Saturday, January 31, 2009

Apocalypse Scratchbuilding: A Cautionary Tale

Scratchbuild for Apocalypse can be a lot of fun, and with all the great units mentioned in the Apoc books, there is no shortage of ideas. However, scratchbuilding apocalypse models has an unspoken dark side: storage. Our loyal readers may remember the Capitol Imperialis I build last year. It's an amazing model and everyone at the FLGS loves it, but its really really big. For a while, we were able to keep it at the game store, but they were cleaning house last week and decided it took up too much room and it had to go (not that I blame them, it took an entire shelf in the terrain storage room). So the beast has to come home.

I imagine this is not an uncommon problem among Apoc builders. So, as a public service, BoLS has decided to provide several unique storage ideas to help you integrate your new Apocalypse model into your home.

Who could argue with a nice centerpiece to have dinner around?
It can also be used as a handsome coffee table.

What pooch wouldn't want the Imperium's finest as a dog carrier?

And if all else fails, it makes a handy magazine rack.

You could either spend hundreds of dollars at the fine furniture store, or save that money and build a furniture hutch that doubles as an imperitor titan. It's a win-win situation (and I'm sure your significant other would agree)

Friday, January 30, 2009

NEWS: GW Financials and BoLS Upgrades


Hi guys,

A couple of things to chew on as we head into the weekend.

GW 2008-2009 Interum Financials
Games Workshop, our favorite plastic crack manufacturer has released some of their interum numbers for the world to see. Take a gander at those folks.

BoLS Upgrades
We have finally figured out how to add related posts links to the bottom of individual articles. I've been wanting to add this for awhile as we are starting to get a LOT of content on the site, and its an easy way to discover new BoLS topics, especially for our newer readers. You will see them listed immediately after the articles, but before the DISQUS comments. You are free to click at will...

~Those interum financials seem pretty encouraging after the last couple of years GW has been through. I guess the question now moves to what lay at the heart of the upbeat news. Was it general "tightening of the screws" to run a tighter ship? Apocalypse? 40k 5th Edition? Let the conversation begin...

40K SNEAK PEEK: Ork Stompa Sprues

Look what 40k goodie wandered in front of my camera.... Have at it guys.







~Note the size of some of those stompa sprue frames compared to the ruler. Some of these sprues may be larger than the Baneblades. This baby is BIG in person. Look at that chainsaw arm piece for example, its almost as long as a rhino!

Thursday, January 29, 2009

EDITORIAL: A Funny Thing Happened On The Way To The Forum

On the heels of the recent editorial here about "What's Wrong With 40K Today?" I thought I'd offer an extension to that much needed discussion. Something that's been on my mind for quite a while since I started looking at online Games Workshop forums a couple years ago is their use and abuse. Like most things, GW related fan forums were initially created for a variety of fun, useful and helpful purposes, such as:

- To create a place for hobbyists to meet others with a like interest so that they could discuss their passion for the hobby.
- To allow hobbyists to find assistance with the hobby, such as modeling and painting advice or to discuss rules questions or game strategies.
- To find information about GW and related products that support the hobby.
- To find out about events and stores in their respective areas where they could find products, attend events and meet and play games with other enthusiasts.

All of these are worthwhile services provided to one degree or another by virtually all GW fan forums, but there's a dark side to the forums, one that became apparent to me within minutes of looking at one for the first time a few years ago. Specifically, there are a number of people on the Games Workshop fan forums that are not there for any useful purpose other than to entertain themselves at the expense of others. These people are in the minority, but they have a toxic effect on other hobbyists and the growth of the hobby. These forum "trolls" make their presence felt in a variety of ways depending on the individual, but there are some common problems that recur with great frequency:

- People whose only reason for being on the forums seems to be to look for what they perceive as any kind of error or weakness in the posts of others, whereupon they immediately retort with as much venom and vitriol as possible in an apparent effort to humiliate the other forum user. Many times their barbs are incorrect or false, but this doesn't stop them from launching their attacks anyway. Regardless of whether or not another post is incorrect or not to your liking, it's possible to disagree without being uncivil. If you want people to be respectful to you, try it out on others. Making people feel bad is easy, so there should hardly be any sense of power or satisfaction in doing so. On the other hand, making people feel great requires only slightly more effort and the rewards are far greater. It amazes me how quickly people toss away an opportunity to make a friend or ally on forums by being rude. For all you know, you may have just offended someone who could have really helped you down the road. The lesson here is, don't be a jerk.
- People who claim they haven't touched a GW product in years and that they dislike or hate GW's products, yet they are still hanging around on the forums talking about them. I've seen this a number of times and it's just mystifying. If I stop buying products of any kind by a given company because I'm dissatisfied I don't spend my time years later hanging around on forums talking about them, nor do many other people I suspect. Nevertheless, there are a small number of people out there who seem to be fixated on chatting about GW on forums years after they've supposedly moved on from the GW hobby.
- Supposed fans who find fault with virtually everything GW does, yet they persist in buying their products and complaining about them. For example, if GW releases something quickly then these pseudo fans say it was rushed and poor quality, if GW takes their time releasing a product then GW is accused of stalling. To these people, every new miniature is more horribly sculpted than the last, an abomination and offense to the eyes. Yet, they keep buying the stuff and complaining about it. It's not that GW doesn't occasionally need some constructive criticism, but these "fans" seem to hate everything GW does just for the sake of doing so. My favorite irrational complaint, "GW just wants to sell us more models!" Yes, of course they do.
- Petty bickerers are another issue. These people claim not to mean any harm and they may on occasion be polite when they rant, but they just find fault with everything anyone else says and have to post a contrary thought to everything posted by others.
- The "politico" is another troll waiting to spring. Many fan forums are international and it doesn't take long for some people to find something to be upset about and any post not concerning their own place of residence is seen as an affront and a deliberate statement of "anti-whateverland". Or worse, they insist on posting something that is deliberately inflammatory themselves. Fan forums about toy soldiers are no place for politics. Check your political baggage at the door before signing on please. A post about something fun in one place is not a deliberate insult to everywhere else.
- The user who thinks he's cool because he uses a lot of foul language. There's a time and place for everything, including the occasional obscenity, but if you can't carry on a conversation at all without such language, especially in forums where there are many younger users and children, then perhaps your ability to communicate is suspect. Not everyone on the forums wants to hear that language or have their kids exposed to it, so save it for another time and place where it's more welcome and acceptable.
- Overzealous moderators are an occasional pitfall. Moderators are generally volunteers and their efforts to make order out of chaos are admirable and needed. However, I've seen perfectly good hobby conversations shut down because they were perceived as being off-topic, in the wrong area, or just not to the moderator's liking. Most of the time these judgment calls are on target, but more than once I've seen some highly subjective judgments that were arbitrary, harsh and simply unnecessary used to close down a perfectly fun and enthusiastic hobby discussion. Moderators have a lot of discretionary ability and a few of them seem to exercise it at times just because they can rather than because it's helpful. Most moderators are doing their best, but with so many genuinely rude posts allowed to persist on forums it can be amazing what gets focused on and what does not. If a conversation or post is highly useful or helpful, maybe a little reevaluation as to the necessity of moving, closing, or deleting it is in order. The forum will not collapse because of it.

My goal when I started participating in forums was and still is to promote the hobby and ensure the success of GW so that they'll keep making great miniatures for years to come for all their customers all over the world. When I was invited by Bigred to write for Bell Of Lost Souls, I jumped on the opportunity because I thought I could contribute to the hobby by helping people with hobby information and promoting great new GW products and events. As a result, I've had contact with a lot of nice people who are enthusiastic hobbyists that want to share that enthusiasm with others. Unfortunately, in the online forums, like most users I have also encountered a lot of discord and rudeness. Because of this, I personally stopped using one forum entirely and have had an on-again-off-again relationship with a couple others. I'll use a forum for a while and really have fun, then some unpleasantness will occur and I'll stay away for a few weeks or even months. At times I've considered staying out of the forums altogether except to lurk for good sneak peeks, which is how I initially started my love-hate relationship with forums. After all, Warhammer is the most fun thing in the world to me and if something is taking the fun out of it then it serves no useful purpose for me at all. Warhammer is tons of fun and a great diversion from the harshness of the world for a lot of people and for most hobbyists the last thing they want when they visit forums is to have that fun spoiled by some evil troll.

So what is the point of this editorial? It's simply this. Everyone who is on a GW fan forum should be there for one reason, even if it's inadvertent. That reason should be to support the hobby they love. If they're there to get answers to a painting or converting question, that supports the hobby as do the people who answer the questions. If they post news about events or product information, that supports the hobby. If they encourage other people with their projects or arrange to play games, that supports the hobby. If they're making product trades or looking to buy more product, that supports the hobby. Anything and everything else on the forum should take a back seat to that ideal. That ideal, supporting hobbyists and the hobby, is the reason the forums came into being in the first place.

Personally, I want to promote this hobby to as many people as possible and get customers into the stores, something GW could really use in these economic times. I don't work for GW and I never have, I'm just an unabashed fan who really, REALLY loves this hobby. GW's holiday season sales were down a bit this past year and the company could use a boost like everyone else, companies and customers alike. GW would like to have about 400 stores in the US within 15 years. How can we help make that happen? Everyone should be behind that regardless of where they live to ensure the continued success of GW. When GW grows in any country, hobbyists everywhere benefit. More customers anywhere means more product for all customers everywhere. Everyone who loves the hobby should be doing everything they can to promote it or GW could go extinct like a lot of other great companies have done over the past few years. Everyone who loves the hobby should be helping to promote it as much as possible and everything else on a hobby forum should be secondary to that. If you really love the hobby and you're on a forum for any other reason, perhaps its time to reevaluate your presence there. GW fan forums were not created as a haven for anonymous rudeness in spite of the fact that there's plenty of it on them. The health of our hobby suffers from such behavior and as a community we need to reject it or one day we may find there is no GW hobby community or GW at all.

And for me, BoLS as a "blog" shines and it's why I accepted the opportunity to sign on as a writer here. BoLS is a great fan site dedicated to promoting the hobby we love. BoLS has contributed directly and indirectly to community building for our hobby and I'm happy to contribute to that effort.

Speaking of the hobby, I finished painting my Fuegan model last night and I just have two more Phoenix Lords to go to complete all six. Phoenix Court of Khaine is coming! I also took advantage of the lower exchange rate right now between the dollar and pound and ordered a Forge World Revenant Titan for my Eldar as well as a couple Chaos Hellblade Fighters. And I'm just finishing up a secret super-heavy hobby project which I hope to show sometime within the next few weeks. Have fun!

NEWS: Dawn Of War II and Astronomican



Hey guys,

A couple of items today.

Dawn of War II
You've followed the coverage, and drooled at the previews. Wait no longer, the demo is now open to all! Go here to find out more.




Astro Mag #3
Our good friends over at Astronomican have released Astro Mag Issue #3. Go get it and enjoy even more homegrew goodness from our good friends. If you like it, drop them a line and tell them BoLS sent ya!

~More stuff coming soon

Wednesday, January 28, 2009

EPIC: Gods of War - Titans and War Engines


A guest article by Global Epic-Evangelist: GR00V3R

For me, the most compelling artworks describing war in the 41st Millennium are those that show great armies tearing each other apart over a nameless battlefield. Frequently, these works feature massive Titans that tower high above the forces battling on the ground. These gigantic machines unleash raging torrents of destruction with each shot fired and are worshipped as gods of war.

In Epic:Armageddon, Titans rule the field of battle and are rightly feared by the enemy.


Several Titans of Legio Victorum

The War Engine Class
In addition to Epic:Armageddon’s unit classes of Infantry, Light Vehicles and Armoured Vehicles, the rules also allow for a fourth, much larger class called War Engines. Titans are the largest and most terrifying war engines available in Epic:Armageddon, but smaller units like super-heavy tanks (such as the Baneblade or Shadowsword) and certain flyers (such as the Thunderhawk and Helltalon) are also considered war engines.

War engines operate slightly differently to the other unit classes, and for this reason the rules describing war engines are covered in a separate chapter dedicated to playing with them.

Damage Capacity
Thanks to their large size and considerable armour (be it the reinforced plasteel of a Warlord or the super-toughened skin or carapace of a Tyranid Bio-titan), war engines are more difficult to destroy than are units of the other classes. In the Epic rules, this is catered for by war engines having Damage Capacity (DC). A Warhound titan has a DC of 2, and it therefore takes 2 hits to destroy it. A Warlord has a DC of 8, and so takes 8 hits. A war engine’s DC rating is also used in other areas of the game, such as for determining how many dice it rolls during assaults and how easy it is to break.

Playing With War Engines
War engines follow the normal rules for movement or flying, and they shoot in much the same way--all weapons target a single enemy formation. Where they begin to differ is in their treatment of formations, zones of control and transported troops.


A Warlord Titan strides the field of battle

War engines often operate as individual units (that is, a formation of one). As a formation (even of one unit), all the standard rules governing formations apply. If the formation consists of several war engines, the coherency distance each must maintain is equal to their starting DC multiplied by 5cm. So a Baneblade, which has a starting DC of 3, must remain within 15cm of another unit in its formation. Similarly, war engines’ zones of control is lost only when they have been charged by a number of units equal to their starting DC.

Unlike other classes, troop-carrier war engines can transport troops from another formation, even multiple formations, so long as the entire formation can embark as part of the same movement. This rule allows the Thunderhawks, for example, to transport two formations of Devastators or Assault marines (or one of each) and rapidly deliver their firepower just about anywhere on the battlefield--the ability to perform this kind of attack is what makes Marines a deadly opponent.

When it comes to destroying or breaking a war engine, you’re in for a rude shock: they’re ubertough. Most have reinforced armour, and some have void shields or some equivalent that you need to knock down before you can even begin to damage the war engine itself. In addition, many war engines enjoy the Fearless special rule, which means they are immune to extra damage from taking blast markers while broken or losing an assault.


An Ork Gargantuan Squiggoth

Playing against a war engine, though, two things are in your favour: weapons designated as being Titan Killers, and critical hits.

Titan Killers
Some units are armed with Titan Killer weapons. Many of these can destroy a war engine with a single shot. Units hit by a Titan Killer weapon cannot take a cover or armour save--not even if they have reinforced armour--although void shields or power fields still absorb a hit each, and a single holofield save can be taken against the Titan Killer shot (in this case, the Eldar player gets one attempt only to save against the Titan Killer’s hits--it’s save all or save nothing).

Critical Hits
Thanks to critical hits, even the lowliest unit can waylay or even destroy a war engine…if they’re lucky enough. Each time a war engine takes a hit (fails to save and so on), the player who owns it must roll D6. On a 6, the war engine loses that point of DC as normal, but also suffers a critical hit. The effects of a critical hit are described in the war engine’s datasheet, and are specific to the type of war engine. For example, Imperial Titans are prone to explode due to unstable plasma reactors, while Ork Gargants have a tendency to catch fire. Critical hits stack up, too, so it is possible to suffer more than one critical hit effect at once (assuming the first one didn’t cause your war engine to blow up, of course).


A Chaos Imperator Titan conversion

War Engines and Assaults
Some war engines, like most Titans and particularly Bio-titans, are devastating in an assault. When rolling to hit in an assault, a war engine rolls a number of dice equal to its starting DC. So a Warlord, all on its lonesome, rolls 8 dice in an assault (and it needs just 2 or better in close combat or 3 or better in a firefight--totally hardcore).

Example of a War Engine Assault
To finish up, let’s play out an example of several Ultramarines formations assaulting a Great Gargant to see what war engines can do.

Infantry assaulting a war engine may seem silly at the outset, but this kind of assault is an abstraction of the troops attempting to penetrate (by any means) the war engine to kill its crew or sabotage and destroy it from the inside.


Three Ultramarines formations position themselves around the ugliest Ork Great Gargant you have ever seen.

For this example, in a prior turn, the Ultramarines player has cleverly positioned two Tactical detachments within 5cm of each other so that the first Captain-led Tactical formation could drag the second Chaplain-led Tactical formation along with him when his formation performs an Engage order (this is the Commander special rule, which Captains enjoy). In his prior activation, the marines player also positioned a Devastator detachment within 15cm of the Great Gargant in order for it to provide supporting fire.

The marines launch their combined assault
The marines player has the initiative. He activates the Tactical detachment (six Tactical stands with three Rhinos, led by a Captain) and performs an Engage order.


Oh captain, my captain!

With an Initiative rating of 1+, the marines pass their activation test automatically and the player moves his troops up to 15cm toward the Great Gargant. The front three stands, including the Captain character stand, manage to get into base-to-base contact so that the Captain gets an additional macro weapon attack.

As mentioned, the Captain is able to drag the second Tactical detachment along for the Engage action, and the marines player moves that formation now. None of this second formation’s units is able to get into base-to-base contact with the war engine, though, so the Chaplain’s extra macro weapon attack is lost, which is a pity.


Two Tactical formations in a combined assault, with a Devastator formation providing supporting fire from the flank

The marines manage a total of one close combat (bypasses the powerfields) macro weapon hit, one normal close combat hit, and five normal firefight hits. The Ork player removes five of his powerfields for the (four of those left, so not a huge loss), and then attempts to save the close combat hits. He fails the macro weapon save, so the Great Gargant has taken a hit and is now at 11 DC. The marines player makes his critical hit roll, but scores a 5. Close!…but no cigar.

The Ork strikes back
Now it’s the Ork player’s turn. For the Great Gargant, the close combat and firefight values are both 3+, but for war engines the player must allocate before hand which dice will be close combat attacks and which will be firefight attacks. He decides that five will be close combat attacks, so the remaining seven will be firefight attacks.

The Ork player rolls the first five dice needing 3 or better to hit, plus one die for the Lifta-Droppa’s extra macro weapon attack. He scores a total of three normal hits, and the one macro weapon also hits—so that’s one marine who won’t make it home right there unless the marines player decides to attempt an Invulnerable save with his Captain (that needs a 6, so not good odds).

For simplicity, the players decide to resolve the close combat saves now. The marines player opts to take the macro weapon hit on his Captain, and attempts an Invulnerable save. He scores a 2. Doh! Goodbye Captain Wossname. The marines player then rolls for his Tactical marines’ saves and only one is successful, so two more marine stands are destroyed for a total of three marines casualties, which is all of the remaining units in base-to-base contact.

The Ork player now rolls the seven firefight dice and scores four more normal hits. Wounds are allocated from the front of the target formation to the back, so the marines player must allocate the four hits to the closest units—the three remaining Tactical marines stands and one Rhino, all from the first formation.

The marines player rolls three dice for the Tactical marines’ saves and manages to save two of them, so one more marines stand is destroyed. He then rolls for the Rhino, which is also saved by its armour.

Supporting fire
Remember the Devastator detachment the marines player had cleverly manoeuvred into position 15cm from the Great Gargant? Now is their time to shine, and they unleash a barrage of heavy weapons fire upon the Ork war engine. Supporting formations use their firefight value, which for Devastators is 3+, so the marines player now rolls four dice (one for each stand in the formation) needing 3s to hit. He scores three hits. These are taken upon the Gargant’s powerfields, whittling them down further, but doing no actual damage.

Resolving the assault
In the assault resolution, the Ork player wins by one, so the two Tactical marines formations are broken and must withdraw while the Great Gargant takes a single blast marker for losing 1DC. Also, the assault resolution score difference of one translates to one additional blast marker on the already-broken marines. For other armies, this would mean an additional casualty, but for marines with the They Shall Know No Fear special rule, this number is halved (and rounded down if appropriate), so no additional casualties are suffered.

So, at the end of the assault, the Gargant has lost four powerfields and a single DC, while the marines player’s Tactical formations are broken and forced out of position, and a Devastator detachment that is now just begging to be assaulted by the Great Gargant. It could easily have gone the marines’ way and resulted in the Great Gargant being broken, which would have potentially been a game-winning watershed for the marines, but this we can chalk up as a win for the Orks.

Packing Up
As you can see from the above example (which, by the way, pitted 1,000 points of Ultramarines against 850 point worth of Great Gargant), war engines can be deadly.

Remember, though, that Epic is a game about combined-arms manoeuvring: no single unit is a game-winning item all on its own, an the example above could have ended with catastrophe for the Ork player. Not even the dreaded Imperator Titan or Mega Gargant is unstoppable if you employ the right strategy and tactics to counter it. The only sight more memorable than your largest and most expensive Titan laying waste to your enemy’s forces is that of your largest and most expensive Titan turned into a burning slag-heap by a savvy opponent.

Special thanks to Onyx for providing the images of his awesome war engines and terrain. Special thanks also to many of the users on TacComs for their invaluable feedback regarding the example assault.

~Bigred here, GR00V3R strikes again. If you like the epic coverage and want more lets hear it. As GR00V3R moves through the game, I'm sure he would love to hear what things you are interested in so he can start brewing up some articles for you guys.

Tuesday, January 27, 2009

HOBBY: Kustom Ork Tank Trakks


I always have a weakness for cool conversions and when I spotted these "kustom konverted" Orky tracks in my local Battle Bunker a few weeks ago I knew I just had to share them with all the great hobbyists out there. The builder of these painstaking link-by-link track conversions was kind enough to share some photos with me for this article as well as an explanation as to how they were built. One photo is shown above and a few more are at the bottom of this article. So, here in "Chrispy's" own words is an explanation as to how these terrific track conversions came into being:

"Here are the pictures of my Looted Baneblade Custom Orky Tracks. As
you can see, I might have went just a little bit crazy. I have been
out of the hobby for the last four years, and when I started up again,
I pulled out my dusty Baneblade kit to "cut my teef on" as it were. As
soon as I opened the box I noticed that the tracks were covered in
Imperial Eagles. That wouldn't do one bit for a Propa Big Mek.

The first step I took was to lay a piece of sandpaper down on a flat
surface (this time, my cutting mat) and carefully erase all the
surface details.

Next, I sat down and cut out loads of little squares and triangles out
of plasticard for the checks and dags. The squares were actually the
easiest, since I used tile patterned plasticard, and just divided the
individual tiles into quarters.

After those were glued on, I filled in the remaining track sections
with carefully cut pieces of plasticard glyphs. My favorite are the
shoota glyphs. I took special care to ensure that they would be
showing near the front or back of the tank, even when sitting on the
table.

I understand that most of the track detail will be lost during a
normal fielding of the tank. I might be crazy for spending so much
attention to the bottom! However, I know that there may be just that
one guy who's a smart git who will ask, "Dur, izit got dem tracks on
da bottom?" I'll be able to show that, yes, indeed it does.

The total time it took to complete these tracks was about 10 hours
worth of sanding, slicing, chopping and meticulously gluing. Now, I'm
nice and warmed up. Hope you enjoy!"




The custom Ork tracks are only half the story, the converted Baneblade they are going on is equally impressive. Maybe with luck Chrispy will be kind enough to share some pics of that with us when it's done. If you want to see more of his work, Chrispy has a conversion photo gallery over on the dakkadakka forum.

EDITORIAL: What's Wrong With 40K Today


Hi all, Jwolf here.

Goatboy has been posting tournament lists and strategies for a while, and getting enormous amounts of vitriol in response. I took that in stride, as his articles are about some of the more obnoxious elements of 40K tournament list construction and unpleasant strategies. Now that Bigred has met with similar comments from the peanut gallery, I think it’s time to address six of the issues that obstruct fun in the grim, dark future.

#1 People Don’t Know the Rules
By that, I mean all of us, to a greater or lesser extent, do not have the rules memorized sufficiently to prevent errors. 99% of errors are simple mistakes; the rest are cheating. The problem is that when you look up the error your opponent made (in his own favor) it’s hard not to think he knew the rule and cheated. The solution is to know all the rules and help your opponent play within them. This requires a more thoughtful and systematic approach to learning the rules than the vast majority of tournament players are willing to put forth. And just because you don’t play tournaments doesn’t mean you shouldn't know the rules – every game is made better if the rules are applied accurately and consistently.

#2 The Myth of WAAC Lists
There is no unbeatable list, no perfect build, and lists themselves don’t care at all if they win or lose. Any list can be fun or terrible to play against, so don’t roll your eyes at a list and groan, make the best of it and move on. If a player consistently brings lists that are not fun to play against to friendly games, nature will handle the issue, and most tournaments have composition scoring. If your local tournaments are being dominated by particular lists, build to beat those lists yourself.

#3 The Myth of WAAC Players
Honestly, this is one of the worst concepts out there. If the player is just an a--hole and no fun to play against, he’s just an a--hole and no fun to play against. If he cheats to win, he’s a cheater. If he’s both, he’s a cheating a--hole. Implying that a desire to win is somehow part of the problem helps to perpetuate the myth that anyone who plays to win is part of the problem, which is decidedly not the truth. Yes, people who cheat and lie to win will break the rules to win (#1 is our part of making this go away). For friendly games, shun cheaters. In tournaments, report them and dock them all the points you legitimately can.

#4 Believing the Most Important Rule is the Only Important Rule
Play the game by all of the rules, don’t expect your house rules to become the standard. If you think your opponent isn’t following the rules, say something and get it worked out according to the rules. Remember that your opponent is under no obligation to let your super command squad destroy his army just so the game plays like the background stories you write on the fiction section of your blog.

#5 Believing the Most Important Rule Isn’t Important
Give your opponent the benefit of the doubt and don’t expect the same. That unit might be 6” or 6.1”? Let it go, either way. Your opponent forgot to move a unit until he was halfway through his shooting phase (or even when done with shooting)? Let them move it. If there is a time limit, play to the best of your ability so as to make it possible to finish in the time limit. Remember that the other person’s time is as valuable as yours, so avoid texting, taking phone calls, and other distractions as much as possible.

#6 Stupid Dice Tricks
These include having a special pair of dice you only roll for Leadership tests; picking up your hits instead of your misses; refusing to reroll an unclear roll; applying your rules about cocked dice inconsistently; and any of those “dice-rolling techniques” (cheating on your rolls). People notice when you do any of these things, and every one of these makes the game less fun for your opponent.

~Six simple things to make the game more fun for BOTH players. Why not give them a try at your next outing and see what happens. And always, your comments are welcome. What do you think is really AT THE CORE of fun being detracted from the 40k scene?

Monday, January 26, 2009

40K NEWS: Codex Space Marines FAQ



Get it while its hot.

~Hmmm, the intrigueing mystery of page 3.

Goatboy's 40k Thoughts: I like to Paint!



I will admit that the competitive aspects of 40k is one of the main driving points that bring me to play a game with plastic dudes and unforgiving dice rolls, but it isn’t the only thing. I really enjoy painting and converting up my armies.

So this week, I’ve decided that instead of looking at different tactics that can help win you the game, I wanted to go into another avenue of the game, making your models look kick ass.

Will start with the basics. One of the cooler ways to help your army stand out is to create bases that are just more then some sand covered in paint and a small splash of “grass”. I keep just about any plastic piece I get. Whether it is a pointless upgrade, or some other kind of random door you never see, I usually throw it into my bitz box. I am sure everyone does this, but I like to use these pieces to help spruce up my bases. Most of the time, I randomly glue it on the base, then take my mini and figure out if it can fit on it in a cool way. Once that seems to work out, I glue it on, put some sand on it and then let it dry to get ready to be primed. What was once junk, is now a cool piece that my dude destroyed.



Another way to create a neat force is to pick a color set and try to add it to every model in the army, but not in the same place. This gives you a complete look to the army and helps break the monotony. You can also do this by creating some wear and tear on your units. Add some mud, blood, broken bits to your models. This makes them stand out as they march on the field. It is small things like this can create a quick clash of the color scheme, and help make a more interesting model.



I am a real big fan of the new washes and find that layering them can create neat shades of color on top of the base color. In fact, I have started to experiment with metal bases with washes on top. It creates a multi hewed look that can be a really eye catcher on specific types of armies. You can easily create a rusted look by basing your metal in blazing orange, then drying brush a brase on top, and finishing with some highlights of boltgun metal mixed with a wash of devlan mud. The wash has brown in it, and mixed with the orange that will seep through the metal, give you a nice rust look.

If you don’t want to use the GW washes, you can create your own washes using some paint, some water and some matt medium. Make sure you get matt medium, as anything else might have some gloss to it that will make the folds and inner bits of the figure a bit too shiny. If you want them shiney, then go for it. But I know for a fact that the Emperor thinks shiney folds are signs of treason.

The painting and modeling aspects of this hobby is what keeps me coming back to create new and more interesting models as well as lists. You can ask my local store, I am always working on some new and funky list because I finished painting off the last one. I think the only army I can never say is fully “done” is my orks. There are just too many green skins to paint up. Mix that with the stompa coming out, and it looks like I will be busy until summer time haha.

Here are some pics of my work area, my own “hobby” room (fiancé has half as she is an artist too). You can see all the random projects lying around. Most of the time, I have about 2 things I am working on at any given moment. I am currently doing up some daemons for a client in town, as well as making some random chaos stuff for his army. My own work is slowly going on marines as well as fixing up the bases of my chaos army. Fun fun fun.



Hoped you enjoyed looking at my laboratory. I swear there isn’t just math running around in my head as well as rolling dice. I wouldn’t be playing this game if it wasn’t for the painting as well as modeling aspect of it. I can only get so excited by rolling a bunch of dice and hoping for that magic 6. And for those looking for some kind of tactics, I posted a funky Fabius bile list that is based off of the nurgle list I am slowly building.

“The Father and his Sons”

HQ: Counts as Fabius Bile – “The Father” : 160 pts
HQ: Daemon Prince, Wings, Mark of Nurgle, Warptime : 175 pts
Troops: Plague Marines (10), Plasma Gun (2), Rhino, Asp Champ, Power Fist, Plasma Gun : 350 pts
Troops: Chaos Marines (10), Meltagun (2), Mark of Nurgle, Enhanced Marines, Rhino, Asp Champ, Power Fist : 345 pts
Troops: Chaos Marines (10), Meltagun (2), Mark of Nurgle, Enhanced Marines, Rhino, Asp Champ, Power Fist : 345 pts
Heavy: Defiler, close combat weapons : 150 pts
Heavy: Defiler, close combat weapons : 150 pts
Heavy: Obliterators (2) : 150 pts
Elites: Terminators (5), Combi-Meltas (5) : 175 Pts

Pts: 2000 KP: 13 : Scoring: 3

I've been having fun with plasma gun plague marines lately, and feel they are one of the few units in the game, that plasma versus melta is a much harder debate then other units. Plus I converted mine up with some cool ones, and I don't want to break them up heh.

If you have any questions you can email me. I also have a commission site for those interested. Look for more modeling, painting, as well as tactic articles in the coming weeks. I have my Adepticon gladiator list written, I just need to make 2 more squads of dudes to get ready as well as finish a friends army up so he can be ready. Look for a picture of the Forgeworld Bloodthirster too.

Sunday, January 25, 2009

Marines Errant Logo Sheet



The Badab Series moves on... Here we have the Marines Errant. These guys have had several run-ins with their nemisis, the Red Corsairs. The chapter recently lost a majority of their gene-seed to to Huron Blackheart in a daring raid on their Fortress-Monastary on Vilamus

I have been noting (again) that GW does a great job of covering the major 1st Founding and select 2nd Founding chapters with their decal sheets. However, there are a number of great looking 2nd and later founding 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 Marine community and encouraging players to branch out beyond the "big 4", I keep knocking out 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 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 or WHITE decal paper. The procedure is as follows:

CLEAR PAPER: If you use the clear decals for the logos without blue edgine, the decals need to be applied to a light colored surface to be visible at all. The procedure is to apply the decals to a white surface, and wait till they are fully dried.

WHITE PAPER: Just cut out the decals with the blue edging and apply them to a matching blue surface. When they are fully dried, you can touch up any messed up edge detail with blue paint.

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 Marine Shoulderpad towards the bottom. I've included the standard Marines Errant logo against a blue field, and small number of ones agasint a white background for those wanting something special for your elite models and/or sergeants. Also note that the decal can be rotated so yoy can use it on either left or right sides of models.

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. The Badab series of almost over, and then I'll get back to some of the popular requests.

Exorcists Logo Sheet



The Badab Series moves on... Here we have the Exorcists. These guys are also featured in the new Marine codex, and apparently initiate every aspirant into the chapter by possessing them with a daemon, then exorcising it! They aren't Grey Knights, but that is some crazy anti-chaos rites right there!

I have been noting (again) that GW does a great job of covering the major 1st Founding and select 2nd Founding chapters with their decal sheets. However, there are a number of great looking 2nd and later founding 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 Marine community and encouraging players to branch out beyond the "big 4", I keep knocking out 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 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 or WHITE 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 is to apply the decals to a white surface, and wait till they are fully dried. Then using the colored red or black outlines as a guide, paint in the matching color around the decal. It is odd, but gets the job done.

WHITE PAPER: Just cut out the decals and apply them to a matching red or black surface. When they ae fully dried, you can touch up any messed up edge detail with red or black paint.

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 Marine Shoulderpad towards the bottom. I've included the standard Exorcists logo aggasint a red field, and small number of ones agasint a black background for those wanting something special for your elite models and/or sergeants.

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. The Badab series of almost over, and then I'll get back to some of the popular requests.

Saturday, January 24, 2009

NEWS: British Pound Sterling in Freefall



Hi all,

A bit of a diversion but its worth it. After all the months of ominous headlines regarding the world financial crisis, many of you have tuned it out. This last week however, many of those dire economic chickens have come home to roost in the United Kingdom, and the Pound Sterling has collapsed in recent days.

As of this morning (Jan 23-2009) the British Pound exchange rate versus the Dollar is 1.37 to 1.

As recently as last June, the rate was just over 2 to 1. This is the lowest the British Pound has been versus the Dollar since 1985. What this means for our US readers is the time to buy Forgeworld is NOW. Your purchase power for British goods has not been this great in over 20 years.

Here are a few example Forgeworld prices converted over to Dollars at today's exchange rates to get your attention.

IMPERIAL ARMOUR APOCALYPSE: $27.40
AERONAUTICA IMPERIALIS AND TACTICA AERONAUTICA (both books): $61.60
REAVER TITAN: $737.40
ELDAR REVENANT TITAN: $214.50
TYRANID HIEROPHANT BIO TITAN: $261.40
WARHOUND TITAN: $395.50
THUNDERHAWK GUNSHIP: $502.70
ELDAR NIGHTWING: $80.40
HELLBLADE CHAOS FIGHTER: $53.60
ORK FIGHTA-BOMMER: $87.10
IMPERIAL THUNDERBOLT HEAVY FIGHTER: $100.50
MALCADOR HEAVY TANK (all variants): $87.10

~Head on over to Forgeworld to see their full inventory. The Fly Lords are putting our order in next Wednesday, but we thought we should let the community know as well.

Friday, January 23, 2009

ARMY LIST: The Homecoming Queen has a Lasgun!



Hi everybody, JWolf here.

I get a lot of requests for my current IG list and playstyle so here you go. Here’s the list and doctrines I won the January Austin-BFG Tournament with, with discussion to follow. Remember that this was a no-comp "Heavy" Tournament, which means I reasonably could expect to face Nob Bikers, Mech Eldar (with Eldrad), Twin Lash Princes, Goatboy, and other maximized lists of evilness.

JWolf's Imperial Guard: 2000pts

Doctrines
-Sharpshooters
-Veterans
-Ratlings
-Drop Troops
-Close Order Drill

HQ:
-Junior Officer (Honorifica), Banner
-Support Team (Lascannons, sharpshooters)
-Support Team (Lascannons, sharpshooters)
-Support Team (Auto-cannons, sharpshooters)
-Support Team (Heavy bolters, sharpshooters)
-Lascannon Sentinel

ELITES:
-10 Ratlings
- Veterans (3 melta, shotgun, ccw+pistol, shotgun sarge)
- Veterans (3 melta, shotgun, ccw+pistol, shotgun sarge)

TROOPS:
-Junior Officer + scrubs
Infantry Squad (Lascannon/Plasma)
Infantry Squad (Meltagun/Vet Sarge)
-Armored Fist (Meltagun/ Vet Sarge)

FAST ATTACK:
-Hellhound
-Hellhound

HEAVY:
-Leman Russ (3x Heavy Bolters)
-Demolisher (Lascannon, Plasma Cannons)
-Basilisk (Indirect)



Tactics:
This is a very heavy list for me – I almost never take the Lascannon support teams or the Veterans doctrine. Here’s how I like to play it:

Support Weapons and HQ form the center of the castle, with the Lascannon teams ideally placed on high ground. This gives them LD 9 with rerolls, almost guaranteeing they will die in place, not break.

The Ratlings grab a piece of cover and shoot at big nasty things. Ratlings are very much worth it in 5e, just remember that it is better to drop down and get the 2+ cover save (and not have to take a morale test) if there are tons of wound rolls incoming.

The Veterans hide behind walls and/or tanks, ready to pour short-range death into enemies that come close. Alternatively they can drop or outflank as needed.

Troops avoid dying, shoot what they can, and sacrifice themselves for the team as needed. Usually at least one Troop unit starts in reserve, preserving the ability to hold an objective late in the game.

Hellhounds make people cry. No one likes being covered in burning Promethium. I tend to use them either as anti-assault walls, or, on the rare turns they have working guns, burn people.

The big tanks do what big tanks do – drop pie plates and hope to kill something. The interaction of TLOS rules, area terrain, and barrage ignoring intervening cover (and hitting side armor) make the Basilisk able to contribute well enough to keep its place, but just barely. The 14/13/11 Demolisher is a consistently great killer; its cannon destroys Plaguebearers and Nob Bikers, two of the worst opponent units for the Guard.

In objective-driven scenarios, the overall plan is kill all opponent scoring units so they cannot control objectives, and preserve my scoring units to grab objectives. I hold at least 2 scoring units in reserve in each objective-driven game, either to drop in or just walk in on my board edge. The presence of so much AT firepower means that tanks have trouble reaching the lines, and infantry have to approach on a broad front to minimize the effect of the ordnance and Inferno Cannons. This makes it hard for my opponent to concentrate firepower on units and wipe them out.

For kill points, I just have to remember to shoot units dead and move to the next one. A couple rounds of good shooting reduces opponent firepower and assault potential to the point that the Guard can win Annihilation without killing every model, but it is best to ignore the kill points and kill things in the standard order of operations: things that kill my tanks at range, assault troops at close range, fast troop units, large assault units, and everybody else. Yes, I have a lot of fairly easy to get Kill Points. Making an Imperial Guard army that is optimized for kill points is like teaching your grandma to play tackle football; you can do it, but it doesn’t make any sense and may qualify as abuse in some jurisdictions.




JWolf's Q&A
Now answers to questions before they are asked:

What do you do about CC armies? I shoot them. I screen with tanks moving 12”. If they reach my lines, I move screening units in front and endeavor to allow them to only kill one unit. Roughriders are not cost efficient and countercharge is not part of my strategy here. In Fifth Edition no Guard unit is a good CC choice.

Why don’t you take (favorite unit X)? Because I’ve used everything available to the Guard and my style of play makes these units most efficient for killing everything.

What do you do about outflanking Genestealers? Snikrot? Drop Pod Assault? I take my lumps and kill them. I have been known to block a board edge entirely and spread units so that no Drop Pods can land in the interior of my units.

How is this list fun to play with(or play against)? Lists are not fun to play; opponents can be. I had an excellent time with each of my opponents for the tournament, and believe they also enjoyed themselves.

Can you post some battle reports? I'll put them in the comments over the next few days.

~Comments welcome, and enjoy that shoutout all you Downtown Julie Brown fans!

40K NEWS: Stompa & Shadowsword Advanced Orders





Hi guys,

GW just put up the Stompa and Shadowsword kit for Advance Order. Check out the links to preorder your today. Also check out all these gorgeous hi-res shots of the two kits.

Stompa

Shadowsword/Stormlord
















~I'm wondering if the shadowsword kit will come with 6 Apocalypse sheets as I think a couple of those variants are new (maybe). I'm also enjoying the little details you can see inthe Stompa closeups, especially the grots.

UPDATE: White Dwarf will provide the Apocalypse Data Sheets for the new Imperial super-heavies.

FANTASY REVIEW: Malekith


A guest review by Timo,

Time of Legends – Malekith – Gav Thorpe

The Time of Legends series now consists of three parts: after Sigmar and Nagash, we now get a book about the life of Malekith (or at least about part of his life, since a life span as enormous as that of an Elf doesn’t call for completeness).

As I opened the package with Malekith in it, my first horrified thought was "an entire book revolving around Elves….!?". Sometimes a man’s gotta do what a man’s gotta do, you know, so I heroically approached my bleakest vision: a book about elves.

Of course I don’t want to offend any Eldar and Elf players out there, but Elves are just not my thing. I mean, "they can’t even grow beards"!

Anyhow, the book covers about 1600 years in Malekith’s life. It focuses on his conquests in the colonies, the relationship with his mother and his irrepressible hunger for power... but let me start at the beginning.

After the death of his father, the first Phoenix King of Ulthuan, Malekith is refused the right to the throne. He remains prince of the Nagarythe and sets out to the colonies to try his luck there. Here he quickly gains power by military force, pushing further and further into an unexplored continent. After some time, he encounters some possible allies: the dwarves.

Dwarves? Now Gav Thorpe has managed to get my full attention!

A strong alliance with the dwarves as well as a deep friendship between Malekith and Snorri Whitebeard is established over a long stretch of time. This friendship along with the conquests seem to give the Elf a certain sense of purpose for a while. The ghosts of his pasts catch up with him at some point, however, and he begins to search for a new challenge. All this time he doesn’t even notice that he is right in the middle of a downwards spiral.

I may have been skeptical before actually opening the book, but after the first few chapters I was rapt. Malekith is written in a suspenseful, intelligent and very subtle manner; it doesn’t just throw facts at you, it doesn’t spell things out. You can’t ever pinpoint an exclusive reason reason why the main character slowly but surely heads toward his own demise.

What causes Malekith’s fall? Is it the influence of his witch mother? Is it his anger at Ulthuans’ government or even some dark legacy within his soul? All these questions help develop a kind of personality profile, which attaches the reader to the book and makes him want to read the story in its entirety as quickly as possible. Furthermore, you’re pushed almost to the edge of darkness yourself when the story reaches the point of Malekith’s fall: suddenly you’re on the last page and you realize that it will probably be another year before you can find out what happens after the betrayal.

Did I just use positive phrases regarding a novel about Elves? Yes, Sir. And that leaves me no choice but to give it a 5/5!

5 Stars (out of 5)

~Timo strikes again. Hmmm this "Time of Legends" sounds suspiciously like they are to add a "back in the mists of time, almost Horus Heresy" vibe into the Fantasy novel scene.

Thursday, January 22, 2009

40K NEWS: Shadowsword/Stormlord Video


Games Workshop has posted a brief video of the new Shadowsword/Stormlord model on YouTube. The video shows both a fully assembled Shadowsword and a fully assembled Stormlord from all sides.

There's also a similar video of the Stompa with lots of close-ups and a 360-degree view.

ARMY LIST: The Humble Marine Gunline


So you've seen some of the power builds that are out there on the tourney scene, and you start to think... this game is getting crazy! That was me three weeks ago as I was preparing to go to the local monthly "heavy-tourney". Heavy means no comp, so I figured I had no chance.

I have a pretty big collection, but have such a love for the minis that I have a bit of everything, and rarely max out on any one thing like you commonly see in hardcore tourney lists. Still though I had a thought. I looked over the "unstoppable" units everyone was going on about as the game-changers of 5th. From Nob bikers, to CC termys, to Chaos Daemons, to Drop-poding marines, they all had one thing in common... they all paid lots of points for their ability to combine lethality with movement.

Then it came to me. I would not fight fire with fire, but with water. I would go waaaaaaaaaaaaay back to basics and build a list like you used to see back in 3rd edition. I would spend not a point on movement. I would hold my ground and blaze away at whatever nastiness poked its nose out towards me. It was time to bring the obsolete gunline out of retirement (with a few 5th edition tricks up its sleeve). Here is what I did...............

2000 pt Marine Gunline

HQ
Librarian (Null zone, Vortex of Doom)

DH Inquisitor Lord (Psycannon)
3x Gun-servitors (Heavy bolters)
2x Mystics

ELITES
DH Inquisitor (Psycannon)
3x Gun-servitors (Heavy bolters)
2x Mystics

Dreadnought (TL Lascannon, Missile launcher)

TROOPS
Tac Squad (10; Flamer, Multi-melta)

Tac Squad (10; Flamer, Multi-melta, Rhino)

Tac Squad (10; Flamer, Multi-melta, Rhino)

HEAVY SUPPORT
Dev Squad (8) (4xLascannon)

Dev Squad (8) (4xLascannon)

Dev Squad (8) (4xPlasma cannon)

This army shoots A LOT. Your goal is good deployment, and efficient firing coordination. This is the the approximate deployment I use.



The tac-squads will combat squad in non-killpoint missions. The flamer squads are completely expendable, and maueuver forward or back as dictated by the enemy to conserve their numbers, open fire lanes for the bulk of the army, and present assault speed bumbs to tie up enemies who get to close.

The key is the firing phase. Pick your targets carefully (remember to use your 8 targeters first to maximize your firepower) and once you commit, continue to lay it on until the target unit is destroyed, then move on. I prioritize fast transports, then standard transports, then jump infantry, then enemy firepower. You will take casualties from enemy fire, but dont get into a slugging match. You will have superior firepower, so knock out their ability to get to grips with you first, then kill their shooters at your leisure. This is one of the few armies that is quite capable of tabling a foe with shooting. Use that power well.

The Librarian's null zone is broadly useful versus everything from daemons, to dark eldar witches, to terminators, so really go over all the other codices out there to see how useful it really is. If enemies finally break through the tac-squad defensive cordon, switch over to vortex and kill what you can before charging in if needed.

The four mystics in the two Inquisitor squads in the list give you two rolls to detect any enemy deepstrikers. With the standard deviations and random rolls you usually activate at least a single Inquisitor squad and give it a free firing phase on each closeby deepstriking unit. Based on the nature of the target, you can hand off the "free firing phase" to either the Inquisitor squad (for anti-horde), a nearby lascannon squad (for vehicles), or the plasma cannon dev squad (for well armored infantry targets). You will occasionally get lucky and pick up a double mystic detection and get to hit a deep striking unit twice. Remember you roll for both of the Inquisitor squads for EACH deep striking unit, so there are plenty of chances to blow folks away.

The rhinos always start in reserve to preserve their strength. They should beeline through holes in your lines and pick up any tac-squad survivors and head for any objectives at full speed late game.

~How did I do? 4th out of 16, agasint a variety of scary builds my first time out with the army not finely optimized. Not to bad for such an old fashoined list. Here's hoping you guys have even better luck.

Wednesday, January 21, 2009

40K SNEAK PEEK: Stompa Instructions



Images brought to the community by our good friend: Colonel Gravis.












~My initial thoughts are that the overall hull construction is pretty simple, but boy are those arms complex, and just look at all the extra little gubbins you get! If you look at these sheets, and go back and carefully study the Stompas in the hardcover Apocalypse book, you can see they must have been well into the prototyping phase even back then.

Sink The Shadowsword, Storm The Stompa



Numerous upcoming national events will be held at Games Workshop stores to promote the release of the new Lizardmen models, the Stompa and Shadowsword/Stormlord kits, and the War Of The Ring expansion for the Lord of the Rings game. Storm The Stompa and Sink The Shadowsword events will be held in GW hobby centers on March 7 and 8 respectively as part of "Go Big Weekend!" To see a full list of upcoming events for January, February and March visit the events page of the Games Workshop website.

If you haven't already, you may want to check out GW's War Of The Ring teaser video on YouTube. This expansion should do for LotR what Apocalypse did for 40K. There's a great bit of promotion for this expansion in the latest White Dwarf US issue #349, including photographs of the new plastic Ent models.

On top of the many Baneblade variants I've already built, including an Arkurion Shadowsword and a scratch-converted Chaos Stormlord, at a minimum I'm adding a converted Shadowsword to my Chaos forces and a Stormlord to my Imperial Guard army so that each force has one each of these two terrific Baneblade variants. The four other cool variants you can make with the Shadowsword/Stormlord kit also seem like they might be amusing in games, so I may have well over a dozen Baneblade variants around before this year is out. Don't forget, the Baneblade sponson sprue is available from GW Direct, so you can add those extra sponsons where needed. The Stormlord is an especially suitable candidate for extra sponsons because its job as a transport is to get up close and personal to the enemy. A second set of heavy flamer sponsons helps provide an extra nice warm greeting for enemy troops.

40K SNEAK PEEK: Forgeworld Goodies




Hi folks,

Forgeworld has rolled out two more treats for the upcoming Siege of Vraks: 3

Hounds of Xaphan with Khornate Ogryn Handler
Red Scorpion Doors (Rhino and Land Raider)

These guys are available for pre-order now, and ship the week of January 26th.

~I'm thinking that ogryn handler better be careful with his long tusks and those chains. I'm thinking some retreating Kreig infantry running in different directions could lead to all kind of hilarious accidents.

BoLS eBoard Games: Stratocracy


Hi guys,

EBoardgames
Something a little different today. If you're like me, you love a good board game. There is something fun about throwing some dice around with your friends when you only have an hour of so and don't have the time for a full minis wargame.

A lot of you also love linked narrative campaigns. They are a great way of bringing gaming clubs together, and offer great bragging rights and memorable battles for those individuals who ultimately win the campaign.

I put 2 and 2 together and said "Its time for some BoLS boardgames!" You will note the little board games link in the top nav bar which will take you to the BoLS eBoardgames store where if you like, you can pick up a copy of our latest fun little creation.



Stratocracy
Today's first entry is: Stratocracy: The Game of Empire. Here you have a fun little grand empire building game for 2-8 players. Its really easy to learn, offers a set of 9 different empires with differing playstyles and plays pretty fast. Its also a great construct to use in you're wargames campaigns if you so desire.



All of the BoLS eBoardgames are provided as PDF downloads with all the counters needed to play. Just print out the playing pieces, add dice and get playing. I've also made a design choice to make every game work with easily available plastic pieces from standard board games you probably have lying around your house, like chess, checkers, etc... Its an easy way to "dress up" your game if you like the tactile feel of 3d-playing pieces. Of course you purists could always just use painted minis to.

~I hope you take a gander at Stratocracy. It was a blast to make, and you can expect more of these to drop into the eBoardgames store from time to time. I believe my next one will either be a spaceship boarding game, or maybe a high-seas ship to ship boardgame. Whichever I think is more generically useful for you campaigners out there. Decisions, decisions...

Tuesday, January 20, 2009

NEWS: 40K Gamer's Editions Available Again


For those who may have missed out on the 40K Gamer's Edition that was on sale last spring, more sets with the limited edition simulated ammo box have been located in the GW warehouse and are now available for sale both in GW retail stores and in the GW online store.


The picture above is of the Shadowsword box. The Shadowsword/Stormlord plastic kit will be available starting March 7 and will cost $95 US. It is possible to build one of a total of six different variants from this single kit.

I'm really looking forward to whatever new Apocalypse items are coming this March and beyond!

FANTASY REVIEW: Lizardmen Armybook - First Thoughts.


A guest review by iamaddj

As everyone should know February sees the release of Warhammer Armies: Lizardmen, a brand new army book for the Lizardmen of Lustria. Having gotten my hands on this beautiful new book I thought I’d take a few minutes to sit down and give some first impressions and thoughts on the army. First off let’s talk about a few of the unit changes.

The Slann
For many players the changes to the Slann Mage-Priests (giant toads of DOOM!) will be the most obvious change. Simply put the Slann is now a lackluster level 4 caster. Gone are most of his crazy abilities, replaced with the option to buy a handful of Disciplines, none of which are worth their hefty price tag. In addition the Slann now only picks spells from a single Lore of Magic, greatly limiting his potency. Coupled with a rather lackluster choice of magic items for the Slann, this is one lord choice I would stay away from.

Saurus Leaders
The mediocrity of the Slann is more then made up for by the power of the Saurus Oldblood. At half the cost of a Slann, the Saurus Oldblood is one of the best close combat lords in the game, with a base S and T of 5 and 5 attacks (1 more than most lords) he is equipped to hand out a major beating. Additionally, the ability to get a 0+ armor save using only mundane items means that he can spend more points on cool magic items, such as the Blade of Realities (more on that later). The only down side to the Oldblood is LD 8, which though low for a lord is balanced out by cold blooded. The Scar-Veteran (the hero version of the Oldblood) is also a good buy, though he loses 1 wound, 1 attack and 1 point of weapon skill, he keeps T5 and S5 making him an excellent hero choice.



Stegadons
With an awesome new plastic model and some very good and inventive rules I think players can expect to see at least one of these babies in every Lizardmen army you face. While it IS possible to have up to ten of these in an army, you are more likely to face 1-3 of them. Overall the basic Stegadon is an overpriced mix between a bolt-thrower and a good chariot, I would avoid these unless your just trying to fit in a lot of Stegadons. The Ancient Stegadon, with the ability to put out 4d6 S3 poison shots and still be a effective combat monster seems like a much better buy. This book also allows you to buy the Stegadon as a mount for a skink priest in which case is come with a “Engine of the Gods” which allows you to pass out a few effects, much like the Dark Elf Cauldron of Blood. The real powerful one of these is the ability to inflict d6 S4 hits on all enemy units within 2d6 inches. Imagine four of these things working together to really mess up enemy units. On top of that, ridden Stegadons can join units, which can lead to some nasty combinations. Just think of the new mega unit of four Stegadons in a unit of Cold One Cavalry running around the battlefield just running everyone’s day.

Skinks
Here it is at last, the long awaited return of mixed unit of Skinks and Kroxigors, a old favorite from back in the day is back at last, and it is somewhat lacking. Now contrary to some rumors out there you can still field Skinks as a skirmishing unit and you can still field a unit of just Kroxigors. However there is now a new option that allows you to field a unit of ranked up skinks that may include some Kroxigors (one for every eight skinks). The Kroxigors have a special rule that allows them to set up in the second rank of this unit and still attack enemy units, sounds great doesn’t it? Well it has some downsides. In addition to being able to attack enemies, the Kroxigor’s rule allows enemies to attack the Kroxigors in the second rank, giving the enemy the choice to either attack the weak skinks and rack up kills, or attack the kroxigors which are the only real threat in the unit. In addition the unit doesn’t even protect the Kroxigors from being shot at, as any shooting at the unit is randomized, on 1-4 it hits skinks and on a 5-6 it hits the Kroxigors. To make matters EVEN worse the cost of buying eight Skinks for every Kroxigor effectively doubles the cost of a Kroxigor WHILE giving the enemy soft targets to attack. All in all you would be better served just taking a larger unit of pure Kroxigors.

Salamanders and Razordons
The Salamanders have undergone some major changes. They now shoot a breath weapon template (flamer template for the 40k players out there) an artillery dice worth of inches in front of them which hits at S3 but with a -3 to amour saves. This seems like an interesting ability and could prove to be quite devastating but I am still on the fence about these guys. The Razordons are effectively what the Salamanders used to be, each one shooting an artillery dice worth of S4 shoots. The major difference being that they have to roll to hit (though they do not take most of the negative modifiers) In addition when they stand and shoot (which they MUST) they get to roll 2 artillery dice and add them together for the number of shots. The downside to the unit is a 12 inch range and BS 3 which in my mind make these a twice as expensive Hellblaster volley gun. In other words, not worth taking.

Saurus Warriors
The basic Saurus warrior has changed little. A small boost to the armor save and the ability to use both attacks when using spears makes them solid heavy infantry. The lack of any special rule or spawning rules puts them behind Chaos Warriors and on par with Dwarves. However if a canny player was to throw, say a Stegadon with a character into the unit, or an Oldblood on a Carnosaur, then you could get some really nasty combinations going.

Magic Items
In a strange move most of the best items seem to be weapons, starting with the before mentioned Blade of Realities. The Blade of Realities is the big Lizardmen weapon, and boy is it worth it. Every time a model is hit by the blade they must pass a LD test (on their own unmodified LD) or be removed from the game with no armor, ward or regeneration saves allowed! Even if the victim passes the test, the attack still hits at the normal strength. While of only mediocre use against rank and file units, this weapon is a potent character killer, and is incredibly effective against units like trolls, with a low LD but multiple wounds.

Though The Burning Blade of Chotec is cheapest of the Lizardmen magic weapons it is worthy of mention. The ability to give a character flaming attacks is not to be sneered at in today’s game of Fantasy. Couple that with an additional -2 to armor saves (meaning a total -4 on a Saurus character) makes this a great weapon to give to a hero.

The Cupped Hands of the Old Ones is a very interesting Arcane Item that allows a wizard to ignore the effects of miscasts, and even better force enemy wizards to suffer them instead. I expect to see this item show up a lot as it is cheap enough to be given to a hero.

Conclusion

This army book breaks with previous Lizardmen books in a major way. The new Lizardmen army is going to focus on close combat, rather then being a magic heavy army. Over all I would put the Lizardmen army in the top tier of current armies as they now have some very interesting units and a lot of combinations. I think this army will be best run by a player who can really think outside the box, and come up with some wacky combinations. One thing I really like about this army book is there are clearly many different ways to now build a Lizardmen army. From hordes of Skinks, to a wall of Stegadons, to a fearsome battle line of Saurus warriors, options abound within this newest army book.

Physically, the book is up to current GW standards, and has the same organization and relative size as the other recent publications such as Warriors of Chaos and Dark Elves

4 Stars (out of 5)

EVENT: Janu-waaagh!-ry Thirty-VS.


For those of you who are in the Mid-Atlantic area or who will be at the end of this month, you may want to check out the huge hobby celebration at the Battle Bunker in Glen Burnie, MD on January 31. Here's a list of events for the day:

1) 1,750 40K Tournament (10 AM)
2) Black Arks on the Beach 2,000 points of Warhammer Fantasy Battles (4 PM)
3) Take On The War Council 350 point Lord Of The Rings (12 noon)
4) Golden Imp/Bitter Bristle Painting Contests. Voting starts at 4 PM, announcements at 8 PM.
5) Ap-ORK-alypse 3,000 points of Warhammer 40K (3 PM)

For full details please call the store at 410-590-8675.
GW Battle Bunker Store and HQ
6711 Baymeadow Drive
Glen Burnie, MD 21060

Hopefully some of our readers and or their friends can make it to this day-long event. I know I'll be there participating in the painting contest and most likely working on one of my fiendish modeling or painting projects as well. If you've never been to a GW Battle Bunker and have the chance to make it on Jan. 31, it should be quite the fun day at a terrific store, one of the few stores in the US where you can get Forge World product too! The Battle Bunker and HQ store in Glen Burnie is not only a great store, it's truly the center of a thriving hobby community. If you're ever passing through the area, it is absolutely worth the time to check it out. Many people passing through do just that and it's always fun to see the look of amazement on their faces when they walk in the door for the first time.

Monday, January 19, 2009

Goatboy's 40k Thoughts: Unit's Mission



Today’s thought goes into the idea that each of your units has a particular mission in your game. Whether it’s getting the objective, killing the bad guy’s uber killing unit, or just making sure you have a really awesome speed bump, each unit needs to help out to add up to a win.

In 5th edition, troops have become a much different asset. With the advent of two missions needing troops to survive till the end to create a “win”, troops have become a unit that goes beyond just their ability to kill. Armies in a lot of ways, have to depend on their troops to win them the game. I know I stated you don’t need as many troops as people are shoving into their lists, but you still need some.

Before 5th edition, troop squads were for the most part, min/maxed to death. You saw the squad either become as basic as you can get in either size or damage potential (las/plas anyone?). Troop choices were also seen as a throwaway unit in a lot of armies. Some units could deal a lot of damage, but their role in 4th was to just take up a minimum army choice as well as become a nice tarpit to hold enemy units so your more dangerous choices could bushwhack the guys stuck in the pit.

This change in the troop dynamic has also changed how you play with troops and their role in the game in general. You have to keep thinking about where your troop units are, and where the "objectives" are. Fast-moving troops have become a nice bonus, with the ability to get where you need them to get, when you need them there. This push for troops have opened up a new style of play, that has created a new tactical goal to the game; keeping your dudes alive.

You can see this change affecting a once top tier army with Tyranid Big Bugs. Once the bane of tournaments, they have now become a less effective choice. Tyranid troop squads, are not as survivable as many other armies, thus the game ends up playing towards the draw. This makes it hard to compete in the late game and keep up with the Marine combat squad nonsense you might see across the table from you. The troop change has also swung other armies around to the forefront with Orks having a very powerful unit available as a troop choice, thus allowing you to score as well as be a killing unit.

So yes, troops are a choice that can have multiple abilities and missions within a battle. Some troop choices fit the role of a killing unit, while others are meant as fodder. It all really depends on what they need to do for your army at that time.

Lets look at some of the other choices. Obviously your army needs a HQ unit. What does that bring to the table, besides a normally above average assault unit. The new changes to codexes have brought about the idea that HQ’s change up how your army is built. You saw this in the new Ork codex and by the looks of all the rumors it is something that will be occurring in the future. Personally, I like this as it allows you to create lots of mini lists within a codex.

With Orks, your HQ defines what kind of army you plan on throwing down with. In the Marine codex, who you pick allows you to have different options that create an army that is a different threat then the normal vanilla marine. I personally like to use HQ’s as a form of insurance in most of my armies. They are there as a great threat that creates uncertainty for my opponent. He may wonder “What is my uber chaos lord going to attack? Ah crap if he moves his Great Unclean One here, it will just be a pain to get through.” The other great thing about an HQ, is that they can join a troop squad and create a scoring/killing unit. This allows the troop to become a threat, as well as create another form of tension as the combo can take defended objectives and retain scoring status.

Elites are an interesting choice, in that in many of the codexes they become the home for strange units. A lot of the time, you find units that are not taken coming from this section. These units are designed as shock and awe units, meant to put the opponent on their toes with their extremely heavy hitting power. These units are there to help give your army some fists to punch out your enemies. Your troop choices are you body, but your elites will be doing all the heavy lifting most of the time.

Fast attack choices are pretty obvious. Most of the time, their punch is fairly light. Sometimes they can have really great weapons to cause problems (for example land speeders with multi-meltas). Other times they are just used as another type of tarpit that can stick to a enemy unit and lock then down until your elites come and mop up. I’ve seen many a heavy tournament list not have any form of Fast Attack. Usually they are left till the end of the army list building, and most of the time they are pricy. In the right type of army build their far-reaching abilities become an asset as they set your opponent up for devastating charges or cutting the legs out of their army.

Finally we reach the heavy choices. I have become less and less enamored with having to take heavy choices. Most of my ork builds don’t have one (the Battle Wagons are taken with nobz and used for transport, and truthfully lootas should have been a heavy choice). The new codexes seem to overload the elites choices, with most heavy choices not needed to create an effective list. You can see this in how 5th edition just has a ton more movement with run added to the mix. No longer are you guaranteed to get 3 rounds of shooting with your las-cannon devastators. I do agree that some of the tanks are pretty good right now (Marine Predators with heavy bolter sponsons, autocannon, and a storm bolter is 90 pts), but most of the time you can take them as the units “transport”. The heavy slot is not nearly as mandatory now as it used to be.

Each unit has its own purpose that can help create a win for you. Each part has a mission. The troops are the meat of your army and now control the aspect of winning in two missions. The issue is that they normally don't pack the punch of other units, so if you just take all troops, you end up with an army that can't complete the other aspects of the mission, killing the other models. Your elites and HQ choices are your fists that do all the punching most of the time. They are there to push an advantage towards the troops and help create standstills in order to allow you to get into position. Your fast attacks are often used as one shots (ie multi-melta land speeders, fast bikes, storm boyz, etc). They are a quick slap to the face, and allow your other units to set up for a game ending charge/shoot out. Finally we have the heavy choices, who seem to fall farther away from a competitive list. If you can only get a few shots off, then is it really worth it to have all these super killie weapons? It really depends on your build and how you create tension in your opponent and control the battlefield with your own units.

Alright, now onto an army list. I’ve slowly started building the Death Guard list I posted 2 weeks ago. I’ve changed it up a bit. I added some things to test out (I have lots of nurgle stuff from my Daemon's army), and want to try some different weapon load outs. I played a quick game versus a new Daemon player with a Tzeentch army, but that game ended really quick due to me knowing how daemons play, as well as taking the knees out by shooting Fateweaver a ton :). Onto the list.

HQ: DP, Wings, Nurgle, Warptime
HQ: DP, Wings, Nurgle, Warptime
Troops: Plague Marines (10), Plasma Gun (2), Asp Champ, Plasma Pistol, Power Fist, Personal Icon, Rhino
Troops: Plague Marines (10), Melta Gun (2), Asp Champ, Power Fist, Personal Icon, Rhino
Troops: Plague Marines (10), Melta Gun (2), Asp Champ, Power Fist, Personal Icon, Rhino
Heavy: Defiler, Close Combat Weapons (2)
Heavy: Defiler, Close Combat Weapons (2)
Heavy: Obliterators (2)
Troops: Summoned Daemons (7)
Troops: Summoned Daemons (7)

Pts: 1997 KP: 13 Scoring: 5

The Daemons are there to tarpit and give Plaguemarines time to get a good charge on if need be, or get into their Rhino to get away. I might drop the oblits in favor of another Defiler or maybe a Greater Daemon. Most likely the one plasma gun squad of Plaguemarines might get changed to melta. Will see how it goes as I test the list out.

Next week I plan on looking at the marine codex and throwing up some lists I felt might have some bite to them.

I do have a commission site for those interested. I do artwork as well as painted commissions. Shoot me an email at http://www.blogger.com/goatboyBOLS@gmail.com This is also the email you can use to send me any army lists or other thoughts you might want me to address. The link below will take you to my commissioned site for more info too.

Sunday, January 18, 2009

DESIGN CHALLENGE: Rage Edition


Lets talk about Rage. Its one of the new shiny and pretty much ignored USRs we got in 5th.

Go ahead and crack open your book to p.76 and give it a read. Basically its what the old 4th edition "electric football" Khorne Berzerkers used to be subject to, but now its been wrapped up into a nice neat generic rule.

Here is my conundrum my fellow gamer/designers. I'm wrestling with one of the last sticking points on an upcoming project that heavily involves the use of the Rage rule and how it interacts with existing units in various army lists. The obvious drawback to Rage is that it means any points you used on heavy weapons is wasted.

My design challenge to you is: how would you alter the rules for units that are equipped with multiple heavy weapons to make them viable choices for a player to select, if they were often subject to rage? Cheaper points? Additional special rules? Something completely different? Be original and defend your ideas. Just for fun, assume the squads in question are Marines, and that your goal is ensure players will still take the units in their armies.

~Have at it, the designers chair is open.

Sons of Medusa Logo Sheet



The Badab Series moves on... Here we have the Sons of Medusa. This logo sheet isn't the Pre-Heresy Death Guard, buts its mightly close.

I have been noting (again) that GW does a great job of covering the major 1st Founding and select 2nd Founding chapters with their decal sheets. However, there are a number of great looking 2nd and later founding 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 Marine community and encouraging players to branch out beyond the "big 4", I keep knocking out 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 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 green 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 Marine Shoulderpad towards the bottom. I've included the standard Sons of Medusa white and green symbol.

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, January 17, 2009

40K NEWS: Stompa: We have a box


A few little items this Saturday.

First, look what showed up in our little old inbox: the Stompa Box art!

Secondly, we wanted to give you a rundown of the week's latest releases.
Orks
Ork Stormboyz
Ork Gretchin
Boss Zagstruk

Dark Elves
Dreadlord with great weapon
Dreadlord with hand weapon
Dreadlord on Dark steed
Dreadlord with additional handweapon

~If any of your Ork or Dark Elf fans like any of this stuff, you can run out and grab these RIGHT NOW. Is it just me or do you guys think our Apocalypse tables are going to filled with rows of Baneblades and Shadowswords, pummeling away at great mobs of Stompas in the near future. Its a great time to be a Reaver Princeps....

Friday, January 16, 2009

40K NEWS: Shadowsword, Stompa, and More


Here's a bit of recent news from Games Workshop.

The Shadowsword and Stompa kits are now appearing on the "new release" boards in Games Workshop retail stores. The release date is officially posted as March 7 and the price for each kit is posted as $95 US.

Much of the Ork "second wave" is released this weekend, including the plastic Stormboyz, plastic Gretchin and Ork Boss Zagstruk. Check the GW New Release web page for full info on these models.

Games Day North America 2009 tickets will go on sale February 1.

Finally, one of the Apocalypse releases in March will be a bundle deal on the regular Baneblade kit. Designed around the "Steel Fury" Apocalypse formation, it will include three Baneblades and reportedly cost $220 US.

ADEPTICON 2009 Newsflash



The 2009 Gladiator Champion will Walk!
Previous winners of AdeptiCon's Warhammer 40K Gladiator tournament has walked away with ForgeWorld Death Korp of Krieg army, an Ork army including ForgeWorld battlewagons, and a full Elysian Drop Troops army. This year, the champion of the AdeptiCon 40K Gladiator will receive only a single model: the new ForgeWorld Reaver Titan.
http://www.forgeworld.co.uk/Titans/reaver/wrttn3.jpg

Standing almost 16" high, this model dominates the battlefield with its weaponry. Don't miss out on your chance to win this phenomenal model: sign up online at www.adepticon.org today!

Rogue Demon Painting Competition Rules Released!

AdeptiCon's Rogue Demon painting competition has become one of the gold standards of the miniature wargaming hobby, and AdeptiCon's hobby seminars have become famous for giving hobbyists a chance to learn from the masters of our hobby. Find out more about both from our flyer at the link the below:
http://www.adepticon.org/files/09seminarsrd.pdf

AdeptiCon 2009 Registration Now Open!
Registration for the "can't miss" miniature wargaming event of the year is now open! AdeptiCon 2009 will return on April 3rd to the Chicagoland area for our seventh year of Games Workshop and other miniature wargaming madness.

Click here to check out our new and improved lineup of events!
http://www.adepticon.org/files/2009schedules.pdf

Pre-register online at: http://www.adepticon.org/cart/

This year we will be moving to the Westin Lombard Yorktown Center in Lombard, IL, located just outside of Chicago.

AdeptiCon 2009 Hotel Information
The Westin Lombard Yorktown Center
70 Yorktown Center
Lombard, Illinois 60148
Phone: (630) 719-8000
Fax: (630) 719-8079
AdeptiCon Room Rate: $109.00/night
Group rate available until March 11, 2009 (Subject to availability)
Parking: Free

Reservations can be made by calling the The Westin Lombard Yorktown Center directly (1-630-719-8000) or by visiting http://www.starwoodmeeting.com/StarGroupsWeb/booking/reservation?id=0808063151&key=1184D

Full details of our new host can be found on http://www.adepticon.org/modules.php?name=Hotel

Register Early!
Pre-register online and your AdeptiCon Weekend Badge (required for entry to all AdeptiCon events) will be discounted to $25. This discounted price will be available until January 31, 2009.

On February 1st, the price for the AdeptiCon Weekend Badge will go up to $30, so don't delay and register online today at http://www.adepticon.org/cart/

~We'll see you guys there!

Thursday, January 15, 2009

40K RUMORS: Early May IG Releases



Hi guys, here is what we've heard regarding the first week of IG releases in May. I'm certain there will be much more coming later in the month.


IG Codex $25
IG Primaris Psyker $15
IG Ratling Snipers $20
IG Sentinel $25
IG Cadian Command Squad $25
IG Catachan Command Squad $25
IG Valkyrie $50
IG Cadian Shock Troops $22
IG Catachan Jungle Fighters $22

~Standard caveats apply, and no guarantees on these prices. Still though, those $22 Cadian/Catachan prices would seem to mesh with the earlier rumors of those kits being repackaged into 10 man squads with a heavy weapon squad included. Do you guys see that Valkyrie on the list? Pretty cool! I expect Jwolf is already weeping tears of joy and practising his "Flight of the Valkyries" humming.

Wednesday, January 14, 2009

WFB TACTICA: Cauldron of Blood


A Guest Tactica by Austin's own Minus67

With the new Dark Elves army book shaking up the design, flavor and tactics of your Dark Elf army, I think it's time to share with you some of the new tricks and tips I have discovered while using the new Cauldron of Blood. This rarely used (in my experienced) unit will soon be making a comeback in many people’s armies given the amount of tactical flexibility it provides a Dark Elf army.

CAULDRON 101
First, let's start with the basics. No longer is the Cauldron of Blood a rare choice nor is it 0-1. This means it is no longer competing with Reaper Bolt Throwers or with the new Hydra. In addition, you can have more than one, which I highly suspect you, like myself, will want to experiment with. The new Cauldron of Blood is now an upgrade to a hero choice: the death hag. Dark Elf heroes always lead a strange life due to their low toughness and less-than-stellar strength value. However now that assassins are no longer hero slots, you will find yourself with room for at least one cauldron at all times.

Rules
Let’s review some of the base rules that the Cauldron has.

Eternal Hatred: Like all Dark Elf units in the book, the crew of the Cauldron of Blood (two Hags and a Death Hag) has Hatred as described by the Warhammer Fantasy Rulebook and will have it every turn against High Elves. This combined with the *13* attacks that the crew has makes it have one of the most durable crews in the game.
Frenzy: This is part of the reason your unit of three gals has 13 attacks and it makes you immune to psychology which can randomly allow you to be immune to spells. Luckily the rulebook spells out that you do not have to charge even if in range, contrary to the frenzy rules.
Khainite: Means only Khainiate characters can join you, but also means that your crew is stubborn because they are within 12” of the Cauldron. Thirteen attacks and Stubborn 9 seems good to me.
War Machine: The Cauldron of Blood is a War Machine and must follow the rules of it. However the machine is indestructible and you still randomize hits. So 2/3 of the shots fired at your unit will be instantly discarded. This also means the Cauldron can move 5” each turn which is more important than you may think as we will discuss later.
Terror: That’s right, Terror. This bad boy will send low level raiders (Goblin wolf riders, Skaven gutter runners etc) packing. It’s a great way to keep Beastmen raiders from bothering you.
Magic Resistance (1): Just the icing on the cake since, Dark Elves are notoriously weak on magic defense outside of the Ring of Hotek.
Poisoned Attacks: So this unit has 13 rerolling misses to hit, poisoned attacks. Need I say more?
Ward Save: It also provides its crew with a 4+ ward save at all times. I’ll say it again: this thing is tough.

Abilities
Now that we have revealed the inherent neatness of this war machine, let’s talk about what it can actually do and how to best put it to use.

Each turn, the cauldron may choose of its three abilities to put on a friendly unit within 24”, even if its crew is engaged in Close Combat.

-Give a friendly unit +1 attack until the start of the unit’s next turn.
-Give a friendly unit Killing Blow in Close Combat until the start of the unit’s next turn.
-Give a friendly unit a 5+ Ward Save until the start of the unit’s next turn.
That alone should get you to raise your eyebrows and get some gears turning. Sadly, mounts and creatures pulling chariots are not affected.

DIRTY TRICKS
Now here are nasty tricks you can pull with this thing.

Super-Assassin:Move it up behind a unit containing an assassin. At the beginning of the turn reveal your assassin and have him charge out of a unit, declare a challenge. You opponent has two options:
-Take the challenge, in which case your assassin your will slaughter most characters since, when properly built, he has 5-8 rerolling misses to hit Killing Blow attacks. He might even generate enough combat resolution to win combat, or, if he doesn’t, he will be Stubborn on LD 10.
-He declines the challenge; your assassin should be more than enough match for 2-3 rank and file models since any survivors are usually hitting him on a 5+. Since he will most likely be losing combat he will still be Stubborn on a 10 thanks to the Cauldron.
The next turn you charge in the flank with a supporting unit and crush the unit.


Hag Tea Party: The Cauldron doesn’t have to be crewed to work. The rulebook says that a War Machine that is not crewed cannot shoot. Since the cauldron doesn’t shoot, and since it says you measure the effect from the cauldron, not the crew, the Death Hag and the two Hags attendants can go wander off and have a nice tea party behind a hill if you don’t want them to get shot or are in danger of getting charged by a unit you can’t handle. As long as they are alive somewhere on the table, the Cauldron can continue to hand out effects.

The Hydra Wall: Many players will find themselves taking two Hydras; they are a great unit for the Dark Elves especially when playing a calvary-heavy army or Aggressive Infantry. By placing those hydras on the flank of your battle line or in front of your expensive elite units, you can protect them from enemy shooting with the bulk of the Hydra since it is a large target. The Cauldron gives the Hydra a 5+ ward, which when stacked with a Regeneration save and 4+ Scaly Skin with makes the Hydra a great magnet for shooting along the way. It should take about 20 Empire Hand Gunners to do a single wound the Hydra this way. The more telling fact is that it should take about seven High Elf Bolt Thrower shots to cause a wound on your wall, the whole time your precious elite infantry and cavalry are safe from a good percentage of your opponents shooting.

Faux-Assassin:Turn any Dark Elf unit into an Assassin: Enemy character coming your way? Throw killing blow on the unit next in his path and watch what he does. Many players will think twice about charge a super-choppy character into the front of those crossbowmen when they all have killing blow. It even lets your lonely champion look a little scarier when accepting challenges from a chaos lord.

Executioners: The Cauldron is what makes these guys viable; their biggest problem as their light armor and one attack apiece. With a Cauldron supporting them, more of them can get across the table while being stubborn (they are khainite). When the eventual charge comes, six Executioners is enough to send most units packing with 13 rerollable, strength 6 killing blow attacks. These guys can pretty much wreck anyone they come across if you have the Cauldron there to help out.

Hydras Stunts: These guys are enough natural fit for the Cauldron since the effect affects both the handlers and the Hydra; it can lead to some pretty staggering numbers. +1 attack sees them come in with 8 strength 3 rerollable Armor Piercing attacks and 8 strength 5 rerollable attacks.
Killing Blow seems them landing 13 attacks which is a threat to any Calvary unit of Character they come across. As mentioned before the 5+ Ward Save makes them ridiculously hard to hurt.
I hope I showed you why the Cauldron of Blood is one of the best hero choices in the Dark Elf book and I hope to hear from you once you've tried some of these tricks on your unsuspecting opponents. Hopefully you’ll even do it in a sneaky and backstabbing way, like a true Dark Elf would.

~Bigred here, It was about time we got around to a Fantasy Tactica. Expect more of these in the future. I've had some success with the Cauldron with my fledgling Dark Elves army, but am agonizing over some way to convert and improve on its "eccentric" minis.

Tuesday, January 13, 2009

EPIC: How do I find local Epic players?


A guest article by Australia's: GR00V3R

Looking for a game?
From some of the comments posted about my series on Epic:Armageddon, it looks like many of you now have a taste for some 6mm-scale warfare, but sadly have come across The Great Obstacle that the more niche games like Epic can suffer, which is a general difficulty finding other players—Epic is an awesome game system, but it’s not so well known as Warhammer 40,000.

Option 1: Ask your friends!
If you’re looking to get into Epic:Armageddon, a great option is to ask your friends to get into it with you. Epic is blessed with a comparatively low entry cost, and a 1,000-point army is enough to start with. Remember when you started out in Warhammer 40,000 with a 500-point army? A 1,000-point army is the Epic equivalent—usually a couple of infantry formations and some supporting armor formations.



As you may have seen pointed out around various Epic forums, the Epic Space Marines Battle Company box costs less than a single Warhammer 40,000 Tactical squad, but contains an army worth more than 1,000 points on its own. Alternatively, one Epic Ork Warband box is enough to create an opposing 850-point army—add a blister pack of Gunwagons for 150 points, and there’s your 1,000-point army. You will find these items for sale in the Specialist Games area of the Games Workshop online store.

Option 2: Hunt down existing players
If you are looking for existing players, you have a few options:

• Ask around on the Epic forums under tacticalwargames.net/forums, which is probably the closest thing the international Epic community has to a home base. These forums probably also offer the greatest number of Epic players from around the world (try asking about a game in your area) and the most lively discussions about the future of the game. This community of gamers has even released very professional, high production value expansions to the game (such as Epic:Raiders, which provides background, rules and well balanced army lists for both Necrons and Dark Eldar) and offer a fantastic stand-in until Games Workshop releases the canon lists.
• Use the Epic Player Index at www.epic40k.co.uk/cgi/players.cgi. You can search the index by a range of criteria, but the index is currently small enough that a country search is often the easiest way to find players. Be sure to add your own name and contact details, of course, so that others can find you.
• Try the pre-eminent forums in your country. In Australia, this is wargamerau.com, which offers a dedicated Epic area that players often use to find each other. In France, I know that epic-fr.niceboard.com is a great place to start. A Google search is likely to help you find any Epic forums servicing your country or region.
• One of the more visually interesting ways to find Epic players around the world is frappr.com/epicomms. Frappr (which is pretty new, and currently in beta testing) provides a “pinned map” interface that shows you player locations around the world.
• Find your local wargaming clubs. A Google search is likely to return a list of clubs in your area, many of which will have their own websites and forums. Don’t be afraid to jump on and ask if any of the club members play Epic or are interested in getting into Epic with you--you may get a nice surprise, and maybe make a new friend. This is how I met my own local Epic players, and today we have formed the Sydney Epic Gaming Group.



Looking to dip your feet in the water?
The developer of the excellent Warhammer 40,000 module for VASSAL (great for creating battle report graphics!) is currently working on a module for Epic:Armageddon using the 40K assets.

It’s already pretty advanced (maybe even playable by the time you read this) and well worth keeping an eye on. At the very least, it provides a way of trying Epic to see if you like how it plays. You’ll find a discussion about it at http://www.vassal40k.com/forum/index.php?board=16.0

Want even more Epic in your diet?
I hope this post have given you the information you need (if not the kick-start) to find some worthy opponents. If you require more temptation, though, or if you’re looking for further reading, check out the excellent series of articles about Epic and other Specialist Games that appear in the fan-produced Firebase and Incoming! magazines.

Special thanks to LEXTER and Onyx for the use of their images.

~Bigred here, GR00V3R strikes again. If you like the epic coverage and want more lets hear it. As GR00V3R moves through the game, I'm sure he would love to hear what things you are interested in so he can start brewing up some articles for you guys.

Monday, January 12, 2009

NEWS: Games Day North America 2009


Here is the schedule for the 2009 North American Games Day events:
- Baltimore Games Day - May 9, 2009
- Toronto Games Day - June 20, 2009
- Chicago Games Day - July 25, 2009

Ticket prices have dropped from $40 US to $25 as buying the miniature is now optional again as it was years ago. The miniature costs $15. A picture of it is shown above at the top of this article.

Full information about Games Day 2009 is now available on the GW main website.

Personally, I can't wait for Games Day (Baltimore). I've never missed a Games Day in Maryland since the first US Games Day back in 1993. Each year is a bit different and recent years have been exceptionally fun. If you've never been to a Games Day event and you really love this hobby, you owe it to yourself to attend and see what it's all about. It's a whole day of nothing but fun from before the doors open till the final moments of the event.

HOBBY: Dark Angel Successors


One of the armies featured in my Tanksgiving report back in early December sparked a bit of interest from some of our readers so I decided to revisit that army with the kind assistance of its owner and creator. While the Tanksgiving report focused on the vehicle models, this article will highlight the troops. The army is a Dark Angels Successor Chapter painted primarily in the colors of Blood Red and Bleached Bone with gold and green accents.

Here's a brief photographic showcase of some of the highlights of this unusual two-tone painted army. A variety of troop types are shown. Note the custom red brick basing throughout the model collection. This army always sparks interest and excitement when it appears in games at my local Battle Bunker. If you wish to see the vehicles again, please revisit the first and second Tanksgiving report. Enjoy!








For those interested in how this color scheme was achieved, here's a list of colors used and their order of layering:
- Blood Red over Mechrite Red over Black (Blazing Orange highlights)
- Bleached Bone over Dheneb Stone (50/50 Bone/White highlights)
- Brown Ink for recesses (Devlin Mud now) on bone color
- Badab black wash or watered down Chaos Black for red shading
- Shining Gold -> Burnish Gold -> 50/50 Burnish Gold/Mythril Silver

Goatboy's 40k Thoughts for the Week: Baiting Your Opponent


The game of 40k has multiple facets of strategy. All revolve around the idea of creating an advantage for your army. We all know that if you have a better weapon/ballistic skill/strength, etc you will end up doing better in that form of combat when it comes about on the game board. Higher numbers mean a better chance to create an advantage when you roll those dice.

Today’s topic, instead of just trying to get a numerical advantage via stats, is going to look at the advantage of creating a situation that isn’t always just relying on your stats.

When you bait something, you are trying to entice it towards something. You bait a hook to get the fish to bite so you can catch it. You say inflammatory things to try and get people to argue with you. You purposely say something funny to get your friend to shoot milk/beer out their nose so you look superior. All of those things are ways we try to bait to create a situation you desire. You can use this in 40k too.

The way you would bait in 40k, is to use a unit to try and entice your opponent to do what you want them to do. This works in two ways when it comes to war gaming. One is especially evident in 5th edition is the loss of the ability to sweeping advance into another assault after killing a foe. The other is the advent of “uber units” that takes the entire attention of the opponent, so much so that you can easily get your other units into position to show them their “mistake”.

Lets look at the first way to bait your opponent. A new strategy from the changes of 5th edition, is to create these little pockets of throw-away units to either mire your opponent down to allow you to counter assault as the unit is stuck, or you have a weak unit they can completely blow through and are left sitting out in the open, ready to get shot up by the rest of your army who are looking to get a bit of revenge after they killed your meat shield. Here are a few units and methods to use them as basically cannon fodder.

Please kill me units.

1. Rhinos. Once they have dropped your guys off, rhinos make for some of the best “meat” shields when facing an assault style army. Since they are vehicles, once blown up in assault, the unit cannot make a consolidation move after finishing them off. This allows you to get some really great template action as they “victorious” unit celebrates by getting blasted into pulp.
2. Combat squads. Nothing says cannon fodder like 5 random dudes with bolters. Yeah you really killed those 5 marines dead; but what about the guys behind them with the multi melta and/or power fist that is charging you. Well Poop!
3. Small IG squads. Nothing goes splat better then 5 random guardsmen.
4. New Chaos Marine daemons. Throw them out in front and watch them take a lot of fire that might have hurt your more important cult troops.
5. Small ork Trukk squad. They go fast, get in the way, and can really help set up a insane amount of shooting if someone comes up to whip them out.

The other form of baiting is to take a unit that is so obviously dangerous, that the opponent has to concentrate everything on that unit or units. This allows the rest of the army, to do more work then they would normally have a chance to do. This could mean, getting a good counter assault, having more than 2 rounds of shooting, or just being able to get where you need to go in safety. This “uber” unit just rushes forward, and normally doesn’t last the entire game, but they create a sense of tension as well as nervousness from your opponent. They have to deal with this, because if they don’t, their game is over since the “uber” unit is going to just destroy everything. Little does your opponent know, that you really are just setting things up to take the win out from under them.

Uber Units of Doom!

1. Nob bikerz. I know I talk about them a lot, but until you have played versus a well built list (ie wound allocation cheesed out) you don’t know the pain of shooting your entire army into it, and watching one nob eat it.
2. Thunder Hammer Terminators. 3+ inv saves are hard to deal with. Mix that with a unit you can run forward and just go for the throat, or put them in an LR and rush forward, waiting to put the hammer on your foes.
3. Great Unclean ones (Nurgle things in general). They are a pain in the butt and can ignore so much fire it is stupid.
4. Plague Marines. Not so much game breaking, but annoying enough you can move them forward and try to ignore your opponent.
5. Land Raiders in general. The changes to the pen/glance tables makes these tanks a heck of a lot more annoying to deal with.

Now of course, all of this is moot if your opponent catches on to what you are doing. Most of the time you can ignore stuff and just go for what will win/lose you the game. If you know your opponent is trying to bait you away from something, then don’t let them. Look for how they can best profit from your turn and your actions. I know this is a pretty obvious thought, but a lot of the time we all can get caught up in the blood lust and frenzy of the moment and "go for the throat" of whatever is closest or offered.

40k is a game of constantly evolving strategy. You can start off with an idea, but be prepared to change it halfway through. With 360 degrees arc of fire units, vision, guns that shoot across the board, and things that can move beyond the max of 12 inches (base move + max run) you have a game that can just turn extremely quickly. Baiting your opponent is a valuable bit of strategy that can help change the tide and give you that super turn that completely knocks the fight out of your opponent. Your entire army is your strength, and using units to just bait your opponent into a false move, doesn't devalue the unit if they just die an "honorable" death.

Now onto a list thought. I built the following ork list for a local "heavy" tournament. It is one of those, I hate you lists and something I don't really personally like to play. It isn't very fun, and most games you can tell who won by turn two. But here it is for those to look at. If someone shows up with this, and you are looking for a fun game, don't play them. It isn't worth the time to put some dice on the table verse something like this when you are not expecting it.

HQ: Warboss, Bike, Attack Squig, Cybork Body, Kombi Skorcha, Bosspole, Power Klaw X 2
Troops: Nobz (7) X 2 - (Listed this way to show how you will wound allocate your way to annoyance)
Nob 1 - Power Klaw, Waagh Banner, Cybork Body, Bike
Nob 2 - Power Klaw, Bike, Cybork Body
Nob 3 - Power Klaw, Bike, Kombi Skorcha, Cybork Body
Nob 4 - Painboy, Bike, Cybork Body
Nob 5 - Slugga/Choppa, Bosspole, Bike, Cybork Body
Nob 6 - Slugga/Choppa, Bike, Cybork Body, Kombi Skorcha
Nob 7 - Slugga/Choppa, Bike, Cybork Body
Troops: Shoota Squad (29), Big Shootas (3), Nob, PK, Bosspole
Elites: Lootas (15)
Heavy: Looted Wagon, Boomgun, Ard Case X 2

Pts: 2000 Scoring: 3 KP 8

For those interested in a 1750 list, drop the wagons. For 1500 I might drop the shoota squad and just go with two super units and lootas to deal with tanks that you might see (IE defilers etc).

The thoughts on the looted wagons, is that most people will concentrate on the nob bikerz, and let you have at least 2 to 3 shots from each. Just enough to be annoying and really put a pain on those clumps of marines trying to just sit and wait for the incoming death.

I didn't play the list, because I just wanted to have fun and threw down with a Daemon list. As usual, it choked and left me annoyed just from the sheer amount of none playing involved with it. (No fun shooting). Also my soul grinders are not really doing their job anymore with the change in the environment to more melta in general. Oh well, time for the army to be put up for awhile and onto other armies, namely the plague marine force I talked about last week.

Currently, I have yet to test out. I dropped one defiler and the rhino less squad for 2 obliterators and some summoned daemons. The Daemon princes are going to be my converted nurgle dreads/Daemon army princes. I just need to add some kind of propulsion for one of them. The theme thought behind the army is a sort of mad doctor called the Father, who infects those with a virus that takes over the body. You will see this in the techno organic design I want to go with the Defilers as well as the obliterators being robotic looking (converted from terminators, greenstuff, and random bits). Each unit will look a bit different, as the father has found other units to convert to the faith. Thus the super nurgle ones are the elders of the family. I will update as I get into more testing with the list.

I do have a commission site for those interested. I do artwork as well as painted commissions. Shoot me an email at GoatboyBOLS@gmail.com This is also the email you can use to send me any army lists or other thoughts you might want me to address. The link below will take you to my commissioned site for more info too.

Legio Astorum (Warp Runners) Logo Sheet



Hi Everybody, I've been going over many of the Titan legions from some of my ancient GW Epic books and picking another good looking scheme for the Loyalists. I have settled on the Legio Astorum, with their cool blue with flames plating colors with gunmetal trim, these guys look slick! This is the legio who is featured in the Forgeworld Siege of Vraks series, so you will easily find lots of color plates of their sceme on different types of titans. So without further ado here is the link to the PDF file for the Warp Runners Banner/Logo sheet you can freely pull down and use:
Download Here

I would print out a copy on highgloss color printer paper, cuting out a pair of banners for your titan, then glue them together to make matching double-sided banners. The sheet has instructions on where you hang them from your models but there will a bit of creativity involved in getting the top-carapace legion banners strung up. I'm planning on drilling in a nice medal rod bannerpole atop the missile launcher on the reaver.

Next print out a single copy on decal paper for the logos that are embossed directly onto the titan (the princeps rank badge and the titan-model badges for the lower legs.)

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

WHITE PAPER: This paper will allow you to use it directly over dark surfaces. Cut out the logos, and apply them directly over your fully painted models. Once dry, you can go back and touch up any edge defects with paint.

Click here for a detailed Custom Decal Tutorial

In any case, enjoy and I wish you titan fanatics the best in using this set for your forces. For the Emperor!!!

~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.

Sunday, January 11, 2009

Fire Angels Logo Sheet


The Badab Series moves on... Here we have the Fire Angels. This logo sheet is a pretty generic one that might come in handy for Fantasy (or even Warhammer:Ancients). Just saying.

I have been noting (again) that GW does a great job of covering the major 1st Founding and select 2nd Founding chapters with their decal sheets. However, there are a number of great looking 2nd and later founding 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 Marine community and encouraging players to branch out beyond the "big 4", I keep knocking out 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 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 Marine Shoulderpad towards the bottom. I've included the standard Fire Angels red symbol with a small amount of black ones for any special squads, officers, etc you want to stand out.

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, January 10, 2009

40K NEWS: Stompa, Up Close & Personal



The photo above and those below are of one particular finished build of the new Ork Stompa. There are many optional parts in the kit, including two different face plates, to allow you to customize your Stompa to suit your personal Orkish taste. Hopefully, these large, close-up, unobstructed photos should satisfy some of the curiosity of many 40K fans until pictures of the full sprues and all the options are available. Click the photos in this article to see larger versions with plenty of detail visible. Thanks to certain helpful people at GW for providing access to the model so that we could bring you this article. You know who you are. Gork and Mork are grateful and so are we.





Here's a bonus photo below of the new Lizardman Stegadon built in just one of a huge variety of possible configurations. This model is a "bitz" collector's dream, with two different heads and a massive variety of optional decorative parts and two different riders. When you're done building this model there will be a plethora of great looking parts left over for other projects. I already have some of my own projects planned for this kit and none of them are for a Lizardman army!

Saturday Omnibus January 10th 2009



Hi guys,

A few tidbits this Saturday,

Dawn of War II Beta
Our good friends over at THQ wanted you all to hear this: The beta will be hosted via Steam and will launch exclusively to Warhammer 40,000: Dawn Of War - Soulstorm owners on January 21st. If you're not a Soulstorm owner, you'll be able to get in on the action on January 28nd, when the beta is opened to all worldwide.



Lizardmen Advance Orders
The Rumble in the Jungle continues. The following kits just went up on the Advanced Orders page, as well as decent pics of them.

Lizardmen Battalion
Lizardmen Razordon Hunting Pack
Tiktaq'to, Master of Skies
Lizardmen Terradon Rider



Dark Heresy Inbound
As a final note, you can expect Dark Heresy coverage to begin on BoLS as well. Keep an eye out for it.

~Have at it guys, and wish me luck, I'm throwing down in the local tourney today. Lets see how I do versus all the other Fly Lords and the rest of the Austin 40k community.

Friday, January 9, 2009

Current Project: Lamenters Space Marines pt. III


So here's my latest installment of the Lamenters chapter of space marines. With these new units my army is up to 1250 points, and I already have the rest of the units purchased, so its all on me from here. This latest group includes the Vindicator siege tank 'Soulful' and the Devastator squad designated 'Squad Antiloquax'. Here are some close ups...


RUMORS: Realm of Battle Gameboard Expansion Plates



Hi All,

An interesting thing we've been hearing from sources is the potential for GW to keep adding to the Realm of Battle Gameboard "range".

Now who knows how sales have gone on the big bad boy, but apparently plans are in the works to roll out "themed plates" for the Gameboard that are overall generic, but fit the overall feel of individual armies as they get their codex/army books rolled out.

An example could be a modular trenchline plate, which could be used with almost any army in either 40k or Fantasy. I'm sure you guys can come up with even more cool ideas for plates that would be game-enhancing and are not easily modeled.

~Standard Caveats on these, but lets put 2 and 2 together here folks. We have scuttlebutt regarding a possible trenchline plate, and what army is coming out next for 40k again? I forget...

Wednesday, January 7, 2009

40K REVIEW: Mechanicum


Mechanicum: Graham McNeill

You guys know me. I LOVE the Horus Heresy. I Love it so much I created a ridiculous sized Pre-Heresy Death Guard army, bought every fluff book I could find, wrote a Heresy campaign book, and rush out like an excited school girl every time Black Library knocks out another novel.

You also know that I am picky. The Heresy is one of the most pivotal and cherished events in the entire 40k universe and I firmly believe it is to be entrusted to seasoned hands. When I first heard that Graham Mcneill was doing an entire book devoted to the Mechanicus civil war during the Heresy, I was filled with anxious excitement. False Gods and Fulgrim were both decent pieces of material, but the jury was still out in the minds of many.

I opened the pages and began to read. The red Martian Plateau spread out before me, filled with a series of interconnected mysteries, unlikely heroes, sinister villians, and a "big picture reveal" that shakes some of the very foundations of what we know about the Imperium.

I won't go into any details regarding the plot (YOU NEED TO GO BUY THIS BOOK RIGHT NOW), but I'll say that Graham has knocked it out of the park. This is his best work so far in the Heresy series and is right up there with Abnett's Horus Rising. This book isn't good, its GREAT.

A note however; much of this book's charm is the subtle interconnections it makes with events occuring in various other novels in the series, so it really pays to be current on the Heresy series. This book offers a totally unique insight into the Heresy, and sheds light on that deepest of mysteries, the origins of the Dark Mechanicus.

Did I mention, there is more titan and knight action than you can shake a stick at, and we are granted more personal insight into the Emperor in the tradition of Horus Rising and Legion. He is turning out to be quite the "interesting" figure, and not what he is popularly viewed as.

In short, McNeill, could have taken the safe way out, and made a battle book with Space Marines that takes place on Mars. He didn't do that, took a big gamble and it paid off in spades... for YOU the readers.

5 stars (out of 5)

~For those that have access to it, take the time to check out the unofficial introduction to this novel in the Kaban Machine short story found in the Black Library hardback Horus Heresy: Collected Visions.

Ork Aeronautica AAA


After playing Aeronautica a few times, I was eager to add some Flak batteries to the Ork airfield. I hoped on eBay and did a search for Flak under the warhammer categories. As expected, nothing returned. So I broadened my search to the Toys and Games category and got some results. For those not in the know, Axis & Allies makes a miniatures game. They are not the best models and do not have a consist ant scale, but they are not terrible either. I saw a German Flak 38 for 99 cents with free shipping. For 99 cents I am willing to take the risk and see if I could convert it up to look orky.

When it arrived, I was impressed. Pre-painted and flocked on a base. Obviously the green paint job would have to go. Apparently the Germans were not a fan of bright red with checks and dags on their military equipment.
I did a quick conversion to raise the angle of the gun and spend about 15 minutes on paint and it was done. A great find.
And after the game with BigRed and Aventine, I picked up 6 more for about $5.
At this scale, they are generic enough to stand in for IG Hvy Flak Guns as well. Sorry Eldar and Tau players, the Germans never made a Sky Ray equivalent in the 40's.

40K SNEAK PEEK: Stompa Pics Incoming


Pics brought to the community by Warseer and The Waaagh

Did someone say they wanted more 40k stuff? Here are some Stompa pics from Warhammer World.









~I'll be the first to say that some of these closeups (especially the back and gun arm details) have me more impressed than before. Now we just need to get our hands on some sprue pics to get an idea of how the hull and underside are put together.

Tuesday, January 6, 2009

BATTLE REPORT: Memphis Belle Edition

Hi guys,

I promised you a battle report in my last Aeronautica post, and here it is. Aventine, Bulwark and myself each hauled our squadrons down to our FLGS and had a giant throwdown. With me bringing my massive Harbinger heavy bomber, it was decided that the Eldar would be coming to the aid of the Orks in this battle to stop me from bombing their airfield into the dust. Appently a Farseer somewhere had decided that something in this greenskin airfield needed to survive.


Turn 1
The Orks started on the ground and scrambled from their hangers to meet the oncoming Chaos contrails on the horizon. The Chaos squadron was broken into two wings. On the far right, the Harbinger and a light escort of three Hellblades swept in at medium altitude(4) towards the airfield. High above at max altitude (9) a large force of 8 Helltalons and Hellblades screamed forwards to provide cover. From the left of the table, a large force of 6 Nightwings ecsorted a dreaded Vampire Destroyer swept in at medium altitide (4) and headed straight for the Harbinger.

The Chaos top cover squadron went into a power dive, and managed to exchange some long range fire with the Eldar to no effect.





Turn 2
In a scene out of World War 1, all squadrons mixed it up in a huge swirling dogfight. The Harbinger continued towards it target, releasing its escorts to give it cover. The Orks had climbed into weapons range at altitude 4, and the Eldar had also arrived at mid-table in weapons range. The top cover Chaos elements finally dove in behind the Eldar and every pilot in the area wiped sweat from their brow and focussed on their targeting arrays.

As the firing phase passed back and forth between teams, they pummeled each other relentlessly. The Eldar suffered the brunt of the fire, and half of their Nightwings exploded in wraithbone fragments. Even their holofields could not protect them from the fusilade of autocannon fire. The return fire was devastating, Ork heavy stubbas and elegant Eldar Shuriken cannon opened up and blew nearly all the Hellblades from the skies. Two medium sized Helltalons were destroyed by the Pulsar fire from the Vampire, and the wall of fire from the Blasta Bomma.





Turn 3
Things were looking grim for the Chaos squadron. The mighty Harbinger trundled on, undamaged and opened its bomb bay doors. Next turn the airbase would be in range. The half-dozen remaining escorts were scattered by the dogfight, and pulled high-g turns to try to surround the rear arc of the Harbinger and blast anything that pulled in to close. Every Eldar and Ork aircraft that could pulled in close behind the gigantic beast and blazed away.

In the firing phase, the Harbinger was blasted time after time. We all watched as the Vampire and Blasta Bomber punched huge holes in its airframe, while the remaining Fightas and Nightwings added their own fire. A handful of Ork Fightas fell to sporadic Chaos fire, but not enough. We all counted down the damage to discover the Harbinger had survived, with only a single damage point remaining.

As blood came back into the Chaos commander's face, Bulwark remembered the lone tiny Ork AAA platform defending the airbase. The boyz climbed in, cranked the rusty gun into position and oped fire. Two sixes later, the Harbinger was a flaming wreck, and Bulwark was telling me about the great deal he got on ebay for the AAA gun ~More on that later.

~I hope you enjoyed this report. Aeronautica is a really fun game that makes a great side show to 40k. Its scale and speed of play is perfect to help you fit some grander narratives into your campaigns, and it may one of the most portable GW games out there. All my stuff fits into a tiny little mini case. Comments are welcome.

NEWS: Stompa, Deffrolla, Apocalypse and More.



Here are a few tidbits of news on a variety of GW related topics many of you may find helpful.

- There's been much speculation about the upcoming release windows for new GW product in 2009. An article about the new Shadowsword kit on page 10 of White Dwarf issue #348 (US) clearly states that March is the release month for a "swathe of Apocalypse releases".

- White Dwarf issue #348 (US) states on page 25 that there will be a Direct-only frame available soon which will have a deffrolla and killcannon upgrade for the new Ork Battlewagon. If you're building a Battlewagon right now or are about to start on one you may want to hold off on gluing the included ram to the front if you're thinking about upgrading to a deffrolla. No word yet on the cost or when this Direct-only sprue will be available.

- If you're lucky enough to live near a GW store or perhaps certain independent retailers, the Ork Stompa is now making its way onto public display. Customers were able to check out this model quite closely at my own local Battle Bunker starting yesterday. There is also apparently a Stompa on display at Warhammer World in the UK. Large pictures of the Ork Stompa can be found in this new teaser on the GW website here. Pictures taken by a customer at Warhammer World can be found here.

- The plastic Stormboyz, plastic Gretchin and Ork Boss Zagstruk set will be released on January 17. These items are currently available for order on the Games Workshop Advance Order page of their online store.

- As I continue to hear about people searching for help building Brass Scorpions ever since the conversion guides on the old GW US website were removed I thought I'd offer this potentially helpful bit of information. Anyone in need of a conversion guide for building a Brass Scorpion or a Tower of Skulls is welcome to request a copy of my own guides by writing via email to GW US Customer Service at custserv@game-workshop.com. Be sure to specify which guide you'd like to have and they will email you a copy. Note that part of the article formerly on the GW US website was based on my guide for building a Brass Scorpion using two Defiler kits, so converters should hopefully find this guide relatively helpful.

- Tabletop Gaming News has an interesting year-in-review editorial for 2008 and Games Workshop is of course, prominently featured along with several other game companies. Keep in mind when reading this article that it is an editorial and the personal opinion of the writer rather than hard fact. Nevertheless, I thought it was an interesting read.

- In the Warhammer Fantasy Orc range, the new Animosity Orcs model is really imaginative and cool. Check it out here. It's so cool, I'll bet some 40K Ork collectors will also be finding a way to incorporate this model into their collection.

I hope everyone's new year is off to a good start. Keep building and painting those models!

++DELETED+ and ++DELETED++ sighted

One of our lucky readers scored this video of the ++DELETED BY THE INQUISITION++being assembled at GW HQ. And, if you look closely in the background, you can see a ++DELETED BY THE INQUISITION++ still on the sprues. You can tell its the ++DELETED BY THE INQUISITION++

enjoy!

UPDATE: We apologise for the fault in link. Apparently the evil Mantis Warriors have gotten into the system again.

++INQISITORIAL UPDATE: WARGAMING IS NO PLACE FOR LAUGHING. MOVE ALONG CITIZEN++

~ You guys better watch out on April 1st :)

NEWS: 2nd Wave Orks are Here!



Sometimes when we talk about the upcoming minis for so long, we forget to get excited when they actually show up on the shelves and we can add them our collections:

The Green Machine rolls on with these new additions to Ork lineup, ready for your paintbrush RIGHT NOW!

Ork Battlewagon
Ork Nobz
Kaptin Badrukk
Boss Snikrot

Go get em boys... I need more things for my Vindicators to fire at :) Grots, Plastic Stormboyz, and Zagstruck are just around the corner...

Monday, January 5, 2009

Goatboy's 40k Thoughts for the Week: You Must Concentrate



The biggest thing I see with most army lists, is a lack of concentration and overall focus. Units are placed within the list, without any kind of backup, or redundancy to ensure that they get their job done. An example is playing one dreadnought, with your only real heavy weapon, and hoping that he just gets the job done versus the 3 Land Raiders you see across the table. If you need something to work reliably for you, and the rest of your army depends on it, take more then one if you can.

A good example of this is the chaos power “Lash of Submission”. There are so many factors that the power relies on to work. Dice roll to see if it goes off, a dice roll to see how far you move it. Those two factors can really hurt you, especially when you need at least one a turn to go off to help push your army into the win. When you are running a lash list, you need to run two to guarantee one going off per turn, in order to make sure the odds roll in your favor.

There are other examples from different armies too. Let’s say you need to at least get three shots off of your Defiler versus that Ork nobz army you always see at the top table. If you are just bringing one to the game, then you are just waiting for that to get shot up to pieces by the lootas sitting in the back. If you are bringing 3, then you know you can most likely survive enough to get 3 shots in the game, plus if you go first, you can concentrate one on the lootas to get rid of their annoying shooting. This is also the same with vindicators, melta guns (only taking 1 in an army is just a disaster versus all the mechanized lists you see running around), and other units that need to create a distinct advantage for your army quickly, in order to be effective.

This is especially evident when you are dealing with a unit that can be very fragile (IE vehicles). Any unit that can be destroyed with one shot needs to have more backup to be effective. Yes I know one shot from the battle cannon can turn the game, but you need to make sure you get a chance to make that shot. Vehicles are the greatest example of this, but other multiple model units can also have the same effect. Anything that has a high damage potential, will get a ton of attention from your opponent. The only way to counter this attention is to either have more then he can shoot out in a turn, or have an army built of things that pull his attention away.

There are only a few units in the game, that are ok to use singly. Nob bikerz are an extremely survivable unit that can also generate a large advantage, as well as get its points back pretty quickly. It is also the same with Thunder Hammer Terminators. They have a low invulnerable save, mixed in with large damage potential really help make up the extra points they cost over other units. These units can survive multiple turns of opponent attention and thus can be a great addition to one’s army lists.

So enough theory-hammer, what about some lists to look at? I have a gmail account set up that anyone can send army lists too and I can review them and give my own thoughts on it. (Put in email here) I had one reader ask me to create a Death Guard lists that would be competitive in the current environment. Here is the list I came up with. I tried to stay all Nurgle,
with the options for some cool conversions with the plastic miniatures out there.

Death Guard A Go GO!!!

HQ: DP, Wings, Nurgle, Warptime PTS: 175
HQ: DP, Wings, Nurgle, Warptime PTS: 175
Troops: Plague Marines (9), Meltagun (2), Asp Champ, Pwr Fst, Rhino PTS: 302
Troops: Plague Marines (9), Meltagun (2), Asp Champ, Pwr Fst, Rhino PTS: 302
Troops: Plague Marines (9), Meltagun (2), Asp Champ, Pwr Fst, Rhino PTS: 302
Troops: Plague Marines (10), Meltagun (2), Asp Champ, Pwr Fst, PTS: 290
Heavy: Defiler, extra Combat PTS: 150
Heavy: Defiler, extra Combat PTS: 150
Heavy: Defiler, extra Combat PTS: 150

PTS: 1996 KP: 12 Scoring: 4

I know, 4 troop squads but with Chaos Cult Troops being better then a normal troop (More attacks, more saves, better weapons, etc) they are pretty strong to take. I have 8 melta guns to help deal with any heavy vehicles that might punch in and get close. I also have multiple power fists to deal with MC in close combat. The 3 defilers are there to put a scare in orks as you throw down templates on them. If you are playing versus Nob bikerz, throw it on them, if it’s just an Ork horde, kill the lootas.

You use the Rhinos to build walls to make your opponent have to go through them to get to you, thus denying them a round of shooting. If they are an assault army, you will make the assault units get piled up, since they can’t make a consolidation move after blowing up the rhino. After that, you can rapid fire into them. The great thing about plague marines is that you can get charged, and they don’t get an extra attack, thus making the option of rapid firing into them not nearly as bad.

The two DP are just wound tarpits that you can use to help put a concentrated MC creature beatdown. Toughness 6 is a pain in the butt to deal with. I would normally run them together.

The other great thing with this list, is that it can be completely plastic with lots of options for conversions. The new DP model coming out will also be a great benefit for this, as well as give the modeler a nice way to create a cool and cohesive force.

The plan for future articles is to always have a list that helps represent the strategy or concepts I am trying to get across for the week. The marine lists I will be working on, are still in the works. I need to put together some models to start testing, and as I’m currently painting up a commissioned Daemon army, my time is a bit limited. I am also testing some fantasy stuff to prepare for LoneWolf GT in Dallas in March. I plan on bringing Chaos Mortals and have the army pretty much painted up. The next thing is a Hellcannon. Will see if they work out alright.

I changed up my commissioned work site. I have a better breakdown on painted miniature prices on there, so if you are interested shoot me an email atGoatboyBOLS@gmail.com

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.

PROJECT: Scratchbuilt Thunderhawk


I love a crazy project, don't you? We get tons of cool stuff in the BoLS inbox, but every now and then we get a real whopper. Are you guys ready for a top-notch scratchbuilt Thunderhawk? I thought so...

Jason Brubacher has been playing 40K for over 15 years, and dabbles in Chaos and Loyalist Marines. He also has a knack for the art of scratchbuilding apparently. Take it away Jason:

"Here is a project that I have been working on for some time. I could never justify spending the kind of money Forgeworld wants for their kit so I decided to try my own. I love scratch building and converting for my armies. After over populating my game boards with scenery this seemed the next logical step. This model is made from various thicknesses of card stock, foam core, metal and plastic tubing, electrical insulators, etc. I find that working with card is easy and quick but the finished model can be a bit fragile. My solution to this problem has become several thinned coats of sealer (matte varnish) brushed over the entire model. This literally plasticizes the card stock due to its ability to soak in the varnish. I have not noticed any swelling of the materials or warpage of the model. I have spent over 30 hours to get to this point."






~Now for you who have not handled the Forgeworld T-hawk kit, it is HUGE! I've got to give Jason a hand for not only taking on so large a project but getting it to this level of quality and detail. Its very difficult to start to fill in surface detail on models of this size (I know, thanks to the Capitol Imperialis). I'm sure he will be back with updates as he finished off the detail work and throws some paint on his baby. Comments are welcome, and if you guys and gals have any amazing stuff that you think the BoLS community would love to check out, by all means drop us an email.

Sunday, January 4, 2009

REVIEW: Ice Guard



Timo is back with our latest Black Library review

Ice Guard – Steve Lyons

Ice Guard is Steve Lions’ second novel within the Imperial Guard Novel series, the first being Death World. The latter was kind of like a poorly produced action film (I’m tempted to say "b-movie") so I was curious as to whether or not he would be able to up the ante. I figured the Valhallans would raise the level, since the first book involved the 80s Rambo-esque Catachans. Let’s have a look.

There are 48 hours left until the death of the world Cressida by the hands of an Exterminatus when Colonel Stanislav Steele receives a special order.

A plane with a confessor on board has crashed in the middle of enemy territory and the confessor’s death must either be confirmed or he must be rescued by all means necessary, since he may not fall into the hands of Chaos alive. This world has been taken over by Chaos, so Colonel Steele needs to jump right into a kamikaze type mission. Given the premise that this world will be dead in 48 hours and a panicky evacuation is to take place, this is like a double feature of "24".

Colonel Steele puts together a team of specialists and makes his way to the crash site in a drill tank. Why the need for a drill tank, you ask? Well, the invasion of Chaos has somehow caused massive amounts of ice to develop, which doesn’t seem to be of natural origin. There are several odd changes taking place on this planet in general, but the clock is ticking away relentlessly.

The novel’s main idea sounds interesting and it keeps you checking out the remaining time in each chapter but still it is impossible to cleanse your palate of that bitter taste of b-movie action. During the entire book it seems like you’ve seen this plot before, and you can basically visualize each and every scene. However, this does not mean that the book has such a great, pictographic style. The images are just trite and overused.

First, the individual characters in the war zone are introduced. They are acting individually and intelligently, not like any given soldier, since they are the select special warriors.

Then the mission is established, the individuals are slowly mingling and becoming a team. This is nothing new for us old 40k veterans; it’s how a story involving such a dangerous mission goes, no surprises here.

In conclusion I have to deduce that the strange b-movie feeling of Death World is not connected to Sly Marbo after all. It relates to Steve Lyons’ stereotypical writing style. Ice Guard could just as well have been a direct sequel to Death World, just set in a different climate. This book is a solid diversion for newbies and fans of the Imperial Guard, kind of like watching the movie "Mutant Chronicles" or other Sci-Fi b-productions on a rainy day just to pass the time. You get a bit of action, a couple of cool lines and hardly surprising ending, yet it is still entertaining somehow.

3 Stars (out of 5)

~Bigred here. As usual comments are welcome and expect to see more novel reviews from Timo in the days ahead.

Saturday, January 3, 2009

RUMORS: IG Murmurs Continue



Rumors brought to the community by Warseer's: Gropius and 75hastings69

Hi all, its pretty quiet today, but the following is reported regarding the upcoming IG codex.

-Return of the Griffon mortar carrier and other "old units"
-New weapon options for Sentinels and a sprue recut with the new options added.
-Sentinels are said to be split into 2 diffent FOC options based on weapon loadouts (basically heavier armed ones won't be able to scout)
-New Sanctioned Psykers
-New Ratling Snipers
-May 2nd release for the codex and other initial offering.

~Standard caveats on these guys. I will post more when I get it.

Friday, January 2, 2009

Generic Astartes Banner Sheet



Did someone ask for generic Astartes banners?? You all asked (loudly) and you shall recieve.

Most of us have dreams of putting together that awesome marine Company one day. There is something cool about getting to organize your entire force into their correct squads, and dressing the infantry and transports up with the correct squad markings. Of course, there is the issue of those pesky Company Banners that few of us wants to paint. So here is a sheet of generic company banenrs that will cover all 9 of the companies in a marine chapter (the Scout Company doesn't have its own banner). These use the traditional company colors and symbols laid down in the Codex Astartes. I have provided three sets of them with the "chapter circle" in white, black, and grey based on what will look the best for you to apply your chapter logo into. I have also provided matching colored sets of smaller backpack banners for your use. Here is an example of models using both types of banners:



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

Download Here

Hey guess what, this sheet isn't for decal paper. Just print these out on good quality paper with a color printer and cut them out. These will normally look a little better with seom minor weathering to "roughen them up" a bit. These banners are designed for the application of your chapter symbol or decal onto them so you may still want to access the decal tutorial:

Click here for a detailed Custom Decal Tutorial

This entire sheet is sized for standard Marine standardbearers and the smaller backpack mounted banner poles, but 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.

Thursday, January 1, 2009

Calling all Admirals...


You've seen our coverage of Epic, and in 2009 (HAPPY NEW YEAR FOLKS!) we will be moving into Battle Fleet Gothic to spice up our GW news coverage.

BoLS needs a talented BFG admiral to help a new generation of eager naval cadets (our readers) learn the ropes of deep space combat. The ideal candidate will possess:

a) Mastery of the BFG game (including the later supplements)
b) Access to a set of well painted fleets representing the major factions in the game
c) Photography skills
d) A flair for writing short form tutorials and tactical pieces
e) Endless enthusiasm about BFG and a desire to share you favorite deep space game with the masses.

~If you think you have what it takes Admiral, then put down that New Year's drink and email us. Fortune favors the bold!
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