've just detailed. I finished the models last week in time for the final Assault On Black Reach (AOBR) painting contest at the local GW Battle Bunker where the models are currently on display. I've already painted one AOBR Captain and one Dreadnought. With the completion of this Tactical Squad my paint scheme for this new army is now well established. I'm currently working on painting the first Drop Pod for the army.

The display tray the models are sitting on in the pictures above and below is one I actually made years ago, originally with a green surface back when all models pretty much had sand on their bases painted to simulate grass using GW "goblin green" or similar colors. Last week I quickly upgraded the tray in time for the contest by spraying it black and then drybrushing it to match the way I do most of my model basing these days. This further demonstrates how easy it is to paint simple textured surfaces with pleasing results. These simple texture and painting techniques work for model bases, display boards, and even full sized table gaming surfaces.


I hope this article is helpful to some of you out there in making your own display boards. As always, questions are welcome in the comment area below. I should have another hobby article for you soon, perhaps next time on something a wee bit bigger (wink!).

The world famous Goatboy enters the arena!!

Hi there. I'm the newest, dice rollin', Texas boy to clickity clack on this site. Big Red asked me to join up and help out the poor ork players that are craving for new and fun ways to roll 40+ dice during a shooting phase. Beyond shouting out my ork battle cry, I also like to draw and paint 40k stuff.

But enough about that, you want to see one of my armies right? Below is my "finished" ork army for the moment. If you are an ork player then you know you will never be finished painting an ork army. You might "finish" one iteration of a current list, but you will always desire more boyz. But for right now, this is my current tournament list that I plan on taking to Baltimore as well as play in the next few weeks.



If you want a list, I will post one in the comment section, but as it stands right now, it gives me a nice feel as I roll around with it and throw the dice. The picture above is my full 2000 point force, the Baltimore list loses some bikes as well as two deff koptas.

My plans for future posts are a mixture of painting articles, artwork articles, as well as info on tactica and other thoughts on the current environment of competitive 40k. That's right, I am one of those guys in the tournament scene that enjoy the tough army builds as well as the fun stuff. I consider myself a pretty good player, as well as someone that can see the inherent strength of new army books.

So the first question I'll ask, is what do you want me to start with first, a painting, artwork, or tactics article? Oh the link below is to my commission site for artwork and miniature painting. If you are interested, shoot me an email and we can talk.

A Fly Lord Enters...


Hi guys,

Quick announcement. Our very own Goatboy is joining the BoLS team and will be helping us out in the painting, hobby, and list making side of things. He is also a dedicated Ork player so all you readers who have cried out for more Orky articles are about to see your dreams come true. Goatboy is one of our longtime readers and a talented artist as well, who is responsible for all the named character pics from our latest mini-dexes. I'm thrilled to have him helping us out to bring you even more of the freshest 40k content out there. Lets all give him a warm welcome!

~Goatboy also does commission work for both minis or freehand art, so if anyone is interested, clickthrough on his bannerlink to help a talented artist out :)

Monday, October 6, 2008

NEWS: Modular Game Board Update


Games Workshop has decided that the price of the Modular Game Board in the USA will be $200, not $175 as was originally announced. This change is now reflected on the "new release" boards in US Games Workshop stores.

In spite of the price change, this appears to be a good product and there will likely be some enthusiasm for it, especially with some of the bundle deals available that include 40K, Fantasy and Lord of the Rings scenery with the Game Board. Brochures are available for customer viewing in US GW stores now, so keep your eyes open for more widely available information soon.

TACTICA: IG Buildout and Deployment in Fifth Edition




I am only discussing unit builds, uses thereof, and deployment in this article. Game tactics will be later in this series.

HQ

High Command – With the advent of true LOS, this needs to be in cover if you want it to survive. I admit to being somewhat old fashioned and insisting on having an HSO, so I use medic and standard and a mortar and hide them. A probably more cost effective use is to treat this unit as simply another Platoon Command, and arm it similarly. Iron Discipline is a no brainer for 5e.
Advisors – None are worth the points for 5e.
Commissars – Loved them in 4e. In 5e, counter shooting is more cost effective than counter charging, and they were too expensive anyway, so they’re out.
Priests – Too expensive and of limited use for a Guard army, even in 4e. In 5e, they are just a point sink.
Sanctioned Pyskers – I have honestly not taken one of these since 3e, except in weird scenarios that bigred and I dreamed up.
AT Support – Deploy AT to either have side shots against vehicles facing your tanks or into the lines. If going for the side shots, it is best to remember to go to ground.
Lascannon – At 36 points a platform, these are 18 points per hit if they get 4 turns of shooting per game. Pricey and always a high priority target, I find them to be a bad choice.
Missile Launcher – Dropping down to only 31 points a platform, these seem to be a worse choice than the Lascannon. I have found that they are a far less attractive target than the Lascannon teams, and thus wind up doing a lot more damage for me during a game. Never use them against AV 14, unless there is nothing else to shoot at. If you face tight formations of enemy troops or the enemy has cover, fragmentation missiles can do wonderful things.
FS Support – Deployment is very dependent on enemy forces. Generally these are just strengtheners for your gunline.
Autocannons – The best direct fire support weapon of the lot. Great light vehicle killers and they reliably put wounds out on nearly everything all game long. Deploy centrally so that they have targets every turn.
Heavy Bolters – Very good for hosing down enemy speeders and assault forces. Good to have in your force, and best in support of your main concentration, wherever that may be.
Other -
Mortar Squads – These are fantastic killers in 5e. The ability to ignore intervening cover makes them murderous from behind your own troopers in the gunline, and they can pin as well. 80 points is a bargain for these relative to other weapons for 5e.
Sentinels – If you are going to take Sentinels, I would take them as an HQ squadron.
Special Weapons – Not worth the slot, in my opinion. If you take them, the Demo Charge is a given, and I would take Flamers. Also, you almost have to go with Drop Troops, as the scatter of the Demo Charge makes these very dangerous for counter shooting purposes.

Elite

Hardened Veterans – These are great as a small squad with 3 BS4 Meltaguns. Use them either to flank/deep strike and blow up vehicles, or hold them in reserve to counter shoot enemy assaulters. Give them Shotguns to replace Lasguns.
Ratlings – These little buggers draw a lot more fire than their damage output merits, but against anything that isn’t fearless a chance to pin is a chance to pin. Take them in squads of 8 or more, and place them in cover.
Ogryns – Sadly, Ogryns still have no place on the field. They are too expensive, too fragile, and too ineffective in killing MEQ to be worth fielding.
Storm Troopers – Taken in small squads with two BS4 melta/plasma guns, these are many players shooting units of choice. Grenadiers are best done mounted in Chimera, whereas normal Glory Boys make good flankers. I avoid deploying them as simple gunline units, as their lack of range means that take too many hits before they get to do anything. It is better to keep them in reserve than start them on the field.
Techpriest Enginseers – I had to open the book to even remember these exist. I guess 5e vehicle survivability makes them better, but going from abjectly horrible to just really bad doesn’t make them a good purchase. If you intend to use one, place it so that it is in BTB with a couple of Russes (or triangle it to a Basilisk as well) and give him 3 or 4 technical servitors.

Troops

Infantry Platoons – Never underestimate the good old Lasgun. In 5e, these are your objective takers, so keeping one or two in reserve to move towards objectives on your side late in the game is a good idea. Flanking or deep strike are your best options to threaten enemy objectives, as marching across the field just provides most enemies with free assault and consolidation moves. Always build them with a special weapon, and remember that 3 squads getting a Lascannon mean that you are not taking a 4th squad with a Meltagun.
Infantry Platoon Command – The ability to concentrate special weapons in these squads gives them a lot of value as counter shooters. I’m particularly fond of the 4 flamer squad in a Chimera. After the enemy assaults the smoke Chimera that is blocking their advance, they are nicely piled up to take enormous numbers of flamer hits. Officers always get power weapons, as these are the only bargain weapon in our Armory.
Armored Fist – Grenadiers or command squads in Chimeras are better for the purpose, and we need more Troops infantry units, so these are unattractive in 5e.
Conscripts – If you really want to see something funny, watch what happens to a 50 man Conscript squad with attached Independent Commissar that is hit by a 20+ mob of Slugga Boyz. Their use as tar pits is sharply reduced by the 5e morale rules, they are a lot easier to massacre with the 5e blast, multiple template, and casualty rules, so you are better off with more infantry squads.

Fast Attack

Hellhound – True LOS means that these monsters have more targets. I’ve found that one of them is an enormous fire magnet, and more is a good thing.
Sentinels – These are not as good as Hellhounds for the FA slot, but still a great choice. If you take drop troops, these can be used to deep strike as well as to flank, and a well-positioned Multilaser or Autocannon equipped Sentinel stands a fair chance of popping a key enemy vehicle, or at least shaking it on those crucial turns 2-4. Another great use is flanking into large enemy infantry units from the rear and pulling them away from their advance. A Heavy Flamer Sentinel kills Orks with the weapon and likely kills more from the explosion, and even more critically pulls them away from where they want to be. Great choices if you do not have the points to buy Hellhounds for the FA slots.
Rough Riders – As a counter charge unit, these are the best the IG has for 5e. With true LOS, they can be hit almost anywhere on the board, so keep them in reserve unless you have a heavily urban board with intact walls to hide behind. I don’t take these as they are less survivable, less threatening, and less deadly than a Hellhound in almost all cases.

Heavy Support

Basilisk – True LOS means these are easier to shoot at in 5e, so park a Russ in front of them, and/or get them behind a hill. True LOS means they can also see most of the board, which means they can fire in LOS and indirectly outside of 36”. This means they are as accurate as firing directly, but ignore intervening cover and hit vehicles on the side armor. Shooting Predators in this fashion makes them expensive Rhinos, so the Basilisk is very good.
Leman Russ Battle Tank – The removal of partials and downgrading of defensive weapons transformed the LRBT from a Heavy Bolter platform to a Battle Cannon platform, so peel off those sponsons and let the Ordnance fly.
Leman Russ Demolisher – Oddly, the rear 11 AV is more important to this vehicle that the great cannon. Fearlessly drive Demolishers towards opposing Land Raiders and Terminators, and watch them scramble away.
Heavy Weapon Platoons – I would only taking these if I were restricted from taking tanks for some reason. They are expensive and inefficient.

In terms of Doctrines, Drop Troops, Light Infantry, and Iron Discipline give you the most bang for your buck, as they provide a lot of maneuver options and let small units recover. Cameleoline is a good choice as well, but tends to be much less effective as the game goes on. All the others are personal choice issues.

As far as allies go, an Inquisitor Lord or GK with psychic hood are reasonably common and useful choices. Placing a Daemonhunter Inquisitor with Mystics in a transport behind your Demolisher tends to scare off those pesky Terminators. There are too many solid DH/WH ally choices to consider in this already overlong piece, so I’ll leave it at that.

Converting For 40K From WFB


Games Workshop makes wonderful models for both the Warhammer Fantasy Battle (WFB) and Warhammer 40,000 (40K) model ranges and I sometimes can't help wishing when I see a great model for WFB that it was made for 40K. Years ago I realized this dilemma actually presented great conversion opportunities. Being a fan of the Chaos range most of all this attitude has lent itself to numerous conversions over the years, some simple and some complex. The purpose of this brief hobby article is to demonstrate some of the possibilities of using WFB miniatures for 40K and to present a couple examples, one simple and the other less so, of just how much fun this can be. Conversions like this expand the model range for the hobbyist and allow for the construction of something unique for one's army without a major investment.

The picture above shows two conversions I did a few years ago. The one on the left is a classic Chaos Champion model from the WFB range. The one on the right is based on a Nurgle Sorcerer model from the WFB range. I'll talk about each briefly in turn.

The iconic Slaanesh Champion miniature sculpted years ago was based on an old painting by John Blanche. I love this classic sculpt so much that when I was building some additional Slaanesh Marines a few years ago I decided to turn this model into a Lord or Champion for that force. Not having the heart to do any converting to my original lead cast of this miniature, I purchased a second one in pewter and added the "noise marine champion" backpack to it as well as a small plastic holstered pistol on the waist around the rear. These simple additions to the model make it fit right in with my Slaaneshi forces without doing any major conversion work. Besides being quick and easy, this conversion also preserved the look of the original model which was important to me in this particular case.

For the Nurgle Chaos Lord conversion I was interested in showcasing my converting skills rather than preserving the original sculpt. I started with the body of a WFB Nurgle Sorcerer, but everything else on or around the model comes from sources not connected to the original model. The head and hands are from the plastic Chaos Marine range, the daemon weapon was built using bits from numerous kits glued to brass rod, the wings come from a WFB bat model and the rock outcrop it stands upon was made from putty. This conversion took more than a few minutes because of all the drilling, cutting, pinning, bending and sculpting involved, but (hopefully) resulted in a truly unique and characterful Chaos Lord for my army.

Conversions from WFB to 40K aren't just limited to the Chaos ranges either. With some skill and creativity Elf models can be used in the Eldar range, Orcs and Goblins can be used for Orks and Gretchin, and so on. Additionally, bits from WFB can often be used just to supplement or decorate 40K models, such as icons, banners, feathers, cloaks, badges, shields, shield bosses, etc. The plastic cape shown on my Master of the Deathwing is a perfect example of a WFB part being used to add just the right touch to a 40K conversion. So why not have a go at this yourself? Your imagination is the limit! As usual, leave your questions and comments below and good luck with your own adventures in converting.

RUMORS: WFB/40k Schedules




Selected tidbits courtesy of Warseer's: Harry

We love to pass on on all the little tidbits we hear and here are some of the latest. We have recieved news that the GW 40k/WFB schedule is shaping up for Q1-Q2 2009 as follows:

JANUARY:
2nd wave Orks
Plastic Gretchin, Stormboys, Nobz, plastic Battlewagon.

FEBRUARY:
Lizardmen
Plastic Stegadon to be availiable as a rare, special and mount option. Up to nine said to fieldable in one list. New kroxigors.

MARCH:
Apocalypse
Stompa and one or more Baneblade variants (Stormlord and/or Shadowsword, possibly others).

APRIL-MAY:
Imperial Guard
Plastic Stormtroopers, Valkyrie, Russ variants, more.
2nd Wave Daemons
Plastic Daemon Prince, new Seekers, rest of the named Daemons, possibly generic daemons and a Battleforce

Q3-Q4:
Necrons

All the stuff reported here.

Dark Eldar
New range by Jes Goodwin, Codex by Phil Kelley. End of the year, possibly bumped even later to make sure the army is done correctly.

And More...

~There is great uncertainty as to the exact timing of these releases as we get into the Q3-Q4 timeframes, and the Apocalypse release slot is still full of uncertainty as to what the Baneblade variant(s) will be. While the 40k codex releases are thin between now and IG (reported to give plenty of time for the marine releases to sink in) the back half of 2009 is said to be stuffed to the gills with releases for both 40k and Fantasy. Standard caveats apply folks, have at it.

Sunday, October 5, 2008

Space Marine Scout Bikers

I'm now in the process of building a Space Marine chapter in my own color scheme and working out what models will be in the army. When starting a new army I usually just collect a bit of everything available and then end up with an enormous and fun assortment of models and units. However, since I already covered that approach for Space Marines via the Dark Angels army I finished recently, I thought I'd take a more thoughtful and measured approach to at least some parts of this new army.

Amongst the models I'm really thinking about are the new Scout Bikers and the other Fast Attack choices available to Space Marines. The Scout Bike models are terrific and being a collector I already own five of them. Since the models and the rules for them are a huge step up from those of the past, I'm considering the possibility of going for yet a bigger unit or possibly even more than one unit of them. Should I stick with just five Scout Bikers or enlarge or expand this part of the force? Does anyone have any innovative ideas yet for using the Scout Bikers in games? How do they compare regarding points and effectiveness to other Fast Attack choices in the new Space Marine codex like Assault Squads, Land Speeder Squadrons and Attack Bike Squadrons? What do you think? The models certainly seemed to sell well enough on their first day of general release at our local Battle Bunker!

ARMY LIST: Night Lords 2000pt Raiding Force



Hi guys,

Here is the current army I'm running using that Night Lords army I'm upgrading. After a year of using exclusive Nurgle lists, this list feels like a giant weight has been lifted from my back. I can't tell you how much fun it is to play.

2000 Pts - Chaos Space Marines - Nightlords Raiding Force

HQ:
Chaos Lord (180 Pts)
Bliss Giver; Plasma Pistol; Fearless; Frag Grenades; Krak Grenades; Melta Bombs; Jump Pack; Personal Icon; Mark of Slaanesh

Summoned Greater Daemon (100 Pts)

Elite:
Terminators (285 Pts)
Power Fist (x2); Power Weapon (x5); Combi-melta (x4); Twin Linked Bolter (x2); Heavy Flamer (x1); Icon of Khorne; Mark of Khorne

Troops:
Chaos Space Marines (240 Pts)
9 Chaos Space Marines
Bolt Pistol; Close Combat Weapon; Bolter; Flamer (x1); Meltagun (x1); Frag Grenades; Krak Grenades; Chaos Glory;
1 Aspiring Champion
Bolt Pistol; Power Weapon; Bolter; Frag Grenades; Krak Grenades
1 Rhino
Twin Linked Bolter; Searchlight; Smoke Launchers

Chaos Space Marines (240 Pts)
9 Chaos Space Marines
Bolt Pistol; Close Combat Weapon; Bolter; Flamer (x1); Meltagun (x1); Frag Grenades; Krak Grenades; Chaos Glory;
1 Aspiring Champion Bolt Pistol; Power Weapon; Bolter; Frag Grenades; Krak Grenades
1 Rhino Twin Linked Bolter; Searchlight; Smoke Launchers

Summoned Lesser Daemon (130 Pts)
10 Summoned Lesser Daemon

Summoned Lesser Daemon (130 Pts)
10 Summoned Lesser Daemon

Fast Attack:
Raptors (270 Pts)
9 Raptors
Bolt Pistol; Close Combat Weapon; Flamer (x1); Meltagun (x1); Frag Grenades; Krak Grenades; Icon of Slaanesh; Mark of Slaanesh
1 Aspiring Champion
Bolt Pistol; Power Weapon; Frag Grenades; Krak Grenades; Melta Bombs; Mark of Slaanesh

Bikers (205 Pts)
5 Bikers
Bolt Pistol; Close Combat Weapon; Plasmagun (x2); Twin Linked Bolter; Frag Grenades; Krak Grenades; Bike; Chaos Glory

Heavy Support:
Land Raider (220 Pts)
Twin Linked Heavy Bolter; Twin Linked Lascannon Sponson (x2); Searchlight; Smoke Launchers

Modelcount: 67
Killpoints: 12
Scoring Units: 4

Notes: The Infantry possess no heavy weapons, to focus them on maneuver and the ability to go from rapid firing defense to assaulting in a heartbeat. Icons are scattered throughout, as well as a handful of champions to host the greater daemon. In general, the army is fast, and will move out aggressively using terrain and vehicles to mask their approach. Once near the enemy, the icons provide accurate deepstriking for the distraction lesser daemons and the nasty terminators.

A special shoutout to Hatchett (thanks buddy) who put me onto the lethal and fun combo of Slaanesh-marked Raptors hitting enemies quickly then summoning Khorne-marked terminators to finish the job. The bikers are a harrassment force which can summon if needed, and the jump-pack blissgiver lord is a good IC hunter and will usually move out with the raptors to give him protection until he hits the enemy lines.

The scoring unit count is a tad on the low side, but they are all large units, and fairly durable. They also are among the least threatening targets in the army and draw less fire on average than they merit.

~On the tabletop, it plays like a slightly slower but more hard hitting (in assault) version of an eldar army. Great fun. Thoughts and comments welcome.

Saturday, October 4, 2008

TACTICA:Imperial Guard Advantages in Fifth Edition




Much whining has been leveled against Annihilation missions for being unfair to the Imperial Guard. The supposed counterpoint of the Guard having a lot more troop choices has similarly been beaten to death. While an Imperial Guard army built to be effective in all missions will inherently have more KP than a similarly built army of any other race or force, the difference isn’t that great for most armies, and can be overcome by simply killing every opponent model. Similarly, a Guard army could have a massive number of troop units on the field, but at a cost of very limited ability to kill enemy units. Since I know some set of players will want to discuss these issues, I brought them up so we can set them aside and get on to what matters – why the Imperial Guard is one of the strongest armies to take in Fifth Edition.

Advantage #1
True LOS benefits those with the greatest range the most. We have the potential to have the most long range firepower of any force, so get those tanks out there.

Advantage #2
A 4+ cover save is very easy to come by for infantry. This makes our gun lines roughly twice as survivable, while providing no benefit at all to MEQ against AP4 or worse weapons. Buy lots of Autocannons and Heavy Bolters, and generate armor saves.

Advantage #3
Doctrines allow us to deploy all our infantry advantageously. Drop Troops is now incredibly useful, and Light Infantry means that you can almost always set up your weapons to have good targets from turn 1 on (not in Dawn of War), or flank in to threaten distant objectives and weapons. No other army has as many deployment options as the Imperial Guard, so use these to your advantage.

Advantage #4
Hellhounds.

Advantage #5
Changes in blast weapons favor low ballistic skill shooters. There are no more partial hits for blast weapons. All blast templates now scatter, which means our frag missiles are more likely to hit something. Mortars kill more Orks than battle cannons.

Advantage #6
Wound allocation makes our weapons better, while providing less benefit to our enemies. Since our opponents rarely do enough wounds to hit every model in a unit (and when they do, the unit is usually completely wiped out anyway), we don’t end up with a lot of special models killed early. Conversely, we tend to do a lot more wounds, so our MEQ opponents end up with more chances to lose specials models earlier.

Advantage #7
The changes to close combat improve our ability to kill MEQ. Now that a very small squad of MEQ can generally defeat any Guard unit in close combat in a single close combat phase and cannot consolidate into a new close combat, we are no longer forced to have counter charge units around to try and keep a single assault squad from rolling down our entire line. This means the points we spent on Rough Riders and other tricks are now available for even more guns.

Advantage #8
The last and most important advantage of the Imperial Guard is one we've had since Third Edition. Nothing in our army is a linch pin, either in points or effectiveness. Use the inherent expendability of our men and machines ruthlessly, and you will find yourself winning a lot of games against any opponent.

Friday, October 3, 2008

FANTASY NEWS: Warriors of Chaos Battalion


GW has announced the contents of the new Warriors of Chaos Battalion set. It contains: 47 plastic models, including 12 Chaos Warriors, 20 Chaos Marauders, 10 Chaos Warhounds and five Chaos Knights. At $90 US this set has a built-in bundle discount of $33 over buying the contents separately. The set costs £50 in the UK. More new Warriors of Chaos product, price, and release date information is available in the Advance Order section of the online store.

Also note that the following upcoming GW releases appear to be "splash" releases that will be produced only in limited numbers:
- The new "Mega-paint set". $250 US
- The "Fallen Giant Template". $8 US
- The "Citadel Catalogue 2009". $15 US

Finally, there will be a Scenery Painting Pack available for purchase at the same time that the new Modular Game Board is also released. There will also be several bundle deals for the Modular Game Board where various scenery items are included for a single price. Pictures of the brochure on these bundle deals taken at UK Games Day have appeared on the Internet with UK prices, now US Games Workshop stores are starting to show customers their own copy of the brochures with US prices. Therefore, this information should be widely available in the US shortly.

Drop Pod Assembly Guide


Coinciding with this weekend's new Space Marine releases, Games Workshop has posted a step-by-step Drop Pod assembly guide on their US website.

Being the lucky owner of a Space Marine Spearhead, I started working on my first Drop Pod this week and hope to have it painted by next Wednesday, when I'm helping with a Drop Pod assembly clinic at a local game store. Having built my own Drop Pod already I can tell you that there are some minor pitfalls you can stumble into if you're not extremely attentive to detail. The GW online assembly guide should therefore be extremely helpful to a lot of people.

I will be painting my Drop Pod to go with my own custom Space Marine chapter. You've already seen the first model for that project; pictures of the Dreadnought, first Tactical Squad and Drop Pod will appear in the near future.

So, who's going new release shopping this weekend? Who's buying items for other armies besides Space Marines to keep up with the arms race? Maybe "there is only war", but on a big release weekend there's also some shopping too!

Thursday, October 2, 2008

Aventine's Khorne Daemons- Khor-aeka's Bloody Host



So this is the Chaos Daemons army I have been working on the past few months. I'm getting pretty close to finishing it, as I only have a few more Bloodletter plus Skarbrand to paint. I'm having the conversion commissioned by Metal Fingered Villain of Warseer forums. I have had a lot of success with the army, so far a 7/3/2 W/L/D record, which isn't too bad. This is the list I'm working with:

HQ
Skarbrand 300
Bloodthirster w/ Blessing 255

Elite
6*Bloodcrushers 240

Troops

15*Bloodletters with Fury 250
15*Bloodletters with Icon 265
15*Bloodletters with Icon 265
15*Bloodletters with Icon 265

Heavy Support
Souldgrinder w/ Tongue 160

It's pretty hard-hitting. If that first wave can survive to get some turn 2 charges things go downhill for the enemy pretty fast. Usually I go for the Bloodthirster, Bloodcrushers, and two icon units in the first wave, with Skarbrand, the Soulgrinder, and the other two units coming in taking advantage of the icons. Here is a picture of the army fighting against jwolf's IG.

BoLS Polls: Narrative Events?



Hi guys,

I've had a series of interesting conversations of late regarding the GW event scene worldwide and wanted to throw open a topic for you all to chime in on.

Lets start and define the basic world of 40k gaming. You have lots of isolated sets of private and semi-private clubs alongside the huge general 40k/fantasy population in GW stores and FLGS that have open gaming. Now what the vast majority of this gaming consists of are the standard run of the mill pickup play, where you bring your latest creation, show up, meet another player and go at it on a table of your creation. At a slightly more advanced level are pre-arranged games where both sides know what's coming.

Mixed in with this are the standard tournament scene from the local events up to the big national ones, which have a big array of mission tweaks and variations, but are still basically pick-up game variants.

Once you get into some of the older clubs, you see narrative events and the rare campaign that immerse players not only in the "mechanical game" but the greater universe (40k or fantasy) as well; hoping to immerse the players in not only the physical game, but placing their games in a larger context. We also see these events in the rare GW global campaigns.

Undoubtably with the rise of ever larger prize support we have seen strong support for the standard ever-more competitive tourneys which seem to sell out earlier and earlier each year. My question is: Can the hobby support narrative events (with the standard entry fees and prize support seen in the standard tourney circuit)? If for instance you had the opportunity to travel to a tournament offering a detailed campaign pack, a guarantee of several exciting games, and a particular spot on a larger team roster (from as crude as Imperial vs other, to exotic multi-factioned events); along with a variety of prize support for different narrative and performance based parameters....would you go?

~In short can events that offers immersion into not only the game itself but the universe ever hold a flame to the no-holds-barred "pick-up game" tournament scene? Secondly let me know how you would envision such an event being organized to cover a 2-3 day weekend, and what categories would you offer prizes for? I keenly await your feedback...and hit the poll as well!

Wednesday, October 1, 2008

40K RUMORS: Stompa Kit is Coming to Town



Hi guys,

The birds are singing away, and we have heard the magic date is March-2009. The Stompa is coming to a Warhammer 40k table near you!

It is still unknown whether March will see the release of several of the rumored Apocalypse plastic kits hinted at here as a standalone "Apocalypse month", or if the larger kits will be rolled into their armies normal release windows. That version of things would see the Stompa released with the 2nd-wave ork releases and the IG superheavies rolling out with the new Ig codex. Time will tell.

~There is still no word on the size of look of the Stompa, and the 2 shown above were scratchbuilds for the Apocalypse book. As soon as we get anything you guys will be the first to know.
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