Saturday, February 28, 2009

EDITORIAL: Rise of the 40k Blogosphere


Rise of the 40K Blogosphere
Something has been stirring on the internet. We here at Bell of Lost Souls have been along for the ride into the new world of 40k blogging. No matter your platform of choice, whether it Blogger, Wordpress or something else entirely, blogging seems to be here to stay when it comes to Warhammer 40K.

Warhammer players have been around for a while, but we've always laboured under the shadow of the fringe. It wasn't until the relatively recent success of Dawn of War, Warhammer Online, and other Games Workshop and 40K related software products that word of Warhammer 40K began freely spreading without consequence through the internet over the past couple of years. The end result? All kinds of comics, motivational posters and even 40K music videos on youtube, and our little niche hobby has slowly begun taking its place in the mainstream.

So as every other part of social networking and media has been intiltrated by 40K, it’s only natural that a surge in Warhammer 40K bloggers was destined to follow. And what a sudden surge it has been. But it wasn't always so. Lets take trip back several years and see how we got here.

Emerging From the Swamps
As recently as 4 years ago the 40K blogosphere was virtually non-existant due to a lack of powerful self publishing tools and the prevalence of the elder-statesmen forums for the Warhammer hobby. The forums were well established, popular and easily understood by the community. They were also the only game in town on the internet for almost a decade, having evolved out of the prehistoric 1980s bbs paradigm. These communities had been firmly established for years and were often spread through word of mouth during the days before Google search. As a result, they were able to develop a large and loyal user bases who never ventured far from their chosen fix of Warhammer 40K.

However, 2005 saw the closure of the massive Portent forum, which was a truly heartfelt loss for the online Warhammer community. Countless people migrated to the other forums seeking refuge. The closure of other forums including Games Workshop's customer forums in mid 2006 further shattered the community into ever more smaller forums. While many of the old forums still remain, the online Warhammer community became far more nomadic in their approach to online resources, dabbling in all manner of websites that they came across. Over time new forums sprung up with a strong focus on particular races in the Warhammer 40K universe in preference to the open approach of the old guard generalist forums, which tended to cover anything and everything related to the Games Workshop hobby.

Something else occurred in those critical two years. Blogs were rising, and with them, more and more powerful platforms and tools. As the warhammer hobbyists scattered, some found refuge in thier own little piece of the blogosphere.

It’s hard to imagine that merely three years ago in 2006 Bell of Lost Souls was a simple blog for our local Austin war games group, set up to hold pics of our minis and hair-brained rules ideas. Back then before we slowly began to branch out and link with the other 40k blogs BoLS was just a way for the Fly Lords to keep in touch with each others projects without having to haul all our stuff to our FLGS every week. The very few Warhammer 40K blogs at the time cross linked to each other as we stumbled upon each other. That way, it would be easy for our readers to find more relevant 40K content.

In 2007 there were more of us, but still nothing big, and the odd blog sometimes recieved shortlived attention if they did something that was noticed by the big forums. But 2008 was coming and in it we grew like weeds. It was the year it all changed for 40K blogging. Some bloggers stuck to a specific subject like the Eldar Wind-rider specialists of Way of Saim Hann, while many other formed loose feed networks like From The Warp, much like a blog version of the venerable web-rings. Others directed their efforts towards the 40K journalism route, like us here at BoLS, reporting on the latest news, reviews and rumours all our standard painting articles and army tactics thrown in for good measure. For the first time, in late 2008, several blogs had become destinations in thier own right.

Web 2.0 and Social Networking
Web 2.0 is a popular term banded about by the media with regards to the internet and the rise in online social networking. Blogs are pushing ever more towards the Web 2.0 social networking model of communication, acting as both a personal website, soap box and means of connecting with countless other bloggers who are all recording their own projects, providing resources for their readers and creating an interlinked community. With each passing month, new widgets, upgrades and features are added by the platforms to bind them ever most closely in the social networking worldview.

In many ways the 40k blogs combine the best elements of journals, web pages and magazines, allowing a blogger to freely express their interests using all varieties of media. And the obvious appeal of blogs over hosting your own website is that they are free! New 40k blogs are popping up every day and the sheer amount of content bloggers can generate as a whole is outstanding. A typical example is Warhammer Tau which has only been around for a couple of months, but is growing with its unique Tau-centric content.

Google's Blogger in particular caught on like wildfire simply because it was free and easy to use for non-technical writers. While WordPress is a more potent and flexible platform; its higher level of technical understanding pushed most of the hobbyists straight into Google's hands. Recent blog addons such as Google Connect, Facebook Connect, and DISQUS even allow posters to retain their avatar and commenting history as they move across multiple blogs, in effect turning the blogosphere into a single internet-wide distributed forum.

So if you ever got fed up with the sheer massiveness of the big forums and yearned for your own little web space to write about your army, post pictures, battle reports and conversions guides while generally rambling away to your heart’s content about how you crushed your opponents, got eaten by Tyranids or how cheesy the new Ork codex is, then blogging might just be the outlet for you. There’s a rapidly growing community ready to welcome you into the fold and thanks to Google, you’ll be amazed by the number of readers you’ll receive. We've been out here for 3 years now, and let me tell you... the water's fine!

~Your thoughts on the 40k blogosphere are welcome, as well as what you think the Warhammer internet community might look like in a couple years. If you ever wanted to ask about bloggin in general this the place to ask questions and get your feet wet. Enjoy guys!

Friday, February 27, 2009

40K NEWS: Forgeworld Nurgle Details



Well, it looks like Forgeworld got out details on our mysterious Nurgle Daemon Prince pretty quick. Check out the links below:

Even more Pics

360 Animated View (very cool)

~Apparently this fellow is is called "Mamon the Herald", and will be appearing in the Upcoming Siege of Vraks:3. You should really check out the animated 360 of the Daemon-prince to see the couple of nurgling lounging in his back-mounted sludge barrel like its a hot-tub...nasty!

40K REVIEW: Gunheads


A review by Timo

Gunheads – Steve Parker

This winter, it seems we are being bombarded with Imperial Guards novels. Since most of the infrantry regiment has been incorporated in past novels, Steve Parker now brings us a story about tanks.

Parker gets some serious brownie points for this choice of topics! After all, who doesn’t like tanks?! You there in the back… Please sit back down, Tyranid players don’t count.

Okay, enough musing about those hunks of steel on wheels, let’s get to the story.

Golgoltha: a planet firmly in the hands of the Orks. This is where Comissar Yarrick lost his Baneblade "Fortress of Arrogance" 38 years ago.

Hoping to save a spot for himself in the annals of Imperial history, senescent General DeViers takes on "Operation Thunderstorm", a suicidal undertaking seeking the recovery of Yarrick’s lost tank.

Operation Thunderstorm heads out with just one armoured regiment to occupy Golgoltha’s key spots, but several landing capsules are lost in the storm while entering the planet’s atmosphere.

One of these capsules is manned by the novel’s main character, Sergeant Wulfe and his crew, as well as the tank "Last Rites 2". This is the beginning of a rather bloody trek back to the regiment, whose search for the "Fortress of Arrogance" is even bloodier.

The soldiers are not just decimated by the Orks but also by the planet itself. Sandstorms, parasites and the tiniest of particles that change the human organism turn this search mission into a race against time.

You’d think all that would be just about enough to deal with, but it also turns out that the Adeptus Mechanicus Adepts accompanying them are following an agenda of their own in this operation. Will their directions really lead to Comissar Yarrick’s old Baneblade?

Gunheads’ weak point lies in character development. While Wulfe and his crew are well developed, interesting characters keep popping up all over the story just to disappear into nothingness without any further description or actual plot.

Another drawback is the fact that some strands of the plot are not carried out to the end. This unfortunately creates open endings. I know many people love those, and I can only speak for myself here: I truly don’t.

This book’s strength is not just in the tanks – I already mentioned those at the top – but also in a story full of suspense and good ideas concerning a planet’s influence. The changes in the soldiers on Golgotha are portrayed as very subtle, yet very fatal.

All in all, it’s a respectable book about the 81st Cadian Armoured Regiment that deserves its worthwhile spot among 40k novels.

4 Stars (out of five)

~Thanks a lot Timo, and there are more Black Library reviews coming down the pipe for you all. Comments are welcome.

Thursday, February 26, 2009

BoLS-THQ Dawn of War 2 Quiz Winners


Hi everybody. We recieved hundreds of entries for our Dawn of War 2 Trivia Quiz, so thank you all for joining in. We have gone through the corrent entries and randomly selected our winners. Drum Roll please...

1st Place
Michael de Jong
Canada

x1 T-Shirt (L)
x1 Body Warmer (L)
x1 Dog Tag
x1 Rucksack
x1 Battlegear Keyring


2nd Place
Dave Scriven
Australia


x1 Tote Bag
x1 T-Shirt (L)
x1 Battlegear Pin Badge
x1 Cap

3rd Place
Roy Harter
United States

x1 Dog Tag
x1 Body Warmer (L)

~Congratulations winners! The prizes are in the mail and for the rest of you, a Dawn of War 2 review is coming soon.

40k SNEAK PEEK: Nurgle Daemon Prince?


Hi folks,

Sometimes stuff just drops out of thin air around here, and today as I was painting up some Druchii, BoLS reader Mike said he was looking around at some cool new Warhammer 40k minis on Forgeworld and stumbled upon this fellow:





As a Grandfather Nurgle player, and card-carrying member of the Death Guard, you can only imagine my inner gurgling of fetid appreciation.

As we can see here, it appears to be some type of Daemon-Prince of the Lord of Decay and his rotten man-servant. It is painted, so the model made it past the prototype phase. As for whether its just a one-off test, or a production model headed our way as part of an upcoming book (say Siege of Vraks:3) we just don't know.

~What I do know, is I really want one. He's kind of a chubby well armed brother of the metal Nurgle Daemon-prince available currently. They would make a nice pair on the tabletop. If anyone else knows something about this guy, lets hear it.

40k CHALLENGE Reminder: Badab APCs...



Just a friendly reminder guys to get those Badab APC Challenge entries in. We are exactly one week in, and have one week to go before the deadline of midnight the 4th of March.

Remember that if you don't enter, you won't be able to win the brand new Land Raider BoLS is giving away.

On another note, on some of our previous challenges, I selected the finalists myself and put them up for a reader poll to determine the winner. This time, I am recusing myself for fairness purposes, and BoLS has contacted Golden Daemon Winner Victor Hardy, who has graciously agreed to select our finalists for us. I trust Victor will have a better eye for standout models than I will, and will ensure we have a great pool of finalists.

Looking forward to your Badab APC entries guys, lets get painting, and get those pictures into the BoLS mailbox!

Wednesday, February 25, 2009

40k NEWS: Stompa Apoc Sheet Spotted


Hi Guys,

A trusty BoLS reader snapped this guy in a store in the UK. Check it out, its a stompa-aircraft carrier (kind of)... This one may be isn't in the White Dwarf, but we had not heard of it specifically yet.




~I really like the concept of Apocalypse "named characters" and would like to see more of this type of thing.

EPIC: Death From Above!


A guest article by Global Epic-Evangelist: GR00V3R

In the 41st Millennium, armies do not just fight on the ground. Much like real world modern militaries, the forces in Warhammer’s dark future consist of infantry, armour, aircraft and spacecraft, each doing their part in the battle, contributing to combined-arms actions and generally functioning as a cohesive whole.

My previous Epic posts have focussed on the ground war. In this post, we will look at how aerospace units can contribute to your strategy, and you will see how effective and outright deadly they can be when effective tactics are employed.

Because of its larger physical scale, your typical Warhammer 40k (and even Apocalypse) game showcases a small cross-section of a much larger battle that rages around you, unseen, off table. 40K has difficulty providing for aerospace support for similar reasons--there just isn’t enough room for manoeuvring fighters, bombers and gunships around the board. For this reason, a single Thunderbolt is a rare sight, let alone entire squadrons of them.

The Epic scale, on the other hand, allows you to play out the whole glorious battle, and aerospace units can feature prominently.

Aerospace Units
Epic armies are often supported by aerospace units that operate either in atmosphere or above it in orbit. Particularly when playing a higher points game (say, 6,000 points or more), all the toys come out to play, and you will see the spacecraft, Drop Pods, Death Claws and Roks (which require planetfall operations), and aircraft making their presence known.

This post will not go into spacecraft or planetfall; here, we will instead focus on the use of flyers. For information about spacecraft and planetfall, check out the free PDFs of the Epic:Armageddon rulebook (available from the Games Workshop online store; click: Specialist Games > Epic:Armageddon > Resources).

Aircraft
Aircraft units are organised into formations and can receive blast markers. While flying, they cannot be broken, suppressed, assaulted or used by another formation to set up a cross-fire, and they cannot lend supporting fire. Once landed, however, they are treated as any other land-based unit (although with a Move value of 0), and may be assaulted and so on.



Tau flyers, like all other Tau units, are available from Forge World only


Aircraft formations on kept off-board in reserve rather than set up on the tabletop, and instead set up on the table when they take an action. Aircraft can only take one of the following actions:

Interception: Available to fighters and fighter-bombers only, this action enables the formation to attack enemy aircraft formations on the table.

Ground Attack: This action enables the formation to attack enemy ground formations.

Combat Air Patrol (CAP): Available to fighters and fighter-bombers only, this action enables the formation to carry out an Interception action against an enemy aircraft formation taking a Ground Attack action. This interception is worked out before the ground attack. (A good optional rule is to allow formations on CAP to intercept any aircraft formation’s action, including other interceptions. While this can result is large and complex furballs, it is nevertheless cool to watch such a big stink unfold on the table.)

Landing: Aircraft transporting another formation can land and any units onboard may disembark. Units disembarking must be placed within 5cm of the transport aircraft (or 15cm for skimmers and units with jump packs), in which case the aircraft and the disembarked units are treated as a single formation for the remainder of this action. Once disembarked, the formation may shoot (that is, the aircraft and any disembarked units shoot together as a single formation). Note that the disembarked unit may not take an action later--landing and disembarking is its action for the turn.

Air Assault: An aircraft transporting another formation can land and any units onboard may disembark as above. The aircraft and any disembarked units then fight an assault instead of shooting. Enemy zones of control are ignored for this action, as for an Engage action. The aircraft and its disembarked units are treated as a single formation for the assault. If the aircraft’s formation loses the assault, the aircraft is destroyed because it has a Move value of 0 (unless the aircraft is Fearless).

Stand Down: If the aircraft formation fails its action test, it must take a Stand Down action and do nothing this turn.

As you would expect, aircraft movement differs greatly from ground-based units. Aircraft make an approach move toward their target or destination, and may turn a limited number of degrees per 30cm distance travelled, depending on their class. A fighter, for example, may turn up to 90 degrees per 30cm travelled, whereas a bomber may turn just 45 degrees per 30cm. After making its approach move, your aircraft formation makes its attack.

If the approach move takes your formation within range of enemy anti-aircraft (AA) weaponry, these enemy units can shoot at the approaching aircraft, so how you approach the target can be critical to the sortie’s success.

All aircraft formations that have not landed must disengage at the start of the End phase (before any ground formations attempt to rally), in which case they must exit the table, manoeuvring in the same fashion as they did for their approach moves. Aircraft that have landed may choose whether or not to disengage in this End phase.

Disengaging aircraft may leave from any table edge; however, leaving from any table edge other than your own causes the formation to receive a blast marker.

Speaking of blast markers, while aircraft formations do collect them, they are affected by them in a different way. When taking an action test for an aircraft formation with blast markers, a -1 modifier is applied to the roll for each blast marker upon the formation. If it fails, the formation must take a Stand Down action. Whether it passes or not, all blast markers are removed from the formation immediately following the action test.

Epic Space Marines Tactica: Fun with Thunderhawks
The Space Marines’ Thunderhawk Gunship is a cherished hallmark in their Warhammer 40k fluff. Thunderhawks allow Space Marines players to strike out at enemy formations with surgical precision. These awesome flying machines are capable of deliverying their payload of super-human warriors (and supporting units) anywhere on the battlefield, often directly into the thick of battle, and perform their missions despite taking terrible poundings.

Here’s a treat for the aspiring Marines players out there. It’s a variation of a tactic my mate CAL001 showed me when I was first learning to play Epic:Armageddon. It’s quite simple, but can be deadly when it comes off.

First, a little background. Marines are pretty much always outnumbered, and you rarely have the numbers to just plant a formation at an objective and hope it can hold for the entire game. What I like to do, and I think most Marines players do this, is organise my army into strike groups or task forces that have a specific mission. I usually have at least there strike groups, each with the mission to achieve a certain victory condition.

Now, let’s say Turn 2 has just ended and that turn’s End phase is complete. Turn 3 is about to begin. Your Imperial Guard opponent has a standard Mechanised Infantry Company (1 Commander stand, 12 Infantry stands, and 7 Chimera transports, worth 400 points) holding his own Blitz objective, helping him achieve a Defend The Flag victory condition because he holds the other two objectives in his half of the board. This Mechanised Infantry Company has not yet had its activation this turn, and has not come under fire all game (and so has no blast markers). In his previous turn, your opponent moved this formation to where it is now, and so it is not on overwatch. There is nothing nearby that can assail this formation, and so the Imperial Guard player is comfortable that it can hold his Blitz objective.

A diagram, courtesy of VASSAL40K:Epic, appears below.



The target


We, on the other hand, have in reserve Task Force Charlie, which consists of two Thunderhawk gunships, two Devastator detachments led by Librarians, and two Assault detachments led by a Captain and a Chaplain respectively. None of these formations have seen action yet, and so none have any blast markers.

That’s 1,450 points worth of Space Marine fury that we’ll pit against 400 points of mechanised Guard--I hate a fair fight, and I avoid them wherever possible.

Let’s see if Task Force Charlie can’t take the Blitzkrieg victory condition—and, in the process, deny our opponent the Defend The Flag victory condition.

First, both players roll against their Strategy rating to see who gets the option to go first or second. The Guard player has a Strategy rating of 2 and rolls a 4 (Strategy score 4 + 2 = 6), while we have a Strategy rating of 5 and roll a 3 (3 + 5 = 8), so we have won the initiative. We choose to go first.

We announce that Thunderhawk 1 with its payload of two Devastator detachments, each led by Librarians, will take a Landing action. Marines have an Initiative rating of 1+, and so we pass the action test automatically. Thunderhawk 1 makes its approach move (avoiding enemy AA) and lands on one side of the target formation, facing the enemy and about 10cm away, and the Devastator detachments disembark to either side of the Thunderhawk, outside the enemy formation’s zone of control (ZOC) but inside the 15cm firefight range.



The Devastator detachments disembark within 15cm of the target formation so that they can shoot now and later also provide supporting fire.


The Devastators and the Thunderhawk now shoot together as a single formation, and score six AP hits in total, wiping out six infantry stands. Seven blast markers are placed upon the enemy formation as a result, though, which is the true goal here. We have now prepared the enemy formation for the assault that is to come.



Two Devastator detachments have prepared the target formation for assault by putting blast markers upon it.


Attempting to retain the initiative, we announce that Thunderhawk 2 with its payload of two Assault detachments, led by a Chaplain and a Captain respectively, will take an Air Assault action. For the action test, we roll a 2--the order is successfully relayed and the action proceeds. Thunderhawk 2 makes its approach move (again avoiding enemy AA) and lands facing the enemy and about 10cm away, and the Assault detachments disembark to enter base-to-base contact with as many enemy units as possible, with the Chaplain and Captain leading the charge. The enemy make their counter-charge moves, and the assault is fought.



A Chaplain and a Captain lead their assault marines into the fray!


Needing 6s, the Guardsmen get lucky and score a hit on our Marines, which saves. Meanwhile, the Marines (despite needing just 3 or better, and despite the presence of two characters and a Thunderhawk) score just six normal hits--weak! To add insult to injury, our opponent gets some lucky Chimera saves, and so just a single enemy Chimera and two infantry stands end up destroyed. We have been very unlucky, but at least we did not lose any marines.

And we can take solace that luck is not a factor here thanks to our awesome tactical skills, as you will see.



Against the odds, the Guardsmen hold the line.


The Guardsmen have done well to this point, but things heat up for the Guardsmen now as we unleash supporting fire from the eight stands of Devastators with Librarians that we positioned so cleverly prior to the assault. Devastators have a Fire Fight (FF) value of 3+, so we roll eight dice for them plus two more dice for the Librarians’ extra psychic attacks. We are somewhat unlucky again and score just six normal hits, but this is not a problem because just three Chimeras remain within the 15cm range anyway. None of the three Chimeras survive the hits, so now just three Chimeras and five infantry stands (including the Company Commander stand) remain.



After supporting fire.


It’s time to resolve the assault and see who got the upper hand, which could have turned nasty here...if we had not loaded the scales up well and truly in our favour.

The Guard player has just five infantry and three Chimeras remaining in his formation, which makes for a unit count of seven, while we have seven Assault stands and the Thunderhawk (which has a DC of 2), so a unit count of nine.

For the assault resolution, the Guard player rolls a 3 and a 6 (and so takes the 6), while we roll a 1 and a 1 (snake eyes! surprising no one, we take the 1). Let’s see how the results add up:

Guard:
6 (roll) + 8 (units) + 0 (kills) = 14
Marines:
1 (roll) + 10 (units) + 5 (kills) + 1 (inspiring Chaplain) + 1 (no blast markers) + 1 (less blast markers) + 1 (outnumbering) = 20

We have won the assault by a clear margin resolution, and our attacking formation takes no blast markers because we took no losses. Meanwhile, the defending Guard formation is broken and must withdraw--and so no longer contest the Blitz objective.

Also, the difference between the two assault resolution counts (20 – 14 = 6) means that the Guard formation takes an additional six hits with no saving throw allowed, which leaves our opponent with just two Chimeras in the formation. Brutal.

With the enemy’s other forces busy elsewhere, the Blitz objective is now ripe for the plundering, and so we should have the Blitzkrieg victory condition by the end of Turn 4 (if not this turn).

Packing Up
You can probably see that Thunderhawks, with their carrying capacity of eight units, can bring a lot of pain in short order to anywhere on the battlefield.

Now take a moment to consider the Space Marines Landing Craft, with its carrying capacity of 12 units and up to six Rhino-class vehicles or four Land Raiders. Or the Ork Landa, which carries up to 10 units of varying flavours. And we haven’t even touched on Drop Pods and planetfall operations from spacecraft. Oh, the possibilities...

~Thanks once again to Onyx for the use of his always-awesome images. And a super-special thanks to Dezartfox for creating VASSAL40K:Epic, which I used to create the diagrams for the tactics described above--dude, you ROCK.

~Bigred here, GR00V3R strikes again. I'm sure he would love to hear what epic topics you are interested in so he can start brewing up some articles for you guys. Word is he might be working on an entirely new take on Epic that a lot of you 40k players might really, really like. More on his secret research soon...

Tuesday, February 24, 2009

40K HOBBY: Deathwing Land Raiders


A little more than a year past I had a go at building an all plastic Land Raider Crusader for myself before the new kit was announced, using plastic bits from other kits and old bolter sprues to complete the project*. With the new Land Raider Redeemer/Crusader kit now available, I decided to add a Redeemer to my already large army for the fun of it. After all, with seven squads of Terminators, a second transport seemed useful and I wanted a go at painting the cool flame cannons of the Redeemer. There's also an Apocalypse Formation datasheet out there now that comprises three or more Land Raider Redeemers, so my plan is to have one for my Deathwing**, one for my Grey Knights using the Forge World upgrades, and one for my new custom Space Marine Chapter.

For the curious painters out there, here are some notes on this color scheme. The base color for all my Deathwing models is a jar of Skull White mixed with about half a jar of Bleached bone. I never like the way Bleached Bone looks next to Dark Angels Green, it always appears a bit muddy to me, but I didn't want to go pure white either, so I created a custom off-white color that is much brighter than Bleached Bone. I used a lot of green accents on my Deathwing Terminators so having the light cream color next it contrasted well there and on the Land Raiders too I think. Using the cream as the base color also allowed me to use pure white for accents on details, like on skulls, wings, and feathers. Feathers are shaded with Fenris Grey while the shading in all the seams and around the rivets on the Land Raiders was done with thinned Scorched Brown. By limiting my palette to just a few colors for all the major features: cream, Dark Angels Green, Red Gore (burgundy) and gold, I was attempting to create a strong visual theme. Where I've gone outside the standard palette, such as for the yellow and black stripes on the Crusader, it was deliberate, calculated and limited.

Both Land Raiders are copiously decorated using the large Dark Angels icons from the Ravenwing plastic sprue. The custom gun shields for the multi-meltas were converted from extra Ravenwing sprue bike ferring upgrade bits. The gunner in Mark VI armor was built using Dark Angel Veteran sprue parts. The large white Dark Angels icons on the front door ramp of the Land Raiders was hand painted directly onto the doors.

Here are some pictures from different angles, including a couple close-up details shots.





I just finished painting the Cypher model and am planning to add at least one Drop Pod to this army as well. Large as this army is at approximately 6,000 points, it's still not quite "done", but when you like to paint and convert as much as I do, no Warhammer 40k army is ever really finished. My backlog will definitely be in more trouble when the new Imperial Guard models are released. Have fun!

*I originally left the frag launchers off of the Crusader conversion because only metal ones were available, but I recently added a pair of the plastic frag launchers to this model.
** Yes, I'm well aware that the Redeemer is not in the Dark Angels Codex, but there were good reasons to do this project anyway. First, it seemed like a fun addition to the army and the friends I play with are unlikely to care much about it, especially since the Dark Angels FAQ covers this possibility. Second, the Apocalypse uses for it are plentiful and in Apocalypse it matters not what color it's painted or which army it's associated with in relation to the Codex from which the rules originate.


For anyone who happens through the Battle Bunker in Maryland in the near future, I have a few more models on display there now, including my scratch converted Chaos Stormlord as well as something special that will be released in about ten days and a Chaos scratch conversion built using a gun barrel from that same new large kit. I may have some pictures for you in the near future, as soon as I know it's okay with the Administratum.

40K PLAY-AID: Army of Death



Hi Everybody,

As promised, the Blood Angels Army of Death is upon YOU! The playtesters are all playtested out, the proofreader's eyes are sore and we've had a lot of fun with this one. Within this 10 page Warhammer 40k mini-dex you will find:

-Background
-Modeling section
-Army List
-2 Special Characters
-AoD Missions
-Apocalypse Datasheet
-Lots of cool fluff and Army of Death stories.

It has been pretty cool working on this list and tweaking it for maximum fun. Hopefully it will get some of those Blood Angel players who have been a little grumpy of late to unleash their Black Rage on the table. This is a newly invisioned list based on the old Army of Death White Dwarf list from way back in 4th Edition.

It is primarily an infantry list that takes no prisoners, and goes right for the jugular. If any of you miss the days of the old "electric football" World Eaters from the previous Chaos Codex, you will be right at home with this list. Games are nail-biters, with virtually every army in the game having to focus on the objectives, and fight and maneuver dearly to redirect and survive the awesome close combat power of the unhinged Blood Angels. If an AoD reaches your lines, you are finished. The art is in preventing it.

On the modeling front: if you have a Blood Angels army...you're done! Drop em on the table and start rampaging away like a madman. ~PS, this is the list that will make you read and learn the RAGE usr rules.





Download Army of Death Here

~I hope all you Blood Angels fans (and Flesh Tearers in particular) have some fun with this. Enjoy and as usual, we love comments and feedback! What I think I enjoy most of all is the flexibility these PDFs give us. While we endeaver ot playtest the heck out of these things, they really are living documents. So enjoy, and by all means keep the feedback and comment coming. We really do read them!

UPDATE: v1.01 is up.

Monday, February 23, 2009

NEWS: Rogue Trader Roleplaying Game

Fantasy Flight Games (FFG) now has a live website available for the Rogue Trader Roleplaying Game. Online designer notes state that this game is fully compatible with the existing Warhammer 40k Roleplaying Game: Dark Heresy. Most of what's available at the website is just a bit of a teaser for the moment. More extensive pictures and details should be forthcoming over the next few weeks and months. The big unveiling of this new product is set for this coming August at GenCon 2009.

NEWS: War of the Ring


War of the Ring related products, including the new rule book, plastic Ent and plastic Army of the Dead, are now available for Advance Order from GW. Other new products include Isenguard Uruk-Hai Commanders, Minas Tirith Commanders, Morannon Orc Commanders, Sons of Eorl, Rohan Commanders, Grey Company, and Halbarad. It appears that the price of the Ent and the Army of the Dead are each $5 US more than originally announced on the new release boards in US GW stores over the past few weeks. In spite of the small change, at 20 models for $25 the Army of the Dead set seems like a real winner. As for the new Ent model, it is fairly large and contains many optional bits on the frame like two different faces, Orc casualties and some other cool bits.

For those who may not have heard much about War of the Ring, it is not an expansion to the existing Lord of the Rings game, it is an entirely new game system. From talking to people who've tried it out, it apparently combines some of the best rules elements of several of GW's existing game systems. For those interested in a preview of how it works, GW stores in the US, UK and Northern Europe will be having a War of the Ring preview this coming Saturday, February 28. It appears that movement trays for the game will be released this coming weekend as well.



With so many modelling projects backlogged from twenty years of Warhammer and 40K, I haven't as yet delved into Lord of the Rings in an attempt to focus on my "core" hobby. However, with economical sets that would be a quick paint like the new Army of the Dead, I may have to give Lord of the Rings and War of the Ring a bit of a try. If I could get one done quickly, it would be fun to have an army that I could use in the occasional friendly game or store-run event.

Goatboy's 40k Thoughts: Updating your Army.



It is 5th Edition – Evolve Your Army.

Last week I talked about metagame and what it is in reference to Warhammer 40k. 5th edition changed the game up, and lately I have seen too many 4th edition armies coming to the table. I want to go over some ways you can change up your lists to reflect some of the changes in 5th and the new advantages the changes brought to your armies.

Lets look at some of the base changes in 40k 5th edition. I will list them out and then go through them and how you can take advantage of this change. I won’t go through every change, just the ones I feel are a bit stronger and can change up how your army is built.

Vehicles got a big boost with the change up of the glancing/penetration table. They also got nerfed a bit with the change of defensive weapons being strength 4 and assaulting a vehicle means you hit the back end of it. What do these changes do? Well they have given vehicles a bit of life, since they are no longer popped as easily by some random glancing hit you might see coming at you. This also gives a big boost to extra armor/demonic possession as they give your vehicles options even if glanced. I feel in 5th edition, Rhinos and other APCs have become a lot better due to the fact that they have a much better chance at getting their job done: Dropping dudes off where you need them to be. Mix this with being one of the only true walls on the field (Rhinos are not see-through in any way) and you have a unit that is a nice edition to any army as well as adding a lot of tactical options to your list.

Another big change in 5th is that assault has become an extremely deadly affair. Usually an assault is a one-sided affair, and the lack of consolidation into another unit makes assaulting a somewhat uncertain option. Smart opponents will give you the “gift” of quick and easy assault targets, to leave your valuable forces stranded out in the open and ready to be rapid fired to death. I feel that if you have an assault-based list, you need to make sure everything is backed up in some way. If you leave your assaulters out in the open, there is a good chance they will be whipped during your opponents shooting phase. Now if you have something behind them, that is just as scary of a threat, you are basically baiting your opponent, just as they baited you. I like my lists to have waves of assault. That way you can create anxiety in your opponent and see if you can force a mistake.

The run feature in 5th has created a game where your infantry can really book it. If someone wants to get somewhere, they will get there, often with their Rhino dropping them off 12 inches and running d6 inches after that. This change has created the big jump in melta-gun use, due to most games not being the long range shooting fests you saw before running was added.

The melta also has a distinct advantage by being AP 1 and breaking the rule that a glancing hit won’t blow you up. This makes the weapon a default option in most armies that can take it. The poor lascannon, once the bane of all heavy armor, has now been push to the side as being too expensive and not worth it for the super strong flashlight. If you are gunning for vehicles, then you want a melta gun since it gives you a 50% chance to kill it on the penetration table. This change in power of AP 1, has created a new overall distance in the game. That distance is 24 inches. This is much smaller then before, and helps create a much more involved game, where both armies are moving and counter moving to try and get an advantage. The addition of run, has made the game less static and a lot more fun in my own opinion.

The change in overall gaming field of 24 inches also helps rhino and other APC's. You really just want them to move up at the very least 12 inches. Once that job is finished, most opponents ignore them as they no longer have squish bits inside of them. This helps the rhino live longer and get second uses such as more troop redeployment and objective clearing.

The change in cover saves means that volume of fire ends up being better then low AP fire. This again hurts plasma, as most of the time, if you are sitting back and shooting, there is a good chance the guy you are trying to fry with hot plasma death is probably going to get a 50% chance to live. The change in flamer templates ignoring cover makes any kind of flamer weapon with strength of 5 or greater something to fear. Most of the time, the flamer weapon is on something that can assault after shooting it, which makes the flamer another great choice in the current metagame. Nothing clears out a bunch of guys hiding in the bushes like some hot liquid death.

Blast weapons have changed too, with high BS guys hitting with their templates most of the time. This makes some units a lot stronger, as they can pour out lots of template fire that can hit a lot of models due to the changes of what is affected by the blast. This makes blast weapons different, sometimes better and sometimes worse than before. When shooting a fat squad of orks, you are probably always going to hit with any blast template you throw against it. But if you are going for one guy, there is a good chance you will miss more.

I know I didn’t go over the entire change set of 4th to 5th, but I wanted to hit some of the bigger bits that will affect your army as they try to compete in the new landscape of 5th edition. How do you change up your armies to take advantage of the changes? I think the power increase of troop vehicles means you should take more transports to help get you where you need to go as well as give you ways to change the overall landscape of the table by blocking true LOS. I also think that if you are not taking melta or AP 1 weapons, you hurting your army versus any heavy mech list that might be throwing out LR’s or other armor 14 vehicles (looking at you IG and the coming of the iron storm).

I also feel this edition has pushed the whole, needing to think of your army as a machine that takes 5 to 6 turns to work. You are no longer winning completely on one turn, and have to use each of the turns to create your advantage as well as get your pieces in place. When I play a game I try to think out each turn before the game begins and then try to make that plan fall into place. The amount of movement involved in the game now, makes it feel more dynamic and creates a push and pull feel that makes our favorite game of little dudes killing each other exciting.

I’ve had a lot of people email me about army lists for marines. So I’ve decided to list an army I have tinker with in my head.

HQ: Lysander – 200pts
HQ: Chaplain, Terminator armor, Digital Weapons, Combi Melta – 145pts
Elites: (5) TH/SS termies, LRC, Multi-melta – 460pts
Elites: (5) Termies, LRC, Multi-Melta – 460pts
Troops: (10) Tac Squad, Multi-melta, Melta , Razorback – 210pts
Troops: (10) Tac Squad, Multi-melta, Melta , Razorback – 210pts
Fast Attack: Land Speeder, Multi-Melta – 60pts
Fast Attack: Land Speeder, Multi-Melta – 60pts
Heavy: Predator, Heavy Bolter Spon, Storm Bolter – 95pts
Heavy: Predator, Heavy Bolter Spon, Storm Bolter – 95pts

Pts: 1995 – KP – 14 – Scoring – 4

The idea is the Razorbacks and Predators give you a nice anti horde option, with a ton of fire coming out from both. The Speeders are there to take out armor as needed. The two LRC’s drop off two hard units into the enemy and give them something to slow them down as you get everything else into position.

Lysander is a beast since he breaks some of the normal rules for a base HQ, by not auto dying to str 8+. Plus he can put a beating on many things. He’s stubborn is a nice bonus and mix his bolter drill with regular termies that pop out and just fire away at some big MC in front of them. The chaplain is attached to the TH/SS to help create a really nasty unit that can pour out a large amount of wounds as needed. I think you could drop the LRC for Lysander’s unit and just have them deep strike in as needed. I just wanted two LRC’s since I can’t play them in Chaos heh.

You could drop the LRC to create a 1750 if you wanted too. I don't feel it would lose much of its bite by losing the LRC. It would lose an anti-mech option, as well as a great horde shooter, but I still think it would work. I also like the idea of running around lots of mech stuff and feel the army would look neat on the field, in bright and shiney yellow.

I updated my blog with some new weekly painting work. I did this for a local painting contest. I've been wanting the model as soon as it came out, I just couldn't see the reason for it due to not wanting to run one in 40k, as well as fantasy. But crap, I like how it came out so he might have to show up at some point. Maybe he can get lucky and get a couple rolls on the Eye of the Gods table.



Sunday, February 22, 2009

POLL: Worst 40k Unit Edition



Hi all, I wanted to do something a little fun this Sunday in the spirit of the Oscars (the Razzies really).

We've all heard so much about the terrifying units in the game lately; from Nob Bikers, to CC Terminators, to Lash Princes and so on...

Its time to have some fun and check out the opposite end of the 40k spectrum. The hopeless units. Some have good rules but are overcosted, others are just ineffective or completely unreliable. You guys know what I'm talking about, those units that you see once every 2 years and say..."Wow I forgot those things even exist!"


The candidates are:

-Imperial Guard Ogryns
-Daemonhosts
-Eldar Support Weapon Batteries
-Dark Eldar Mandrakes
-Chaos Spawn
-Tyranid Biovores
-Necron Paraihs
-Ork Looted Wagons
-Vespid Stingwings
-Penitent Engines


~So take a look over at the right column and vote away. If you think I forgot one, lets hear about who you think is the bottom of the heap. Just for fun, lets hear your memorable stories from the tabletop that involved any of these units.

Saturday, February 21, 2009

NEWS: Space Marine Casualty Models


The Space Marine Casualties are now available from GW Direct Order. The cost is $20 US for three unique models.

The March 7 Apocalypse release date is only two weeks away. If you're anxiously awaiting the Stompa and the Shadowsword/Stormlord kits, you don't have long to wait now.

BoLS-THQ Dawn of War II Giveaway


Hi guys, who wants to win a bunch of free stuff from BoLS and THQ? I thought I had your attention.

In celebration of the release of Dawn of War II, BoLS and THQ are offering the following prizes for three individuals who can pass our nefarious DoW-2 trivia quiz.

First Prize
1 T-Shirt (L)
1 Body Warmer (L)
1 Dog Tag
1 Rucksack
1 Battlegear Keyring

Second Prize
1 Tote Bag
1 T-Shirt (L)
1 Battlegear Pin Badge
1 Cap

Runner Up
1 Dog Tag
1 Body Warmer (L)

To enter the Trivia challenge, answer the following 10 Dawn of War II questions and email them to belloflostsouls@gmail.com with the title: DOW QUIZ. Entries will be accepted up till midnight CST Saturday, Feb 21st. I will contact the three winners once they have been randomly drawn from the pool of correct entries. Onto the quiz:

1-Which Tyranid Hero is immune to suppression?
2-Which Squad Leader has the ability ‘Infiltration’?
3-Which race has vehicle called the “Fire Prism
4-Which Hero is the largest and most powerful Ork?
5-Which Ork unit can use the Rokkit Barrage ability?
6-Who leads the Tactical Marines?
7-Who is the fiery incarnation of the God of War and Murder?
8-What is the Carnifex impervious to?
9-Which race were once the masters of the Galaxy?
10-Which Ork vehicle is the fastest?


~Hop to it gang, and remember we are looking for the correct answers from DoW II, not our beloved Warhammer 40k tabletop game. Best of Luck to all entrants. We hear this quiz is an open-book test and answers might be found here. See, good things happen to those who read BoLS on Saturdays :)

UPDATE: TIME IS UP! and here are our winners. We have had a tremendous response, and thanks for entering the contest!

1st Place: Michael de Jong ~ Canada
2nd Place: Dave Scriven ~ Australia
3rd Place: Roy Harter ~ United States

Friday, February 20, 2009

40k SNEAK PEEK: Stompa Apocalypse Datafaxes


Hi all,

We just got word that the upcoming White Dwarf will be have a set of new 40k Apocalypse sheets for both the superheavies and the Stompa.This is what we're hearing regarding the Stompa:

Kustom Stompa: 600pts + upgrades
WS4, BS2, S10, FRONT:AV13, SIDE:AV13, REAR:AV12 I1, A4
Structure points: 4
-Death cannon
-Gigashooter
-Supa-rokit
-Supa-skorcha
-Supa-gatler
-Big shoota
-Effigy special rule

OPTIONS
-Krusha ball 50pt
-Deff Arsenal 120pts
-Belly Gun 150pts
-Red paint job 25pts
-Repair Krew 75pts
-Lifta droppa 25pts
-Gaze of Mork 25pts


Stompa Mob: 200pts + models
3+ stompas any type
One must be designated the Boss stompa
Special rule: Stompede!

Instead of assaulting, each Stompa may move 6" plus additional d6" directly ahead
Every model ( friend or foe, not super heavy) that one Stompa moves over on a 4+ suffers a single Destroyer hit. Immobilized or stunned vehicles are automatically hit. Any models ending up under the Stompa are pushed the minimum distance out from under the stompa (to the standard 1" distance).

Superheavies and Gargantuan creatures: The Stompa will stop and engage it in CC as normal, but with +D3 attacks for charging instead of the normal 1.

Standard terrain is destroyed, but impassable terrain stops the Stompa and causes d3 s10 hits to its front armor.

At the end of the charge roll a d6. On a 1,2,3 the crew gets carried away. The Stompa may not change direction during the next turn, and must continue the Stompede. If the stompa goes off the table edge it is removed from play.


Goff Rok-n-rolla: 520pts
-Mega Deff rolla
-Supa-rokkit
-Burna

The mega deff-rolla rules are roughly the same as the Stompede! rules, but with only one Stompa.

~Well, the Baneblade got a formation datasheet for 3 of them, so its only fair the Stompa got the Stompa Mob. That should be a highly entertaining face-off on the apocalypse tabletop.

FANTASY Empire Mystery Miniature...


Hi all,

In the aftermath of GW Openday 2009, BoLS got flooded with pics from lots of you intrepid photographers. As I slowly picked through them and weeded out the duplicates, a few caught my eye. Some we had info on, such as the Plastic Greatswords we've been hearing about for Empire.

Then there is this one. It's as much a mystery to me as to you all? Any ideas? Those are definately Empire horses, but thats all I can tell.

-Custom conversion?
-Unreleased test piece?
-New upcoming plastic kit?

~Today, you all get to tell me what you think it is. Chime in...

UPDATE: We've gotten some further info and its a really nice conversion folks. There was some muffled chatter of a new War Altar coming, but that's not it. Still, really nice work there!

Thursday, February 19, 2009

40k NEWS: Imperial Guard Summary Leak



Hi guys,

Apparently a summary sheet of the IG codex was accidentally released by Games Workshop France and quickly pulled. While I won't repost original GW content here, I can give you all some tasty tidbits from the sheet in question: These are confirmed correct


Leman Russ Executioner's turret plasma cannon: R: 36" S:7 AP:2 Heavy 3, Blast
~Jwolf was right on blast templates, this thing will be the terminator eraser!

Leman Russ Punisher's gatling punisher: R: 24" S:5 AP:- Heavy 20
~Thats right folks, Heavy 20 is in the game!

All Leman Russ variants have AV:13 side armor.
Valkyrie is: AV 12/12/10
The "Armoured Sentinel" variant is: AV 12/10/10

The Deathstrike exists; and drops a 1d3+3"??? sized template upon its target once per game.
The Medusa Manticore exists and each of its 4 missiles drop 1d3 templates upon its target.

Named characters in the Codex:
-Creed
-Marbo
-Artillery Sergeant Harker
-Nork ~YAY!!!!!
-Kamir
-Kell
-Yarrick
-Chenkov
-Straken
-Al'rahim
-Lukas Bastonne

~UPDATE: Here's the full sheet; its already up everywhere else on the tubes!

FANTASY SNEAK PEEK: Plastic Empire Greatswords



Image brought to the community by Warseer's: Kaine

We had been hearing of these for a while, but this is the first shot of them I've seen floating around the internet.

~Apparently these guys are part of a push by Games Workshop to make the entire Empire range available in plastic. Once you factor in the Plastic Steam Tank, there isn't much metal left outside of characters at this point.

Wednesday, February 18, 2009

40k HOBBY CHALLENGE: Badab APC Edition


Hi everybody,

Its been to long since we had a community hobby challenge. Times have changed since the last one of these back in the days of the Macharian Crusade, and BoLS is pleased to now offer PRIZE SUPPORT!

With the Badab War Campaign book coming up, and our recent completion of the Badab Logo sheet collection the time is right. So lets get right down to it readers. Your challenge is to submit to the BoLS emailbox 1-3 high-quality pictures of the following:

-Your choice of a Rhino or Razorback
-It must be painted in the colors and heraldry of one of the Badab War Chapters (see above picture)
-You must use the matching BoLS logo sheet from the Badab Logo Sheet archives for the chapter in question (or the GW ones for Salamanders).
-Weathering, fine detail work, stowed equipment, vehicle crew and the like are all acceptable to dress up your entry.
-Shoot the pictures against a well-lit white background (see the example Red-Scorpions Rhino).
-One or two sentences of fluff describing the vehicle, its squad, achievements, and fate during the Badab War (do a little bit of research, its fun!)
-Email the entries with the subject line "BADAB CHALLENGE" to the BoLS emailbox.



I will select the top entrys and put up a poll once the deadline has passed. The winner gets into the Badab book, and wins a brand new shrink-wrapped Land Raider, from your favorite Warhammer 40k Blog, mailed straight to your home. Tell your friends to come get in on the action.

~The Deadline is March 4th. Gentlemen, start your paintbrushes! Entries submitted may be used in the Badab War Campaign Book, and of course my nefarious plot to get folks starting new Badab War Space Marine chapters has nothing to do with this. This is your chance to really show off to your fellow BoLS readers, so lets see what you all can do.

Tuesday, February 17, 2009

BoLS, Now with Comics


You heard that right!

Thanks to our great friends over at Turn Signals on a Land Raider, Bell of Lost Souls is proud to offer you a weekly strip of your favorite 40k comic strip. Check the right hand column for a new strip every week. Have a good laugh, and feel free to click on through to see even more of the Warhammer 40k hijinks and hilarity TSOALR has to offer.

~Word on the street is that Kren and Frep have absconded with an EPS logo sheet I had just finished off. Who knows where it might turn up all you intrepid TSOALR modellers...

Goatboy's 40k Thoughts: Metagame?



I was going to put together a painting article this week, but I didn’t get the camera I wanted to use to take step by step pics. Those interested in speed painting info will have to wait a week or so. But I swear it is coming. I also changed up my personal blog to just show the models I painted over the week.

Enough of the intro. Today’s thought deals with the idea of a 40k “metagame”. If you’ve played Magic in the past, you have seen this word passed around a lot. It deals with the idea that there is another game that lies outside of the basic rules of the Warhammer 40k game. To play this outside metagame you must try to foresee the type of armies you might face in an upcoming tournament.

The goal of the metagame, is to get yourself fully prepared, as well as make sure you have an army that will be able to take on whatever comes your way in a competitive environment. You can do this by tailoring your lists to counter other common armies you expect to play. If you see a whole lot of mechanized armies, you might take more anti vehicle weapons, instead of the anti infantry weapons. If you know you will see a lot of a certain type of list, you might try to take some things that can give you a distinct advantage when competing against it.

You can “metagame” pretty easily by just thinking through the game a bit more broadly than you normally do in single one-off games. There are many ways to “break” the basic norms of the game to try and create an advantage for your army. If you know certain list builds are always seen at the top tournament tables, then most likely you will start to see them showing up at the local scene, as knowledge of them spreads through the community. Here are some ways you can “metagame” and try to create lists that will help give you an advantage that is a bit more reliable than hoping your roll hot.

What’s new? The newest codex on the block will usually have a strong showing in any given tournament. Buy the new codex and look at the toys people might play with. If they look pretty neat you will probably see them on the field. This works both ways, as some of the new books might have cool toys that can give a big bonus versus the newest tough armies.

What has been winning? Look at tournament results both locally and nationally. People can be lazy. If an army is winning a lot, then there is a good chance some people will just copy the list and not test it. If you see a lot of one style army, tailor your army a bit to help fight these guys. Just like taking a bit more heavy weapons to deal with the rise of mech or more anti infantry guns in case of hordes.

Metagaming has come to the forefront of many popular games where competition comes into play. Whether it is a videogame, card game, or Warhammer 40k, this extra game that surrounds the hobby is important to consider. Of course, metagame can back fire on you. There might be someone with the army you never see, but somehow kicks your butt all over the place (looking at you Dark Eldar players). You can also out think your own army, by building a ton of tricks in it and never see the armies you can play those tricks on. So beware when metagaming yourself into odd-ball byzantine army lists. Sometime the best trick is an army that has none.

This is one of the reasons why I build fairly redundant armies. I like tricks, but I try to make sure I cover as many bases as I can. It does hurt me at times, when facing an army I wasn’t prepared for (Dark Eldar… grumble), but again that is just a part of the game. If I could be prepared for everything, then I would lose some of the excitement in playing things I normally don’t see. It also means I get to hear some people cackle as they brought some pain onto my power chaos marines, orks, or weird daemons.

How does this all fit into the casual gamer experience? Well the biggest way is to just look at what you normally play against every week. You might not be fighting for some kind of prize, but you still don’t want to bring sticks to a gun fight. Just look at what you regularly play against and try to tailor parts of your army to combat it. If you always play your friend and his half painted orks on Friday night, why would you take lots of lascannons? If you play versus a ton of Land Raiders, why not take some melta guns.

Now onto this week’s 40k list that builds up from 1500 to 2000 points. I really enjoyed the Fabius Bile/The Father list and thought of some ways to make it more fun and less, “I hate Toughness 5”. The push of Khorne marines into the list should give me some more fun games. It is like I am running a bunch of mini bezerkers. I used to love running them back in the day, and would be a terror with the Axe of Khorne. I know why the took it out, but I do miss it. (For those wondering, it was if you rolled a 6 to hit, you got another attack. It was a power weapon, so it would get pretty goofy when you started to hit 6 or so times with 5 attacks heh).

1500
HQ: Fabius Bile – 160 pts
Troops: Plague Marines (8), Plasma Gun (2), Asp Champ, Power fist, Plasma Pistol, Rhino, Extra Armor – 319pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Weapon, Combi-Melta, Rhino - 305pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Weapon, Combi-Melta, Rhino - 305pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Weapon, Combi-Melta, Rhino - 305pts
Elites: Dreadnought, Multi-Melta – Pts 100

Pts: 1494 – Scoring 4 – KP – 10

1750
HQ: Fabius Bile – 160 pts
HQ: Daemon Prince, Wings, Mark of Nurgle, Warptime - 175
Troops: Plague Marines (8), Plasma Gun (2), Asp Champ, Power fist, Plasma Pistol, Rhino, Extra Armor – 319pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Fist, Combi-Melta, Rhino, Extra Armor - 330pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Fist, Combi-Melta, Rhino, Extra Armor - 330pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Fist, Combi-Melta, Rhino, Extra Armor - 330pts
Elites: Dreadnought, Multi-Melta – Pts 100

Pts: 1744 – Scoring – 4- KP – 11

2000
HQ: Fabius Bile – 160 pts
HQ: Daemon Prince, Wings, Mark of Nurgle, Warptime - 175
Troops: Plague Marines (9), Plasma Gun (2), Asp Champ, Power fist, Plasma Pistol, Rhino, Extra Armor – 342pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Fist, Combi-Melta, Rhino, Extra Armor - 330pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Fist, Combi-Melta, Rhino, Extra Armor - 330pts
Troops: CSM (10), Melta Gun (2), Bile Upgrade, Mark of Khorne, Asp Champ, Power Fist, Combi-Melta, Rhino, Extra Armor - 330pts
Elites: Dreadnought, Multi-Melta, Hvy Flamer – Pts 105
Elites: Dreadnought, Multi-Melta, Hvy Flamer – Pts 105
Elites: Dreadnought, Multi-Melta, Hvy Flamer – Pts 105

Pts: 1982 – Scoring – 4 – KP – 12

So there you go, a build up based off the initial base into a 2000 point build. I am building up dreadnoughts as we speak with Forgeworld goodies. I used to love them back in 3rd edition days, and I’ve decided to just play with them now since they look fun. I can’t wait to see my own dread blow up some of my dirty rhinos with some super awesome rear armor shots…haha. Plus the fear of my butt getting shot up by multi-meltas will give a nice fun addition to the game. That's why they are not built up with heavy bolters or other weapons that are not as deadly. There is no fun in that. I will take pictures of them for my own blog and see if I can get some better shots with Bigred's camera.

The army is metagamed for my local environment. Lots of melta to deal with Land Raiders and other fun armored vehicles. I wanted to try Mark of Khorne on my guys since I feel Khorne just doesn’t get the love he needs. Blood for the Blood GOD!!! And of course, not one, not two, but three dreads for the pure hilarity.

Oh and here is the picture of all the stuff I messed around with this week. Minus one Loota I painted to replace the one I lost in Baltimore.



For those interested, I am open for commissions. This is for painted figures as well as drawings. If you are interested, shoot me an email. You can also use that email to ask me any questions about army lists, painting and anything else.

Monday, February 16, 2009

40k & FANTASY NEWS: Studio Openday 2009 - Part 2



~Folks fasten your seatbelts, there are tons more pics here to dig through. Photos by BoLS Photographer: Alex Garbett









UK Design Studio Openday 2009 40K Seminar (thanks to Warseer's: Philbrad for some of this)

- Upcoming White Dwarf will detail APOC rules for Stompa's new wargear and add a Stompa Squadron Apoc datasheet.
-IG 4 plastic boxes, 4 blisters, and 2 battleforces (Cadian & Catachan) are coming out.
-IG Imperial Advisors work like the SM Chapter Masters do for Apocalypse.
-Next 18 months will be "big" for IG
-Sentinel has a plasma cannon and missile launcher variant.
-Sentinel metal enclosed cockpit pieces are now in plastic and on the sprue. The legs are now multiple pieces for ease of posing during assembly.
-Valkyrie is a fast, skimmer armour 12/10/10 and has a special rule allowing "flyby deep striking" allowing the Valkyrie to continue moving whilst the troops deploy. The occupants must take a dangerous terrain test when they land to see if they are injured.






-40k Version of Mighty Empires is done, but awaiting a release slot (but not within the next 18 months).
-When Heroquest/Space Hulk was asked about it was met with a smile and a comment that a "boxed game was being work on".

Warhammer Fantasy Plastic Empire Steam Tank
We've heard rumors about this one, but here she is in the flesh, and a sprue pic (and a dragon).







~Take it away guys, and check out that text near the advisors pics for even more info.

Sunday, February 15, 2009

40k SNEAK PEEK: IG Plastic Valkyrie Unveiled


Images provided courtesy of Warseer's: Philbrad

Today Games Workshop held their annual Design Studio Openday 2009, and there was a LOT of Warhammer 40k stuff revealed. Here we see both tons of shots of the highly anticipated plastic Imperial Guard Valkyrie, in both painted and sprue form.

Plastic Valkyrie Walkaround
Here we see a wonderfully painted Valkyrie from all the basic angles. This kit is really detailed! That painted squadron may be a common tabletop sight this time next year.





Plastic Valkyrie Sprues
This looks to be quite the kit, based on these sprues. In particular, note the large clear base provided, and the dual clear canopy pieces. Pretty cool.






~Take it away guys. I better go get some smelling salts to revive Jwolf. Word is still $50 in the first week of May.

40k SNEAK PEEK: IG Command Squads & More

Images provided courtesy of Warseer's: Philbrad

Today Games Workshop held their annual Design Studio Openday 2009, and there was a LOT of Warhammer 40k stuff revealed. Here we see both greens and painted versions of some of the upcoming Imperial Guard Command squads, and other advisors.

Command Squads
On the IG Command Squads you can see both Cadian and Cathachan models.









Advisors
Advisors shown are the new Primaris Psykers (and one that looks a whole lot like an Astropath), and the new Commissar.




Ratlings
We also get our first glance at the new Ratlings, and wow do they look great!



~Comment away guys, more coming soon.

Saturday, February 14, 2009

RUMORS: Space Hulk Returns


We've heard tidbits and hints of rumors in the previous months, but multiple sources are now reporting that Space Hulk is returning this year.

No details as of yet regarding the game's scope, or contents, but keep your eye's peeled in Q3 2009.

~With any luck, we will see some of the newer fancy "quick build" plastic termys, stealers, and who knows what else. It has been almost 20 years since Space Hulk was first released in 1989. I hope we are lucky enough to have a new generation of gamers walk in the the footsteps of the Blood Angels Master Michaelus Raphael as he faces his ultimate test in the space hulk Sin of Damnation.

I have to go way back to recall any game that was as fast paced, awesomely fun, and stress inducing all at once. Technology has come a long way for GW in the last 20 years. Who knows what they could stuff into a 21st century Space Hulk if they really went all out. Have at it guys, and I'd love to hear of some of your finest Space Hulk memories.

Friday, February 13, 2009

40k NEWS: New Imperial Guard Tank Sighted


Hi everybody,

Look what showed up in the old BoLS inbox (and if any of you have anything juicy, you know where to email it).

The new plastic Shadowsword we've seen before (and she's a beauty), but isn't that an interesting main gun on that Leman Russ?

~So, which of those Leman Russ variants do you thing that is? I guess we should consider this another piece of evidence to weigh on our previous IG tank discussions.

UPDATE: Word out of the UK Studio Openday is that gatling gun is a conversion, not a production piece.

Tears of 40k Joy: Jwolf Reacts to IG Rumors



Hi all, Jwolf here. After the medics revived me, I took a long look at the Spanish vehicle rumors for the Imperial Guard. Here are my impressions:

TROOPS

Penal Battalion: 50 pts. 1 Custodian and 9 Penal troopers. Ld 8. Rifle and close combat weapons. Scouts, Stubborn, "Desperate".
~I don’t even care at all what “Desperate” means. With Stubborn, LD 8, and Outflank these are ideal units for taking it to the enemy. I will use regular crumbling line troops in my zone (can’t have those combats lasting 2 assault phases!), but these are certainly the aggressive objective seekers of choice.

Chimera: 55 pts. 12 10 10 Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter - free; hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.
~This drops the cost of a Chimera as I run them from 94 points to 70 points, and makes not taking Extra Armor a reasonable possibility. Affordable transportation makes mechanization a viable decision.



FAST ATTACK

Hellhound: 12 12 10 Tank, Fast. Inferno Cannon: 12" Template, S6 AP4 Heavy 1 (like the previous version but there is no roll to hit and no partials, but reaches 12").
~This trades 6” of effective range for moving fast and firing, making Hellhounds a lot better for breaking those Ork assault waves. And they were already great at doing so. Considering that a point reduction is also likely, these go from fantastic to unbelievably good.

Devildog: 12 12 10 Tank, Fast. Fusion Cannon: 24" S8 AP1 Heavy 1, Blast, "Fusion".
~The Hellhound has to struggle, as unbelievably good as it is, with the Devildog and its Melta cannon. I’ll have to try these out a bunch to determine what mix is best for my forces.

Banewolf: 12 12 10 Tank, Fast. Chemical Cannon: S1 AP3 Heavy 1, Template, Poison (wounds on a 2+ to "targets with resistance").
~While the template is scary, this is still a melee-range weapon. It’s simply not as good as the other 2 choices. I’ll try it out, but I believe this is the one I won’t have to take every time.



HEAVY SUPPORT

Leman Russ Special Rule: Can choose to move 6" and fire all weapons or fire nothing and move 6" +1D6".
~If that applies to all Russ chassis tanks, the angels will be singing over the graves of our enemies. This seems too good to be true, if rumors of lower tank point costs are also true.

LR Battle Tank: 14 13 10 Tank. Battle Cannon.
~Love the old LRBT, but the specialists are just better.

LR Exterminator: 14 13 10 Tank. Exterminator Autocannon: Heavy 4, Twin-linked.
~Possibly useful if the vehicle is cheap, but the limitation of a weak turret mount seems crippling.

LR Vanquisher: 14 13 10 Tank. Vanquisher Cannon: AP2 Heavy 1, +1D6 penetration.
~Penetrates Landraiders on average rolls, and has an AP2 cannon. This will have to be very expensive to not be a default choice.

LR Eradicator: 14 13 10 Tank. Eradicator Nova Cannon: 36" S6 AP4 Heavy 1, Large Blast, Ignores cover saves.
~This one is great if you know you’re fighting Orks, Eldar, Tyranids, Guard, or Tau. Otherwise, not much attractive about a weak main gun that still allows 3+ armor saves.

LR Demolisher: 14 13 11 Tank. Demolisher Siege Cannon.
~It’s hard to go wrong with a 10/2 cannon.

LR Punisher: 14 13 11 Tank. Punisher Gatling Cannon: 24" S5 AP- Heavy 20.
~I can see the appeal of a vehicle with 29 S5 shots per turn. I’ll probably play with this one sometimes. Turning a LR into a strictly anti-infantry vehicle seems like a reasonably poor option, but rolling all those dice sure seems like fun.

LR Executioner: 14 13 11 Tank. Executioner Plasma Cannon: 36" S7 AP2 Heavy 3. (I assume blast).
~This is the Terminator terminator. Assuming it has Demolisher options, this vehicle has FIVE Plasma Cannon shots per turn. I believe I can find a slot for a firepower platform of this magnitude.

Basilisk: 12 10 10 Tank, Open Topped.
~Good old Bassie looks to be finally ready to become scenery except in Apocalypse games.

Medusa: 12 10 10 Tank, Open Topped^. Medusa Siege Gun: 36" S10 AP2, Heavy Artillery 1, Large Blast. "Fortification Buster" Ammunition: 48" S10 AP1 Heavy 1, Blast, +1D6 penetration.
~The Medusa will be hard not to take – 10/2 Large Blast with better range than any other 10/2 Ordnance. That, by itself, would be very good. Add in the best vehicle killing shot around and all you need is fine Corinthian leather and some bucket seats for this is baby to have it all.

Colossus: 12 10 10 Tank, Open Topped^. Colossus Siege Cannon: 24-240" S6 AP3 Heavy Artillery 1, Large Blast, Ignores cover saves.
~“Oh, were those your Marines in 3+ cover?” The only drawback of the Colossus is the minimum range.

Griffon: 12 10 10 Tank, Open Topped^. Griffon Heavy Mortar: 12-48" S6 AP4 Heavy Artillery 1, Large Blast, can choose to "repeat" (re-roll?) deviation dice roll.
~The Griffon, one of my long-standing favorites, will need to be extremely cheap and available in 1-3 per choice to even get consideration as a Heavy Choice. Now, if I can have one as a Platoon support weapon, that changes the equation.

Manticore: 12 10 10 Tank. Storm Eagle Missile: 4 only. 24-120" S10 AP4 Heavy Artillery 1D3, Large Blast.
~Great model and can really change the landscape on turn 1. Limited ammo should mean lower cost, but we’ll see how this one turns out. The potential of 3 10/4 pie plates into the enemy on turn 1 doesn’t compete with a 10/2 pie plate every turn for general killing power.

Deathstrike: 12 12 10 Tank. Deathstrike Missile: 1 only. 12"-960" S10 AP1 Heavy Artillery***, Blast (radius 1D3+3").Special Rules:- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.- Any weapon destoyed results received are ignored, the only effect they have is to delay the launch.- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.
~This seems like a fun thing to have a battery of for Apoc games, but unreasonably restrictive for normal play. 1 Shot weapons, no matter how good, are toys and better relegated to wargear, not FOC slots.



MISCELLANEOUS
Ogryns: 25 pts, S5 T5 A3 Sv4+ and have "rabid assault" (Furious Charge?)
~Might be fun to play a Guard with allied Daemonhunters list with Ogryns in it, but Ogryns are competing for points with so many better choices that they’re just for fun and not reasonably placed in a competitive list.

Valkyrie: Skimmer. 24" move. Troops may disembark at any point in its movement, but more than 12" and they take a dangerous terrain check
~Well, I’ll have to have at least a couple of these; we’ll see what the final armor rating and points costs are. If the Valkyrie is 12/12/10 with decent weapons options and under 100 points, I’ll probably find a place for one regularly. If the Front Armor is 11 or less, these become fancy toys for occasional use.

CONCLUSION
So, what to take, what to take? I think 1 Hellhound and 1 Devildog will find their way into every list I build. For Heavies, there are lots of rumors of Squadrons and/or multiple tanks in each slot, as well as some tanks as Troops support platforms. So I’ll rate them by hull:
LRBT hull: Vanquisher, Battle Tank, Eradicator, Exterminator
LRD hull: Executioner, Demolisher, Punisher
Chimera hull: Medusa, Colossus, Manticore, Basilisk, Griffon, Deathstrike


~Now of course half of this list could be baloney, but there are very few "crazy" standouts to mark it as wish-listy. Time will tell. How would you guys work these vehicles into your IG armies if these things wee accurate?

Thursday, February 12, 2009

SHOWCASE: 40k Scale Imperator Titan






Hi guys. Sometimes we get things in the inbox that are just amazing, and you all know how I have a soft spot for folks with a "little bit" of 40k-craziness in their blood. I present BoLS reader Georg's 40k scale Imperator titan. Take it away Georg:

Project Overview
Here are some details on how to built an Imperator titan with only a few thousand steps. I was facinated with the Epic model, and the idea of a really huge walking fortress was pretty cool.

After some beer with my friends we discussed building Warhammer 40k titans, and I settled on the Imperator because it has a lot of geometric shapes and not to many round pieces like the reaver for example. That would make overall construction eaiser.

I was declared a mad freak and thus began the construction of my Imperator. I started in July 08 by descending into my basement and only emerged into daylight to buy more material. On October the 18th at 3:30 AM the titan was finished!
On the same day at 9:00 AM started the 180,000 points game... Just in time!

Construction Techniques
The Imperator has an internal skeleton built of plywood to carry the weight (about 50 pounds).
The feet and body are made with different types of plasticard (from 1 to 3 mm thick).
I used a lot of bottlecaps and different sized tubing. The towers for example are 5" plastic waterpipes. I also used pipes from electric installations to built all the weapon barrels.
The windows are transparent plastic and painted with windowcolor (stolen from my wife, who use the color to paint "cute pics" in our livingroom windows).
Sometimes I used boiling water to get the plasticard in curve into the desired form (especially on the legs and the head).
All this effort was combined and detailed with a lot of pieces from the GW Cities of Death buildings.






40k Scale Imperator Stats
-Height: 29" up to the carapace, 52" up to top of the volcanocannon
-Carapace: 22" wide 18" long
-Main weapons: each about 20" long, (the length of two Baneblades)
-Weight: about 50 pounds
-For transport, the carapace is removable.






~Georg from Bavaria

~Bigred here. Guys give it up for Georg. That thing is awesome-crazy! It looks like its going to dropkick that Tyranid Heirophant like the Taco Bell Chihuahua. Now I don't have an excuse to not brew up an Apocalypse datasheet for the Imperator. If any of you have any mere Warhound, Reavers, or Mantas in Bavaria, be very afraid... Comment away.

SNEAK PEEK: Dark Heresy 2009 Schedule



Hi everybody,

Fantasy Flight Games just put out a PDF you can grab outlining the upcoming 2009 releases for Dark Heresy, everyone's favorite Warhammer 40k RPG. The basic breakdown is 6 publications:

-Creatures Anathema
-The Radical's Handbook
-The Haarlock's Legacy Trilogy
-Ascension

~For all the juicy details, grab the PDF. There is some good stuff in there.

Wednesday, February 11, 2009

NEWS: Battlefront Buys GF9

Battlefront Miniatures, makers of Flames of War, has purchased Gale Force Nine (GF9), makers of laser cut gaming accessories. There is a formal announcement on the GF9 website.

NEWS: THQ Rhino Rides Again

Small cars parked in fields fear many things... They fear discovery, they fear retribution, but most of all, they fear the Wrath of the Space Marines!!!




~I've seen lots of odd things over the years related to Warhammer 40k, but this wins the prize. Its nice to see they are having fun with it.

EPIC: Epicomp 2008



A guest article by Vanvlak and GR00V3R

EPICOMP is a 6mm Epic-scale miniatures and terrain painting competition organized by volunteers for the Epic community and hosted on the Tactical Command forums. It has been running for many years and, each year, succeeds in attracting some stunning entries. EPICOMP 2008 was no exception. EPICOMP is organized annually, and usually runs between September and December each year. Entries can be submitted over a period of several weeks, after which online polls are set up for voting. In the more popular categories, heats are set up to select finalists whose entries are pitted against each other in a second round of votes.

Below, we have highlighted some of the winners and most outstanding entries of the 2008 competition.

Best Single Model
Best Single Model allows any single science fiction model or stand of troops to 6mm scale; war machines and titans are entered in their own categories, however.

“Space Marine Scouts”, submitted by Warmaster Nice, took the Single Model category this year. When you consider that each of these models is around 6mm tall, the attention to detail paid is impressive to say the least.



Space Marine Scouts by Warmaster Nice


Best War Engine/Titan
This category accepts any single war engine or Titan-class model in 6mm scale. This could be a Titan-size vehicle, a monstrous creature, or a super-heavy vehicle.

No model exemplifies this category better than the Imperator Titan, a sadly out-of-production model of the largest terrestrial war machine the Imperium ever conceived—and it was one of these monstrosities that won the Best War Engine/Titan category in 2008.

“Dies Irae”, by Onyx, has been corrupted by Chaos, and the model is a great example of the conversion work many people undertake for their submissions.



Dies Irae by Onyx


Best Battleforce
For EPICOMP 2008, a battleforce was defined as a small force of 6mm scale science fiction models consisting of at least four of the following:

- Formations of four models each (vehicles, creatures, troop stands and so on)
- Formations of war engines (Titans or super-heavy vehicles, or their equivalents in size and capability)
In both cases, one of the models had to be a force commander. A valid entry, then, could have included three formations of troops and one super-heavy tank (or equivalent) with one of the troop formations including a commander.

An outstanding example is the winner of this category, “Tyranid Assault”, again by Warmaster Nice.



Tyranid Assault by Warmaster Nice


Open Category
This category was open to 6mm scale science fiction models of one of the following types: terrain; dioramas that include at least six single 6mm troops (not stands) or at least two 6mm vehicles; and sea- and river- going vessels of any type.

The winner of the Open category this year, Warmaster Nice (again) with “Armoured Airship”, deserves special mention.



Armoured Airship by Warmaster Nice


Not only does this massive flying monstrosity fit beautifully in the Warhammer 40,000 universe, it also creates a new interpretation of the Imperium warmachine that does not contradict the background, but rather extrapolates upon it. The finish is incredible—take a close look at the armoured panels on the lower half of the hull, the mutedly-shaded olive canvas on the upper part, and the excellent job done with the markings.

Conversions
Unlike the other EPICOMP categories, this is not a distinct section, but rather covers all converted and scratch-built models entered in EPICOMP 2008. The winner is selected by an appointed jury.

In 2008, the winner was not one model, but a battleforce of conversions, namely Nicodemus’ disturbing Titans of Nurgle, “Battleforce Haisuli”.



Battleforce Haisuli by Nicodemus


Categories for other miniatures manufacturers: Best Seeds of War Formation category and Best Exodus Wars Formation category
Two of the EPICOMP 2008 categories were dedicated to other manufacturers of 6mm scale models: Dark Realm Miniatures (Seeds of War) and Steel Crown Productions (Exodus Wars). Dark Realm Miniatures and Steel Crown Productions’ miniatures are frequently found in Epic armies as stand-ins (proxies) for Epic units that are out of production.

A great example is Warmaster Nice’s (yes, him again) “Mounted Snipers”, which won the award for the Best Exodus Wars Formation category.


Mounted Snipers by Warmaster Nice


The winning entry for the Best Seeds of War Formation category was Onyx’s “Majestic”, an outstanding example of using a Dark Realm Miniatures’ 6mm model as a proxy for a Warlord Titan.



Majestic by Onyx


Packing Up
2008 was an unusual year for EPICOMP in that there were just three winners, and it featured multiple wins by two participants: Onyx and Warmaster Nice.

The standard set by these winners should serve as an inspiration to the great modellers and painters of the BoLS community...and also as a challenge. Reckon you can compete at this level? EPICOMP 2009 is your opportunity to find out.

We hope you’ll give EPICOMP a shot this year—September is far enough away that you have lots of time to prepare. And meanwhile, of course, Gothicomp heats should be starting around May this year—you’ll find more information about that competition at the Tactical Command forums on tacticalwargames.net.

~That is some crazy painting for epic scale folks. And I complain about painting frag grenades on my marines... Also, nice titan banners there guys... :)

Tuesday, February 10, 2009

Star Phantoms Logo Sheet





The Badab Series is complete! Here we have the mysterious Star Phantoms, with the winning logo and scheme by our own George Miller. These guys have a proud history in the 40k universe, being the chapter who took on Huron Blackheart in the siege of the Palace of Thorns before breaking the rebels and hounding them from the surface of Badab. The Star Phantoms also shot him in the face with a melta as a goodbye present! We had a great competition to come up with their paint scheme, and look forward to seeing some awesome pics of the chapter onthe tabletop in the upcoming campaign book.

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: Just cout out the black logos, and apply them to any non-dark surface.

WHITE PAPER: 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 shoulderpads towards the bottom. I've included the standard Star Phantoms logo in black (which is really easy to apply) and a smaller number of white ones against a slate-blue field, for those wanting something special for your elite models and/or sergeants. There are versions of both types facing in opposite directions for those applying them to vehicles, so they can always face forward.

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

~The Badab logo series is finished! 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. Some of you guys repeat requests are already onthe hot-plate (and you know who you are) :)

Goatboy's 40k Thought: NEVER SURRENDER!!!



Today’s thought is about not giving up. The biggest bit of advice, that in a lot of ways can pull you out of a bad situation in a game, is to never give up.

I know we have all had those games, where everything you do to an opponent is ignored. When you are playing a game that is based on a dice roll, there are just times when everything a person throws just lands right. Now we all know, just thinking positively can’t win you the game, but at least can give you the best chance to come out on top.

Where am I going with this? Well I wanted to write a bit about the tournament I played this past weekend. It was a hobby tournament, and for those wondering, Hobby means not your grossest list you can come up with. There is a comp scoring system, and if you are a crappy player with an unfun army, you will most likely lose enough points to equal a full game lose. This type of tournament, besides pushing the “creation” of different armies, really brings out some of the better games in people. You mix that with the local store’s tournaments always being free, means you are looking forward to three games, not the stuff you are trying to pay for with a small price.

The list I played with my Fabius Bile list I’ve written about. Here is the basic build out for those interested.



HQ: Fabius Bile
HQ: Daemon Price, Wings, Nurgle, Warptime
Troops: (10) Chaos Marines, Bile Upgrade, Icon of Nurgle, 2 Melta Guns, Asp Champ, Combi Melta, Powerfist, Rhino, Extra Armor
Troops: (10) Chaos Marines, Bile Upgrade, Icon of Nurgle, 2 Melta Guns, Asp Champ, Combi Melta, Powerfist, Rhino, Extra Armor
Troops: (9) Plague Marines, 2 Plasma Guns, Asp Champ, Plasma Pistol, Power Fist, Rhino, Extra Armor
Troops: (8) Plague Marines, 2 Plasma Guns, Asp Champ, Plasma Pistol, Power Fist, Rhino, Extra Armor
Heavy: Obliterators (2)
Heavy: Obliterators (2)

The list gives me a lot of movement with rhinos, plus I have the options of creating rhino walls and other obstacles to have people go through. Also, it has Fabius Bile, which is a lot of fun when you are rolling to see what happens to your boys in your army.

The interesting thing about this tournament, was that we didn’t have any ork players. We also didn’t see any necrons. There were some Black Templars, lots of chaos, some Tau and some marines mixed in together. I don’t have the exact list, beyond the fact that there were no Orks.

Now onto the games. I didn’t take any pics this time, since I didn’t grab my better camera. But I will go through some of the basic turns and how the game went and how I lost one when I could have at least pulled out a tie if I played better as well as not gave up.

RD1: Versus Tau piloted by Daniel



Daniel is a local college kid that started coming to the store last year. He has really gotten a lot better since he first started, and decided to bring Tau, as his orks are a bit heavy (it seems most ork builds go towards the heavy side of things). He was playing Tau and had two Rail gun suits, some dudes and some Crisis suits. Nothing too crazy. He went first and too the side that had a wall he could do the lovely jump over fun from the Tau. I rolled a 4 for the Bile upgrade, and then I proceeded to roll a 6 to steal the imitative. What is crazy is that this is the first time I have every stolen it, and I really hurt Daniel in my turn. I moved up with my rhinos, jumped out and proceeded to shoot up some kroot hiding in the forest. They failed some saves, failed a leadership and they proceeded to almost run off the board. They failed to rally and then were chased off when my DP go into the fire warriors in the front. Beyond all of that, Daniel failed a lot of wounds and I made a lot of saves. From there I just moved forward and shot things till they were dead. I got into assault and that was it. I got max points and Daniel got the secondary and tertiary.

RD2: Versus Jay with a Black Templar army

Personally, I really hate Black Templars. All their armies are pretty much the same, and the only competitive ones are build this way. Lots of dudes with preferred enemy, two LR’s with tough termies ready to hit. This is the game where I gave up, when I shot a LR with 6 meltas, all within double range, hit with 5, pentrated with five and then watched as he rolled 5 cover saves due to the smoke and him going first. I set up right, moved right, but with the whole hot rolling by Jay, I just gave up. Besides that my DP did 4 wounds to termies, and the made 3 5 up saves. From there I just gave up and played really badly. How you ask? Well, since you are dealing with an assault style army, I could have led guys around, using the rhinos to create hitting on 6 walls. Yeah he could have rammed with his two LR’s, but that would have still been hard to get through. Once I set that up, I could have run and tried to tie by holding objectives, or just created a much harder game for him to win. My obliterators were placed wrong and I could have used them to kill off the Dreadnought as well as the other LR, thus making his termies hoof it through rhinos and difficult terrain. I got no points for this game, beyond the normal 5 for painting and 5 for theme. I gave Jay a 3, as I find the army to have too much teeth in a hobby tournament. But then again, I think anything that gives you rerolls to hurt the game of 40k (FNP, preferred enemy, bosspole).

RD3: Versus Michael and his Brown Tyrannids

I’ve never played Michael before, and have seen him during Thursday night games at BFG for the last few months. Michael has a nice brown Nid army, that is all magnetized. It is hilarious to see his metal tool case unfold, and all the nids sticking to the top as well as sides. It makes it look very cockroach like. Michael was a blast to play, and I feel for him as all the bad luck of the previous game was now put towards Michael. Plague marines are a pain in the but for Nids and this game proved it, with an assault with guants having 51 attacks, and only causing 1 wound to my normal Marines. I also had 10 Genestealers assault my DP, only caused 1 rend, and my DP saving it. I had killed 4, there were not near a Synapse creature and they ran off the board. I chased them down with a rhino. I killed most of the other big nids in assault after an initial round of plasma/melta fire. By the end of the game, Michael had a lictor in some terrain and some guants that were about to be assaulted by a DP, some plague marines and another squad of dudes. This was one of those games where you feel bad, as everything seemed to just fall into place for you, and your opponent just couldn’t catch a break. Michael was a good sport, and I would like to get a rematch.

After all was said and done, I took 3rd place by 1 point. Overall winner was Nick Rose with Daemons, Jay with Black Templar, and me with Chaos. I thought the army was a lot of fun to play, and really gave me a lot of options to move around the board. With the push of LR’s and melta in general, rhinos get left alone a lot more, thus giving you lots of chances to create walls as well as options to just bait an opponent with flimsy boxes of metal.

I hope this helps in seeing how, no matter what, don’t give up. Trust that your army can do something. Yeah you have those games versus an army that just out classes you, but 5th edition 40k has turned away from the super kill fest and has moved onto a game based on objectives as well as opponent control. If you play smart, you can pull out a victory when it looks like you are at the brink of defeat. And if you are going to lose anyway, you might as well find some small bit of success with either killing something cool, or breaking the walls of math hammer (ie killing stuff you normally shouldn’t, or breaking a unit that shouldn’t lose combat).

Next week, I plan on using Bigred’s camera to get a painting with washes article up, using quick methods to create a neat, multi hewed look that is a bit dry brush, bit heavy brush, and lots of color choices to get something quickly done. If there is anything you want me to talk about paint wise, add a comment and I will try to do my best to add it in. If you have any questions email me.

Monday, February 9, 2009

PAINTING: Eldar Phoenix Lord Fuegan




After seeing what the Apocalypse Formation, Phoenix Court of Khaine did to all comers in a battle report in White Dwarf a few months ago, I was inspired to paint the remaining Phoenix Lord models I had in my collection and to obtain and paint the couple I didn't already have. I finished Fuegan last week and two more since then. I'm about to finish updating the bases on the two I painted years ago and that will complete the Court.

The Fuegan pictured above was painted primarily with GW Blazing Orange and Scaly Green (teal). The orange was washed with Baal Red wash to tone it down a bit and darken the seams in the armor plating. Yellow paint was used for highlighting on the orange bits.

From an aesthetic point of view, I think Jes Goodwin's Eldar sculpts are the most beautiful miniatures around. From concept to execution they are wonderful to behold and the Phoenix Lords are the best of the best. It's a joy just to paint the Phoenix Lord sculpts and though I'm a rabid converter, I didn't do a thing to them other than to try and give them what is hopefully a really great paint job. Once I get pictures of the lot, I'll try and do a feature showing all of them. In the meantime, Fuegan leads the way.

Now that the Phoenix Lords are all painted, I'm currently working on a Forge World Revenant Titan I picked up a couple weeks ago thanks to the relatively low exchange rate between the dollar and the pound. It should nicely complement the Phoenix Court of Khaine, turning them into a fearsome Apocalypse force. When I also paint the Armorcast Eldar Tempest (Scorpion) I've had sitting around for years the Eldar should have some real super-heavy support.

Also on the subject of "Xenos", if anyone is looking for a copy of the wonderful out-of-print Black Library book, XENOLOGY, I'm selling a brand new copy of it on eBay at this link. It's full of terrifc artwork on the most popular aliens in 40K and it adds a few new ones too. The alien autopsy sketches and other artwork in the book are fascinating and the story arc that pulls it all together is full of surprises. It's a fun book and something that's a bit different than the usual BL fare.

Sunday, February 8, 2009

40K SNEAK PEEK: IG Plastic Valkyrie


Image brought to the community by Plastic Legions (go give that man some hits!)

Well, well, well, what an interesting weekend we're having folks. Check out the plastic Valkyrie!

Lets do a comparison of the Plastic vs the Forgeworld one. Do you guys see any differences? What about scale? As a old-time scale modeller its interesting to see GW finally make a plastic aircraft, which gives us cool big, flat, clear canopy pieces.

Plastic Valkyrie



Forgeworld Resin Valkyrie



~Latest info says this baby is headed your way in early May, priced at $50 USD.

40K RUMORS: Imperial Guard Vehicle Details



Rumors brought to the community by Inmaterium's: Coballdge and Warseer's: Scryer in the Darkness

Latest IG tidbits translated from Spanish.

TROOPS

Penal Battalion: 50 pts. 1 Custodian and 9 Penal troopers. Ld 8. Rifle and close combat weapons. Scouts, Stubborn, "Desperate".

Chimera: 55 pts. 12 10 10 Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter - free; hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.

FAST ATTACK

Hellhound: 12 12 10 Tank, Fast. Inferno Cannon: 12" Template, S6 AP4 Heavy 1 (like the previous version but there is no roll to hit and no partials, but reaches 12").

Devildog: 12 12 10 Tank, Fast. Fusion Cannon: 24" S8 AP1 Heavy 1, Blast, "Fusion".

Banewolf: 12 12 10 Tank, Fast. Chemical Cannon: S1 AP3 Heavy 1, Template, Poison (wounds on a 2+ to "targets with resistance").

HEAVY SUPPORT

- Leman Russ Special Rule: Can choose to move 6" and fire all weapons or fire nothing and move 6" +1D6".

LR Battle Tank: 14 13 10 Tank. Battle Cannon.

LR Exterminator: 14 13 10 Tank. Exterminator Autocannon: Heavy 4, Twin-linked.

LR Vanquisher: 14 13 10 Tank. Vanquisher Cannon: AP2 Heavy 1, +1D6 penetration.

LR Eradicator: 14 13 10 Tank. Eradicator Nova Cannon: 36" S6 AP4 Heavy 1, Large Blast, Ignores cover saves.

LR Demolisher: 14 13 11 Tank. Demolisher Siege Cannon.

LR Punisher: 14 13 11 Tank. Punisher Gatling Cannon: 24" S5 AP- Heavy 20.

LR Executioner: 14 13 11 Tank. Executioner Plasma Cannon: 36" S7 AP2 Heavy 3.

Basilisk: 12 10 10 Tank, Open Topped^.

Medusa: 12 10 10 Tank, Open Topped^. Medusa Siege Gun: 36" S10 AP2, Heavy Artillery 1, Large Blast. "Fortification Buster" Ammunition: 48" S10 AP1 Heavy 1, Blast, +1D6 penetration.

Colossus: 12 10 10 Tank, Open Topped^. Colossus Siege Cannon: 24-240" S6 AP3 Heavy Artillery 1, Large Blast, Ignores cover saves.

Griffon: 12 10 10 Tank, Open Topped^. Griffon Heavy Mortar: 12-48" S6 AP4 Heavy Artillery 1, Large Blast, can choose to "repeat" (re-roll?) deviation dice roll.

Manticore: 12 10 10 Tank. Storm Eagle Missile: 4 only. 24-120" S10 AP4 Heavy Artillery 1D3, Large Blast.

Deathstrike: 12 12 10 Tank. Deathstrike Missile: 1 only. 12"-960" S10 AP1 Heavy Artillery***, Blast (radius 1D3+3").
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destoyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.

^These four can also be enclosed.


Thats it ... I have heard on the other hand, from the same guy who took the photos, that:

Ogryns: 25 pts, S5 T5 A3 Sv4+ and have "rabid assault" (Furious Charge?).

Valkyrie: Skimmer. 24" move. Troops may disembark at any point in its movement, but more than 12" and they take a dangerous terrain check.

Conscripts: Gone.

==============================

***Note that in the original Spanish, no quantity is given for the number of area effect markers for the Deathstrike. Ref 1D3 on the Manticore.

~One, BoLS has heard confirmation on the Deathstrike, so I wouldn't immediately discount all of this stuff. There are certainly some translation issues with some of the special rules, and ranges during the cm-inches conversions, so watch out for those. Still, that is some really cool stuff in there. As usual with these, caveat emptor. Still, Heavy 20...thats crazy talk!!!

Red Scorpions Logo Sheet



The Badab Series moves on... Here we have the Red Scorpions. These guys have a long history in the 40k universe going back to Rogue Trader. The chapter not only took part in Badab, but are big players in both the Anphelion Project, and the Siege of Vraks. These guys have lots of cool Forgeworld stuff for them, so check em out.

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 WHITE decal paper. The procedure is as follows:

WHITE PAPER: Just cut out the decals and apply them to your target surface. When they are fully dried, you can touch up any messed up edge detail with background color.

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 shoulderpads towards the bottom. I've included the standard Red Scorpions against a white field.

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, February 7, 2009

BoLS Banners

Bell of Lost Souls, Warhammer 40k and Fantasy News


Hi guys, a short one.

We just put up our BoLS Banner/Link page. If any of you guys like what we do, feel free to grab one of those and link back to BoLS.

We have a set of standard sized banners, with html below each you can just cut and paste into your site.

Friday, February 6, 2009

40K SNEAK PEEK: Forgeworld Brass Scorpion





You guys have GOT to see this thing. (Click through, there are LOTS of pics of it)

Brass Scorpion

Rotating Brass Scorpion

~Its available for pre-order now, and ships out week of Feb.23rd. Me thinks Siege of Vraks Volume 3 is going to have some cool stuff in it. Keep that Dollar/Pound exchange rate in mind as well...

40k RUMORS: IG Latest Details



Rumors brought to the community by Boot Camp's: Mkoll and DakkaDakka's: Death by Monkeys

Presenting the latest raft of Imperial Guard rumors whipping about the tubes:


- Command Squad Boxes will include all the special weapons in plastic (1 of each), 3 different officer heads, several different close combat weapons (Swords, Fists etc), various embellishments, 2 suits of officer armor, one more practical one more dressy, and 4 Cadians with a few new/special heads.
- The Stormtrooper greens with the shotguns do not imply that IG Stormtroopers will be getting shotguns, but are instead for WH Arbites-style Stormtroopers.
- Stormtroopers will not be released in the first wave, but instead may be released with an Inquisitor supplement oriented around Planetfall.
- The new Ratlings are nice, the new psykers, not so much.
- Commissars still exist in a capacity different to what they do now. They are allowed to attach to certain squads. However once a Commissar Lord is taken they have more freedom and there can be more of them. They are also cheaper(almost half of what they are now).
- IG Sniper Squads, in addition to getting infiltrate, stealth, rangefinders, and sniper rifles will also get camo cloaks.
- Vet Squads probably won’t be upgrades for platoons.
- While sentinels, chimeras, and hellhounds will be able to attach to platoons as support vehicles, demolishers will not.
- Support Squads are different now and are platoon attachments not command squad attachments.
- Basic squad loadout will be 10 Lasguns or 9 Lasguns and a Laspistol for 40 points.
- Platoon Drill will require a vox network.
- Some squads will have access to heavy flamers.
- New Catachan plastics will have scaled down arms.
- No greatcoat plastics.
- Ogryns will be T5, 4+ save, and FNP for the same price they are now.
- Ogryns have no new models. At least not yet. The newish ones are current.
- Some, but not all, tanks will be able to fire sponson weapons as Defensive weapons.
- Cadian Rough Riders will be in the 1.5 wave.
- Leman Russ boxes will include parts to make LRBT, Demolisher, Vanquisher, and Exterminator.
- Chimera boxes will have parts for 3 other variants (including Hellhound). The Chimera will have 6 variants (though some of these sound like they’re just different Chimera weapon options).
- Basilisk boxes may come with parts for Medusas and Griffons.
- While you’ll be able to field more armor, you won’t be able to field an armored company as part of the regular codex.
- And while you’ll be able to field more tanks, the true strength will be the numbers of guardsmen you can field. 110 Points for 25 Guardsmen with nothing but flashlights.
- The Valkyrie will be different from the FW version, but not any huge difference.
- A Spearhead Sentinel is one that is equipped with heavier weapons and meant to be the spearhead of an attacking force. It lacks Scout moves or the like but has slightly better front armor and several variant weapons.

~Standard Caveats on these guys as they have come third-hand though several aggregated threads. Nothing here is Earth-shattering or in direct conflict with the earlier rumors we've reported. It is probably a good indicator of general intent of the new IG codex, even if its off on some of the details. The Imperial Guard are still slated to be coming to a 40k table near you this May. I'm just hoping those Ogryn stats are true.

Affordable Forge World




Forge World makes some truly fantastic models and most Warhammer fanatics at some point want to try a hand at a few of those amazing kits. However, once one gets past the skill and complexity issues needed for some of those resin models what often remains is the fear of spending the large sums of money required to obtain some of them. While many of us dream of huge Forge World tanks, flying machines and Titans the cost is often just too much. What is easily forgotten, however, is that Forge World makes some really great smaller kits that cost about the same as or aren't much more expensive than regular GW product. These smaller models might have a lower price tag than Titans and tanks, but they are huge in the amount of detail and unique flavor that are hallmarks of the larger Forge World kits.

For example, the Nurgle Sorcerer pictured above is just $20 US when purchased at Battle Bunkers. That's about the same cost as many character model blister packs sold by Games Workshop. I purchased this model last summer and just custom based him yesterday. The detail on this model is endless and intricate and the model commanded me to make him a base worthy of Nurgle! He makes a great show piece for any Chaos Marine army without adding significant cost or construction time to it.

There are many other great kits from Forge World that can enhance your armies without breaking the bank. Dreadnoughts are some of the best looking models from Forge World and they cost about $68 US domestically if you buy Forge World arms to go with them. The Tau have several wonderfully detailed and unique Battle Suit models for between $40 and $50. Orks, Imperial Guard and other armies also have a few modest sized and more modestly priced models that are not modest on uniqueness and detail. Forge World also makes some terrific scenery pieces that are not too expensive, but will enhance the look of any game table.

As was pointed out in another recent article here on BoLS, if you're a non-UK customer and mail order your Forge World right now, the exchange rate at the moment for many currencies is more favorable compared to the pound than has been the case for quite some time. The rate for the past couple weeks for the US has been hovering around $1.40-$1.43 to the pound. This means a model that costs £10 (e.g., Nurgle Sorcerer, Land Raider doors, Rhino doors) will cost about $14 US. A Tau Battlesuit that normally costs £20 or $40 in the US will be just over $28 when mail ordered, less than the price of a regular GW Tau Battlesuit Commander box set. A Forge World resin Dreadnought and arms will be about $48 US when mail ordered at the current exchange rate. Khorne Terminator Lord Zhufor costs about $21. An £85 Arkurian Pattern Stormblade will be about $120, only $25 more than an all plastic Baneblade! Of course, the savings are even bigger when you order the extremely large kits if you're lucky enough to be able to do that.

Now the 15% shipping fee will add to the cost when mail ordering, but remember that orders of £250.00 or more get free express shipping. Combining smaller orders with a friend or friends will allow everyone involved to take advantage of the free shipping offer and your models will arrive that much faster too. Express shipping from the UK means your models will likely arrive just a couple days after they are shipped. Forge World also has advice for assembling resin models right on their website.

Edit, Feb. 6: Judging from some of the comments, there are people out there with questions about shipping time and miscast or warped parts. Here are some tips:
1) Shipping time. As was surmised in a comment below, shipping time will be affected if a model or models in your order are not in stock. Your order may be delayed while certain parts of it are being produced. During the "Titan craze" last year when Titans were being ordered about four times as often as they had been in the past, there were significant delays in filling some orders. This is an unfortunate reality with Forge World. They are a relatively small operation and delays do occur on some orders while others are shipped with great alacrity.
2) Miscasts, damaged parts, warped parts. If you have parts that are severely warped, while it is quite annoying they can be fixed by warming them up per the tips in the instructions that come with the kits. Warm water or hairdryers are two common methods for warming and then reshaping parts. If a part is defective, Forge World does have a customer service number on their website and they will take care of the problem if you contact them.

A friend and I couldn't resist this tempation ourselves and combined to order a few Forge World goodies last week. The models were far cheaper than they would have been just a few months ago, about 28% cheaper! The order was shipped express the next day and arrived two days after that. Now if only I could build and paint it all that fast. So what Forge World kits are some of you suddenly thinking of getting while the exchange rate makes them more affordable than they've been in a while? What did you already buy if anything due to the lower exchange rate over the past few weeks? The comment area is open below and if you buy something cool and paint it up nicely, be sure and share a link to some pictures with the community. Perhaps I'll do a follow-up article in the near future for people to share the fruits of their sudden Forge World forays, especially if I can get one of my own new Forge World projects painted in short order. Have fun.

40k NEWS: Friday Odds and Ends



Hi all, a few things to take you into the weekend:



Dawn of War II Pre-Order is up.
Warhammer 40,000: Dawn of War II is now ready to pre-load across Europe from THQ’s digital store. Featuring bonus in-game content including an extra multiplayer map. The E-Shop edition, sold exclusively through THQ’s European Digital Store, can be pre-loaded right now, ready for activation at 12:01am on 20th February!

This exclusive edition includes the ‘Artificer Wargear Set’ which features:
-One additional multiplayer map – “Legis High Stratum”
-Five pieces of Wargear for use in the singleplayer campaign
-Two Unique Purity Seals
-One Unique Space Marine Chapter – “Marauders”
-Four metallic army painter colours

The link to order is http://dawnofwar2.gamesplanet.com/dawn-of-war-2-thq.html?affilie=UKCOM



Vassal40k-Epic Edition
V40k are proud to announce their next module: Vassal40k:EPIC. Featuring full three races from the main epic rule book, Imperial Titans can finally clash with Ork Gargants whilst huge armies surround their feet.
http://www.vassal40k.com/

~Have at it guys, and I should tell you that your intrepid reporter is hot on the trail of some of those late year 2009 rumors. Some of that stuff may have not been so far fetched as it sounded at first... More as I get it.

Thursday, February 5, 2009

POLL: 40k Gladiator Smackdown Edition



Hi guys,

As we ramp up for Adepticon the Fly Lords are waist deep into the rock-paper-scissors metagame of our favorite event: the No-Holds Barred Warhammer 40k Gladiator.

Here is the short rundown:
2250pts
You must build a standard army using normal FOC and codex restrictions.
Forgeworld/Apocalypse units allowed with the following rules:
-no Apocalypse formations or strategic assets
-you may take a single superheavy/gargantuan creature as a heavy support choice.
-you may take any non superheavy/gargantuan creatures as the FOC slot listed in their rules.

Thats it! You must fight across a variety of missions that will emphasize both ass-kicking of the foe as well as control of random objectives, quarters, and other wonky stuff they throw at you.

As you can imagine, a challenge like that gets the gears turning... Several "camps" have been forming around the country as to what is the most potent combo in the game. Here are some of them:

Stompa/Nob-biker Horde
This army runs rampant and tears anything it reaches up in assault. 20-30 nob-bikers using a Stompa as a physical screen early game can do some serious damage if they can reach the foe in numbers.

Superheavy Flyer Transport
T-hawks/Orcas/Vampires loaded with nasty infantry or other supporting deepstrikers can fly about, harrassing the foe with flyer protection, then swoop onto objectives late game in a land-grab that is difficult to counter.

An'ggrath the Unbound
Possibly the single most lethal model in the game, can be supported by various CSM or Chaos Daemons loadouts and deepstrike onto the table, slaying and claiming what he will.

Reaver Titans
The new Reaver combines devastating firepower that can sweep many armies off the table in a couple of shooting phases, and offers flexible Imperial army support options.

Drop Insanity
Drop pods/Termys/Crisis Suits/Soulgrinders/Bloodcrushers/Ect... can be surrounded by entire 2250pt forces of distributed deep-strike nastiness to devastate any army they appear in, and offer numerous targets to try to dislodge in a short span of turns.

IG Flying Circus
A horde of IG in a gaggle of Valkyries can be a difficult target to engage and offers last turn objective grabbing opportunity.

Uber-horde
Orks/IG/Nids can field 200+ models and try to simply lock up opposition in endless tarpit assualts, while sitting on every objective within reach.

The goal my nefarious generals is to vote for your favorite and explain why it will prevail, or better yet offer up a new army suggestion that proves you are battlefield genius!

Poll, Right column, Attack!

Wednesday, February 4, 2009

PAINTING: Layering vs Drybrushing



A guest post from Skarboy

Hi again everybody! For this article I’ll focus on the “why” more than the “how” of things. There are plenty of publications out there that have good “how-to” articles in them; I’m more interested in helping people understand the concepts behind certain techniques then to tell them for the tenth time what color to paint things (although I can do that, if you want to know, just ask, and if those are the posts you want, let me know).

For the time being, I’ll be writing to the beginning and intermediate painting crowd, mostly because I’m an intermediate-type guy myself. My aims are to promote the Warhammer hobby, help people improve their painting skills and generate discussion about the things I write about, keeping in mind quality and doing my best to be easily understood. Let me apologize for rambling, and get on to the actual content.

The Basics
Layering and drybrushing are both methods of highlighting your miniature – of emphasizing the raised areas on the model and representing the way light falls on them. Many painters will also wash the model to exaggerate the lower areas of the model to represent shadow (although that isn’t the focus of this article… maybe later). I know, figure painting 101. Bear with me, brothers and sisters.

…what about blending? Yes, blending is a third option for highlighting. For the sake of brevity, and the fact I haven’t done a great deal of it, I won’t speak of it here other than to say I’ve tried it a few times, found it very difficult to get the effects I wanted, and went back to layering. I’d welcome any comments on blending in the comments.

First, you need to consider what your miniature is going to be used for… How “good” do you want it to look and how much time do you want to spend prepping and painting it? Do you want it to be “table-top ready” in time for this weekend's Warhammer tourney, or will this be your latest Golden Demon competition piece? Do you want a “showroom fresh” look, or do you want your hero to look like he’s been knocking heads together for a while? Yes, you can have different answers for different parts of your mini.

Let’s look at some Space Marines. The Marine on the left was primarily layered, and the one on the right was drybrushed entirely. Aside for some minor differences (flamer vs. bolter, blue grenades instead of red), the two are essentially the same. I even used the same colors on both miniatures (including the mid-tones). The “drybrushed Marine” took me about six hours, the layered one about twenty. Yes, I work comparatively slowly. The point here is if you just need to get your army ready to game with, dry brushing the whole thing is an option; it will save you a lot of time, and gives quite a “rough and ready” look. Layering, while much more time consuming, produces “cleaner,” more exact results, but takes more time.



Reasons to Drybrush:
Drybrushing produces good, rapid highlighting effects and works best when you have plenty of texture. By texture I mean actual relief on the model – areas with lots of “high” and “low” points very close together, like furry animal hides, hair, the Imperial Eagles on Mark VII armor, or the ropes on the Space Marine commanders below (go on – it’s okay to skip ahead). On the two marines above, the black rubbery-looking pieces between armor segments were dry brushed on both figures – lots of texture there.

Alternately, drybrushing can be used to “create” texture where there is none. Here’s a shot of an Imperial Guard Chimera interior where dry brushing has generated texture on some otherwise flat and uninteresting surfaces. As another example, base coating firearms in black and dry brushing on metal tones is a time-honored practice used to create texture and a good “steel” look.



Have a look at the tabard on this Space Marine honor guard – it’s layered.



Here are a Deathwatch Brother-Captain and a Dark Angels Master. Both have cloaks that have been dry brushed. Notice how the dry brushing creates a little “pattern” on the otherwise very flat “fabric.” It’s a marked difference from the Honor Guard above, who has very pronounced highlights on the fabric but no texture. It’s all about the effect you’re trying to create. The point on this comparison is not to say one is better than the other; I’m just trying to demonstrate the different effects you can produce. It’s up to all of you to choose which one you want.



Drybrushing can also be used to create a lot of “weathering” effects – like drybrushing small patches of silver on a 40k vehicle to represent chipped or worn paint, or dry brushing browns and oranges over metal pieces to get a “rusty” or “muddy” effect. Have a look at the girder pieces in the two lads above for the rusty effects. Incidentally, if the Dark Angels Master looks a little pink, it’s because he is a little pink. I was still trying to perfect a “bone white” look, and I didn’t quite get it. Layering on the white would have been a better option, as it tends to give you a more opaque coat. These days, I think I would have gone with a very thin wash of red-brown or off-white with a little red, just in the recesses, and then layered on the white, instead of washing the whole model. Live and learn.

Tips on Drybrushing
Mix your colors slowly. Add small amounts of the lighter color to the darker color. Too much of the lighter color is an easy mistake to make, and difficult to go back from, if you put too much in there. You’re really going to have to re-mix if you get too much of the lighter color in there.

Like everything else, it takes practice. “Dry” is a relative thing – I’ve heard of a Dark Angels painter who starts with black and dry brushes his base coat (Dark Angels Green) on. He uses a lot of paint on the brush. It works for him. Anyhow, successive coats of dry brushing require either a lighter touch or less paint on the brush, or both.

Reasons for Layering
Layering tends to produce a very “clean,” just-rolled out of the Forgeworld look. Yes, this is opposite to drybrushing, which generally gives you a worn, well-weathered look. Layering also gives you precise control on where the color goes, and a lot of people like the technique because of it. It also photographs very, very well. Drybrushing does not show up so well on camera, and I suspect this is why the Citadel ‘Eavy Metal team typically goes heavy on blending and layering.

The “texture vs. clean” look: take a look at the commissar’s face below, and then the Inquisitorial Stormtrooper Sergeant’s face as well. I’ve done faces both ways, and I’ve recently started using a combination of both techniques. I was happy with the rough look the bald sergeant’s head ended up with. Sorry I can’t go with a little higher resolution with the photos; photography is a hobby for me, not a profession, and my little Sony has only got so much juice.




Tips on Layering
Mix your colors carefully and gradually. With practice, it’s possible to get your successive shades close enough to each other that you won’t notice the difference between the colors on the model itself, which produces a nice graduated or “blended” look. This is one of the reasons I don’t do a lot of blending; I haven’t quite got the hang of it, and I can get satisfactory effects with layering. If you end up with two layers that ARE significantly different, you can always mix up another tone between the two contrasting layers. If this happens to me, I’ll often mix up a little mid-tone and dry brush it around both layers, which can really help to take away the difference. Yes, it’s perfectly okay to mix the two techniques. As I’ll discuss below, I prefer a very thin mix of paint for layering.

Don’t be afraid to dilute. Layering takes lots of paint. For most projects, I would recommend going with three or four layers (base coat, intermediate(s), and final highlight). Sometimes for a little more quality (especially on commander types) I will go up to five. The Crimson Fists Space Marine (in the photo earlier) was done with five coats and a wash, but I wanted to spend a little more time on him. Don’t forget you have a primer coat under there as well. Four coats of paint can obscure a lot of detail- and painted on insignia, runes, etc. are going to be another 1-2 coats. I usually use a 3:2 or even 2:1 mix of paint to thinner to help with this. As an aside, water will work as a thinner for all acrylic paints (some better than others), but I prefer to use Vallejo thinner instead of water. The consistency is different and the paint is easier to control. I’m partial to Vallejo Game Color, so I try to use their other products (inks, thinner) as well. Not just out of brand loyalty; some brands won’t mix well with others. I discovered that the hard way.

…and remember, this is art! There’s no way to get it wrong, unless you don’t do it at all. Go forth. Have fun. Discuss. Paint.

~Bigred here. There is really a lot of depth of skill to be mastered wtih drybrushing. Once relegated to "tabletop quality models" you can really get good results out of it when used precisely and in combination with other painting methods. My Death Guard Fellblade for example was entirely drybrushed in several careful layers with final detail work being applied on top. You also need to know what type of finished look you want, which can tie into the type of army you play. I usually use drybrushing for my IG while only using layering for my Eldar for example. How do you guys paint in general and why? Comment away...

Monday, February 2, 2009

RUMORS: 40k & Fantasy 2009 Release Schedule




Rumors brought to the community by www.cargad.com (Spanish site)

Ok guys, this one has been making the rounds today so here it is. I will spare you the horrific babelfish translations and give you the basics as well as what we are hearing.

2009 Warhammer 40k & Fantasy
-April: Imperial Guard (we hear May)
-May: Fantasy Empire 2nd Wave (Empire Steam Tank, Greatswords, "Military Altar") (we hear June, and have no indication of a "Military Altar")
-July: Planetstrike (looks like its coming at LONG last)
-September: Space Hulk (with all new modern plastic termys, genestealers...the whole 9 yards) (we have no confirmation on this)
-October: Skaven (we hear August)
-November: An unnamed marine chapter (we hear Space Wolves)

2010 Warhammer 40k & Fantasy
Fantasy Candidates: Khemri...
40k Candidates: Tyranids, Blood Angels (possibly following on the coat-tails of Space Hulk), Necrons, Tau, Dark Eldar are reported to be almost finished, but pushed off due to their low interest level.

~EXTREME CAVEATS on some of this stuff guys. I would not read anything into any of the 2010 stuff for example as that is way,way far off. Also, we have seen confirmed release dates sent to retailers that don't exactly match these dates but overall match the releases.

The things to focus on are the near term releases such as IG, Planetstrike!!!!, and Skaven. We here at BoLS seem pretty confident of the Space Wolves for late this year. Once again, the real eye opener here is mention of Space Hulk, which would be great, but I will believe it when I see it. I'm not buying the Dark Eldar pushback either.

Have at it guys!

Goatboy’s 40k: How to Break Game Mistake Habits



Hi, Goatboy here. We’ve had a nice week of editorials haven’t we? This last week was a bit of a break from my normal walkthrough of a Warhammer tournament player’s handbook of tricks and went into some of the reasons why I enjoy this game. Yes, even though I bring a tough game, I still enjoy it. The better the game is, the more fun I have. When I am playing the game I look forward to having a good time and having an exciting game. When one side is crushed by the other you don’t get an exciting game. My 40k tactica articles are aimed at getting people to see how army lists can effect the game, as well as give ways to create lists that can compete, if you are looking for a competitive/tournament styled game. All right enough of that, lets get onto the meat of this article, breaking your habit of game mistakes.

Now we all will make mistakes when we play. It is part of human nature to forget something important. Ah crap, if I shot that unit there, then caused them to take a leadership test my guys might have not been left to get shot up. Oh no it is turn 5, I need to get objectives since the game might end. Did I put on deodorant this morning?

We all miss out on opportunities to create advantages in the game. The biggest thing is how do we learn to not make these mistakes. There are a bunch of options and I plan on going through some of them as well as give you an idea on how to create a refreshing way to get back into the game and hopefully minimize those game losing mistakes.

First of all, the biggest thing I advocate for anyone looking to up their game, is to always discuss the game afterword with the opponent. No one can see your mistakes more than your enemy who uses those mistakes to capitalize on. If I am testing out lists and army set up, I always go through different options and different ways the game can move and what would be the best choice with my opponent afterward.

Another method of improving your game is to write battle reports for the battle. This way, you can review what happened later, and see where things went wrong for you. I find this is a great way to learn from your games, as well as give other players a chance to learn from both your mistakes and good decisions. It also is a way to see how your units work and interact within your army.

The final method I liked to use, is to play a different game. Nothing can get you out of a rut in Warhammer 40k, like bringing in something different from time to time. You will notice that your old tricks in the game, probably won’t work the same in the new one. This gets you to think in a different way, and can be a great help to refresh the game for you. This is what I did recently with the start of a …gasp… Fantasy Battle army.

Most game systems are different enough to cause you to try to think outside your normal box of game play. It might be how you look at the field, or maybe the use of trying to combo units into completing the job at hand. This break of the normal mental decisions helps you see what works and doesn’t work in a game. Fantasy has really helped me enjoy 40k more, by giving me something different to chew on. It also lets me play a game I’m not min/maxing to death due to not being nearly as familiar with it. In fact, we call the new Fantasy players group (Big Red, Jwolf, myself, and other local players) the Fantasy Losers Club, since we obviously can barely crawl through the game; hehe! This Fantasy Battles talk leads into some pictures of my current army, Chaos Mortals.









This isn’t the entire army, but here are some of the more interesting units in the list. Right now I have 2 warshrines painted, another block of 5 Khorne like Knights, another block of warriors with a Sorcerer on a palanquin as well as some other random bits. My new army list is listed below.



The Chaoslord is built off of a regular Chaos Knight with the upper body of a spawn, plus some green stuff. He is all plastic and I like how he is exploding off of the horse. The original build of the list had two warshrines based off of Chaos spawn. The visual theme of the list was that the lord had survived the mutations, but his two brothers did not come out as well so they are carried around as warshrines since the taint of Chaos is so strong. Paint time – 2 hrs on the lord 3 hours on the warshrine.

I originally had a giant, because I think the model is awesome, but through game play I find that they are not worth the points. It is very depressing to watch it go down to elf bow fire. His belly friend is called Steve, with the giant being named Bobby. Yeah, I went a little nuts with this guy. Paint time – 3 hours.

Here is my current Fantasy List:

HQ: Chaoslord, barded steed, Father of Blades, Armor of Damnation, Mark of Nurgle, shield
Hero: Exalted Champion, Mark of Nurgle, Barded Steed, BSB, Axe of Khorne, Shield, Favor of the Gods
Hero: Sorcerer, Level 2, Mark Nurgle, Dispel Scroll X 2
Hero: Sorcerer, Level 2, Mark of Nurgle, Spell Familiar, Power Stone
Troops: Marauder Horsemen (5), Flails
Troops: Marauder Horsemen (5), Flails
Troops: Chaos Warriors (15), Mark of Nurgle, Shields, Command
Special: Chaos Knights (8), Mark of Nurgle, Command, Blasted Standard
Rare: Hell Cannon
Rare: Hell Cannon

Pts: 2240 (Not sure where to put the 10 points)

You got to love cannons that run around and eat things. I went with Chosen to herd it around because a) I traded for my first Hell Cannon and he didn’t have crew b) I had traded for chosen, but were never going to use them c) They look cool. I find the list fun and I enjoy smacking stuff with big ole angry dudes. I really can’t go into strategy because well I really don’t know a whole lot. I just roll dice and cast magic missiles.

Here are two other models I painted on commission. First is a better shot of the Defiler I built out of spare parts from my local storeowner. The next is the Forgeworld Bloodthirster. Paint time – Defiler 2 ½ hours and Bloodthirster 4 hours.





Look for some more painted pieces in my next articles, as well as some hints on doing effective speed painting, utilizing color choices as well as inks to create a unique look that has a lot of depth do to the non-opaque use of paints and washes. In fact, next week will be speed painting 101, with multiple options for different skill levels, as well as examples from my own armies.

Next weekend is a 40k hobby tournament down here in Austin and I plan on playing a Fabius Bile list. I just need to convert a model so he can be Bile or the “Father”. I plan on dropping the Defilers and running a few more Oblits (1 or 2) and some other dudes who have been infected with different strains of his upgrades (ie different marks). It should be a fun, rhino running around list. I will post about it next week, after the tournament, with some pics and thoughts.

If anyone is interested in having me paint their miniatures, ask army list questions, or draw something, shoot me an email and we can chat.

REVIEW: Creatures Anathema (Dark Heresy)


Hi all,

Its review time, and let me welcome you to our first Dark Heresy article. Lets take a look at Fantasy Flight Games' upcoming: Creatures Anathema: A Bestiary of Aliens, Beasts, and Daemons.

First up, the basics. We have a hardcover supplement for Dark Heresy, weighing in at 144 full color pages. The book is well put together and is a lavishly illustrated with a combination of old 40k classics and all new paintings and illustrations.

What we have here is a very diferent layout and organization that your typical "monster manual". Yes we get the stats and very pretty pictures of everything from 40k classics such as the Ambull, on through to Orks, Eldar, Genestealers, and even Enslavers.

The big thing we get out of this book is a set of adventure hooks and "local knowledge". Dark Heresy is set in the Calaxis Sector, and so too are the creatures presented. For example, we don't get a generic set of Apostate Tech Adepts and a single stat line for them, but instead a fully documented set of individuals and their horrific tech-heresies and nicely written capsule hooks on exactly how to work them into your Dark Heresy campaigns.

This format is wonderful for both the GM and the players, as the background descriptions and play aids are fluffy and particular. Filled with all the detailed dark horror and dread we expect out of the 40th Millenium, they are exactly what you need to add a good amount of texture to your playgroup.

This design decision gave the writers a lot of leeway to give us gems such as haunted locations, individual Death-worlds, possessed shipwrecks, and the like that fill the halfway point between monster manual and adventure module. Its easy to see how just this one book can provide the seed for dozens of evenings of role-playing adventure. It's background writing is good enough to provide great inspiration for any fan of the 40k universe, and could easily provide the foundations for wargaming missions and campaigns as well.

Availability: February 2009
MRSP: $39.95

4 Stars (Out of 5)

As usual, comments are welcome all.

Sunday, February 1, 2009

Novamarines Logo Sheet



The Badab Series moves on... Here we have the Novamarines. These guys have a long history in the 40k universe, not only taking part in Badab, but the Damocles Gulf campaign versus the dastardly Tau, and the 13th Black Crusade versus the forces of Chaos. If you like quartered blue and bone schemes, these guys may be just your thing.

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 WHITE decal paper. The procedure is as follows:

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 shoulderpads towards the bottom. I've included the standard Novamarines logo against a blue field, and small number of ones against a white 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.

Raptors Logo Sheet



The Badab Series moves on... Here we have the Raptors. These guys have changed their chapter sceme in recent days as seen in the Taros Campaign. Here is their original logo for their blue and yellow paint scheme used during the Badab War.

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 logos need to be applied to a light colored surface(like yellow) to be visible at all.

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 black Raptors logo, and small number of reversed ones for use on opposite shoulder pads or vehicles to keep the logo facing forward.

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 has only one week of logos left, and then I'll get back to some of the popular requests.

NEWS: APEPTICON 2009 2 Months Out



AdeptiCon 2009 News

We’re a little over two months from AdeptiCon 2009, the “Can’t Miss” event of the Games Workshop miniature wargaming hobby! April 3rd-5th, 2009 will bring gamers and hobbyists from across the world to Chicago for a weekend of fun and excitement.

Beginning February 1st, the AdeptiCon weekend badge will cost $30, so sign up today at http://www.adepticon.org/cart.

Wondering what you get with your AdeptiCon Weekend Badge? Well, besides the ability to register and attend all our tournaments, open games, seminars, and other events, every AdeptiCon attendee will also receive:

1 Chaos Dwarf Model from Avatar of War
A Limited Edition AdeptiCon Femme Militant/Imperial Citizen model, sculpted by Steve Saleh
2 books courtesy of Black Library - One 40K novel and One WFB Novel.
1 bitz bag from The Warstore/BWB
1 bitz bag from Armorcast
1 Sprue from Wargames Factory
And much, much more!

If a Picture’s Worth 1000 Words, What’s Video Worth?

If you’re wondering what the excitement and fun of AdeptiCon is all about, check out our video archives for footage from AdeptiCon 2008.

http://www.adepticon.org/modules.php?name=Video

Warhammer 40K INAT FAQ v. 2.1 Released!

We’ve taken in the feedback from the wider gaming community, reviewed the initial release, and finalized the INAT FAQ for this year’s Warhammer 40K events. You can download the FAQ from the link below and find out how those tricky rules will be interpreted at AdeptiCon 2009.

http://www.adepticon.org/files/INATFAQv2.1.pdf

AdeptiCon 2009 Hotel Information

Remember, AdeptiCon Attendees who want our special discounted room rate, must reserve their hotel rooms by March 11, 2009. Our special reserved block is available on a first-come, first-served basis.

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/

Coming Soon:

Stay tuned for more AdeptiCon 2009 news coming soon, including Seminar Spotlights, Sponsor Spotlights, and interviews with this year’s AdeptiCon Guests of Honor!

Sponsor Highlight: Armorcast

Armorcast Battlefield Scenery produces high-quality resin terrain, bases, and models suitable for a variety of gaming systems. Check out their online store at http://armorcast.com/store/index.php to see some of their amazing work for yourself.

~See you all there. BoLS is sending up 10 guys and you can expect to see some more coverage coming up soon.
Blog Widget by LinkWithin

BoLS Alliance Blogroll

Warhammer and Wargames Blogroll