Wednesday, October 7, 2009

HOBBY: Back in Black




Up until recently I have shied away from using black as main color on my figures (my Ravenwing being the exception of course). I was dissatisfied with how black looked. It either looked overly grey or that I had made a pathetic attempt at highlighting. After a lot of internet searching and discussion with my professional painting friends, here is what I leaned.

Most of us who paint on an intermediate level understand the idea behind shadow, base color, and highlight. GW’s paints are designed to capitalize on this idea as are the figure paints of other paint companies. This subject alone can spawn pages of discussion on color theory and paint mixing. On a basic level the idea is about properly rendering color in three dimensions through using rough proportions of 25% of the painted area being a shadow tone, 50% base color, and 25% highlight. I admit those proportions are terribly scientific and not representative of a painting style. However, those proportions are helpful when thinking about painting black. Black’s shadow and base color is black, which means once you have applied a solid layer of black all you will be doing is bringing up the highlights. This can be quickly observed on any model painted by GW’s Heavy Metal painters, and is obvious on chaos warriors or marines in black power armor.

The next concept in painting black is that black isn’t really black, at least not on cloth. Black is achieved in cloth through mixing dyes. This can be most easily observed in men’s dress socks. The color of black on the sock may be brown, blue, red, green, violet, and rarely grey. This knowledge can help us paint our highlights naturally. Armed with these two concepts, we turn to color selection.

Many painters, including myself at one point, will highlight black through the additive process. This means that we start with black and build our highlights by adding white to the mix. This is an acceptable way to highlight black, but I began to notice on my figures that these grayscale highlights looked flat and lacked life. This is when I discovered the paint color “Payne’s Grey”.

This wonderful near black color can be mixed using black, blue, and a dark brown. Alternatively you can get this pre-mixed. GW’s version is Necron Abyss, which is not as near black as I would like, but could easily be made closer by adding Chaos Black to it. Reaper Miniatures makes a color called Blue Liner that I feel is spot on, and it is what I use.

I start by applying my first highlight of pure Blue Liner where I want the highlights to start and paint towards the brightest point of the highlight. After this is done I will start adding an off-white color to the mix and repeat. It is important to note that I add these highlights where the paint is thinned about 50/50 with water, and I add very little white at a time because white can quickly lighten up the color, which can spoil some of your transitions.

It is important to note that using an off-white color is preferred. I suggest this because pure white can bring up the color too fast, and make your work look chalky. If you’re using GW colors I would suggest for your off-white using Bleached Bone, Dheneb Stone, or Astranomicon Grey mixed with some Skull White. I use a set of three off-white colors from Reaper. They are Linen White, Leather White, and Ghost White. Using any of these off-white colors will produce some really great effects when used with Payne’s Gray.


The wolf that used in my opening image uses a lot of these not black concepts and when you look at it you begin to see that working outside of grayscale gives the wolf's pelt depth and yet it still looks black.


Here is an example of my work using Payne’s Grey. I utilized Ghost White on this model. I’ll admit it is far from perfect, but I do like the depth that the blue in the Payne’s Grey gives to the highlights. (This figure is far from done.)


How do you highlight black? Have you used these colors before? Tell us how these concepts work for you.

View Comments

40K TACTICS: Nine Principles of War - Pt. 1



Applying the Nine Principles of War to Fifth Edition Warhammer 40,000.


A series by: Rogue428

The idea of applying actual ‘real-world’ military lessons and maxims to 40K isn’t new. We’ve seen everything from folks referring to Sun Tzu’s tenets to people developing tactics for ‘Fire’ or ‘Water’ armies to folks trying to adapt actual armor tactics to their IG builds. We routinely speak of ‘refusing the flank’, ‘double envelopment’ or ‘pincer maneuvers’, and even overlapping fields of fire and defense in depth. One of the problems with this is that 40K is not an in-depth simulation of war and it isn’t meant to be. 40K is an abstraction. At the end of the day, it is still a game dominated by dice rolls where anything can happen. 40K’s primary purpose, as the ‘most important rule’ reminds us, is to be fun. However, just because Warhammer 40,000 is an abstraction doesn’t mean that thinking about the game strategically is a useless endeavor.

Over the next few weeks, these articles should serve to guide the community through a strategic thought exercise with 40K as its focus. Not just thinking about the tactics of a particular unit or within a specific situation, but rather looking at the entire game in a strategic light. This should be beneficial to veterans as well as newcomers to the game. To start it, we need a common language to speak from. This series of articles will aim to give us that common vocabulary while sharing some thoughts on applying the Nine Principles of War to the Fifth Edition of Warhammer 40,000.

What exactly are principles of war? Well, that’s a little hard to pin down and folks have been trying since Sun Tzu if not earlier. I can tell you what they are not. They are not some kind of checklist that if you tick off each one you’re guaranteed success. Warfare does not work that way and neither does 40K. Your every decision could be tactically and strategically sound, then you roll a handful of 1’s, and there goes the game.

We could view principles of war as general truths or fundamentals inherent to the nature of war. But the definition I’m going to favor for these articles is that they are a guide, a method of classification that gives us a paradigm to speak from that can sometimes be violated but should always be considered. Remember, for every rule there is an exception (especially in 40K). These Principles are broad and overarching high-level maxims, and strategic in nature rather than tactical, but certainly can and should be applied at the tactical level.

Now that we’ve tenuously defined principles of war, we’re left with which ones we want to use. Just about every military thinker who has put pen to paper has his or her own spin on what constitutes the principles of war. For our purposes, we’re going to go with the ones based on those introduced by Major General J.F.C. Fuller and as defined by the U.S. Army. The Principles are not absolute. They are not the end-all-be-all of military thought. They do have the advantage of being small in number and easy to remember. There are nine of them. Listed in no particular order of importance, they are Mass, Objective, Simplicity, Security, Maneuver, Offensive, Unity of Command, Surprise, and Economy of Force. A nice simple way of remembering them is to use the acronyms M.O.S.S. M.O.U.S.E. In the coming weeks, we’ll explore each one in detail with a general definition and then my opinion (feel free to disagree) as to how it might relate to 40K. Some of the subjects we’re going to discuss may seem at odds with one another. That’s not a mistake. Every one of these principles is subject to the vagaries of the situation and therefore, depending on the circumstance, may not have equal weight concerning their application. (Definitions of the Principles of War from U.S. Army Field Manual 100-5 Operations, pg. 2-4 through 2-6. June 1993)

1. Mass: Mass the effects of overwhelming combat power at the decisive place and time.
“The enemy side always looks stronger, especially when they are firing at you from both sides”
-Murphy’s Laws of Combat

This Principle has three primary meanings concerning Warhammer 40,000. The first is just what the definition says. The Germans even have a word for it, schwerpunkt, which loosely translates to ‘center of gravity’ or ‘focal point’. If it looks like your opponent has an overall strategic advantage seek to develop a tactical advantage at a localized decisive point. A localized key victory at the schwerpunkt can have vast repercussions across the entire tabletop, allowing you to stop an opponent’s advance or roll up the opponent’s flank. Overly simplified, we can sum up the concept of Mass as, ‘Send your hardest stuff at your opponent’s weakest stuff.’ However, that really doesn’t do it justice and it really isn’t as simple as running down Dire Avengers with your Landraider. The schwerpunkt is fluid, certainly from game to game, and might even be from turn to turn! You must look at the terrain, the mission, your opponent’s forces, and reserves then if you feel the conditions are right, by all means, feed those Eldar a Landraider! Simply put, the Principle of Mass, in conjunction with the other principles, permits numerically inferior forces to achieve decisive combat superiority even in a war game dependent on dice.

The second meaning of Mass as it relates to 40K is tied to the word itself. It’s not hard to kill one Ork, but it is hard to kill two-hundred Orks. This is the Principle of War for horde armies. A horde army spread across the entire tabletop or held in reserve can be manageable and handled piecemeal. A horde army concentrating on one table quarter can be a real problem for most armies.

The third meaning of Mass relates directly to firepower. You don’t need to mass your forces in order to mass your firepower. A unit of Terminators can reliably shrug off one unit’s worth of lasgun shots. How about four units? How about eight? The more dice you force your opponent to roll, the more chances he has to fail. Many hard-as-nails units in the game aren’t as much of a threat in greatly reduced numbers. If you focus all your firepower at a given unit they tend to go away.

The bottom line: Even if numerically outnumbered, you can create a localized situation where your advantages outweigh your opponent’s.

And that’s a nice segue to our next Principle of War. Next week, we’ll talk about Objective. But in the meantime, when can you think you have applied the Principle of Mass in your games?

Rogue428 has been playing 40K since the start of 4th edition. He fields Dark Eldar, Tyranids, Daemonhunters, Necron, and of course, Space Marines. He attributes a large amount of geek cred to still having and occasionally playing his original 1st edition Space Hulk set.

© Copyright Michael F. Haspil, 2009. Reprinted with permission.
View Comments

Tuesday, October 6, 2009

40k Pic of the Day 10-6-09


Le Soldat Marbo strikes again!

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us. If its one of the rarer xenos races, even better!
View Comments

WFB NEWS: Skaven HO!




The floodgates are open, foul denizens of Skavenblight.

The initial wave of Skaven went up onthe Advanced Order page. Go check em out here.

Skaven Army Book $25.00
Stormvermin $49.50
Clanrats $33.00
Doomwheel $33.00
Deathmaster Snikch $15.00
Packmaster Sqweel Gnawtooth $15.00
Warlord Queek Headtaker $15.00

Black Boxes are headed out to stores across the world this week, with Clanrats and Doomwheel samples, so head on down to your local FLGS and take a look.

~All this stuff ships out on November 7th. We are 1 month out.
View Comments

POLL: How I Ruined Warhammer 40K (This Week)


Jwolf here. Last week I had things to attend to, so I could not arrive for my regular Thursday festival of destruction until 7pm. When I arrived, Goatboy walked over and explained to me that I had ruined 40K, and that I should expect to be hearing about it soon. And I sure did…

Goatboy had been stuck with a lousy work schedule, so he was really only playing 40K with me for the past month or so. I encourage him to bring horrible armies, whatever bad things he can come up with, the latest being a swarm of Battlewagons with Deffrollas and a small distraction force of Nob Bikers (with Warboss, of course). To me, this is a fun army to play for a casual game – Orks play quickly and we can get a couple games done in an hour or two. It turns out that not everyone likes to play games where a pile of crazed Orks are in your face on turn 1 (and every turn after that). The current emphasis on Anti-Mech doesn’t do much when the enemy is out of Melta range and then in assault. So I got an earful about how I ruined the game by encouraging Goatboy in his evil list building.

My response was written for me by Thucydides: “We must remember that one man is much the same as another, and that he is best who is trained in the severest school."

If you’re a competitive player, play the hardest opponents you can drum up, and play more games. Even if you’re a casual player, try to spend an extra couple of hours at the table this week; if you can’t do that, read the rules or something. Casual play does not have to be slipshod, after all.

~So are players like me ruining the game for everyone, or are we just doing whatever it takes to continually hone our skills on the tabletop? How do you guys deal with competitive players in your playgroups, and once a playgroup has "beefed up" with months of hardcore competitive play, can they ever go back to what they were before? Poll, right hand column, Attack!
View Comments

Monday, October 5, 2009

40k Pic of the Day 10-5-09


I bet its a fun ride inside the Rhino with those guys!

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us. If its one of the rarer xenos races, even better!
View Comments

40K/WFB DEEP THOUGHT: Balance vs Spectacle



Hi guys.

As I go over the 40k Space Wolves and upcoming rumors regarding the Fantasy Skaven something has been working its way around my mind.

A lot of folks have been saying that Codex Creep is real, and is only getting worse. They say that each codex is stronger than the last, and the power levels are only accelerating with each passing publication.

I think its something else. It feels like the studio is not adding power so much as spectacle to the Warhammer game systems. I remember back during late days of 3rd and early 4th, that there was a time when the game kind of "settled down". Warhammer seemed somewhat tighter and designed with things such as tournaments in mind.

As we moved into late 4th (probably around the time of Dark Angels and Eldar) slowly but surely a move towards spectacle began to show its head. Powers and abilities that while not very reliable, were very game altering began to appear. On the 40k side of things, Apocalypse, the great "King of Spectacle" entered the hobby, and it seemed like some of that energy has been with us ever since.

When I see things like the latest IG codex witht he amount of pie-plates that can be thrown around, or the power of the Space Wolves' Jaws of the World Wolf, I feel more certain of it every day. Some of the more recent magic abilities from Fantasy fit into this mold as well.

I'd like your take on whether you think this is coming to pass as well as your thoughts on whether playing in a game that is more "leavened" but tighter designed is better or worse than a system with more high-powered unpredicatability. Such spectacle-based systems leave more to chance but can produce more-memorable game-changing events.

~Your turn players...
View Comments

Goatboy's 40k Thoughts: Counts As?



Hi Goatboy here, on Saturday I popped in real quick to 40k Radio and chatted up with the guys there. The big question they were asking me, besides ragging on me for eating during the last one (I was hungry jerks! And to get a body this fine you gots to feed it!), they wanted to see my take on a counts as army. Well I usually find them to be ok as long as you do a few things to ensure that the game still stays intact.

WYSIWYG

First of all, we have to make sure your army is at least equipped right. If you have to ask what everything is equipped with, I would probably advise you not to play the game. I strive to make sure my own Space Wolves Goats will all be equipped properly. It is the only way to keep the same game experience even with models that are not what is normally made to fit that role. So make sure all your models at least have weapons that would fit the style of equipment they are using.

Correct Basing/Model Footprint

Nothing is worse then someone abusing a base size. When the model you are trying to replace with something different, make sure that they are on the same base. This also works the same with using vehicles that are different from the normal GW ones. As long as you get the right footprint for the model, the game can still work from its basic rules. Those sizes are designed to very specific for the model. It helps you see how many can assault the unit, as well as finding out what side you are hitting when you are shooting at the model.

Does it fit?

Probably one of the most important counts as rule is to make sure your models fit. It is one thing to run a fairly Viking based army that is chaotic looking as a Space Wolves army, but it is another thing to call your IG army an ork army. Make sure your theme creates the right modeling opportunities that still fit within the greater 40k universe.

I don’t have any test Space Goats finished as of yet, as it has been raining here in Austin and I haven’t had the chance to get some guys based. I am hoping the army's tweak towards Goats and Chaos will make for a really neat and distinctive army on the tabletop.

If you have any thoughts on playing or fighting against counts-as armies, lets hear em. If you have a really cool counts as army, post a link to it in the comments. It would be great to see a bunch of really awesome models here for others to get some inspiration. As usual shoot me an email to Goatboybols@gmail.com.





View Comments

Sunday, October 4, 2009

PAINTING: Chief Librarian Falkas of the Lamenters



This is a new piece I did up for my Lamenters army. I have always been intrigued by using 'Vortex of Doom', so I decided I needed a relentless psyker to do it. I approached most of the colors as I did with the rest of my Lamenters. But then it came to the blue and I had to try something different. Sure, I had painted the color blue before, but I wanted a blue that would really catch eyes in the way it contrasted with that certain color of mustard yellow I use. So, the yellow being mainly foundation paint based, I decided that was the way to go. Here is the final recipe I came up with...

1. White Spray undercoat (I use Armoury)
2. Mordian Blue
3. Devlan Mud wash
4. Ultramarine Blue overcoat (leaving the darker blue in the crevasses)
5. Ice Blue edge highlight

~That's it. Nice and simple. What do you guys think?~
View Comments

EPIC: Black Legion vs Blood Ravens (Pt.2)


Where Epic:Armageddon really shines is The Big Game. In my last post, I started to share with you a great battle that highlights how well Epic works at larger scales: a fantastic battle waged between the Blood Ravens (played by Aaron) and the Black Legion (played by Drew).

Due to the scale of this battle, I had to break the report into two posts--for the first two turns, please see the preceeding post.

Now let's resume this titanic struggle from the top of Turn 3...

Note: Special thanks again to Aaron and Drew for the original write-up upon which this post is based.

Turn 3: Initiative Blood Ravens
Teleports arrive before the turn proper begins, and this turn sees two formations of Chosen with Obliterators arrive on the battle field.

The Slaaneshi Chosen formation (CH 1) arrives behind Strike Team 2, deep west of the Chaos Blitz, in an attempt to catch the Marines in a deadly crossfire. The Nurgle Chosen (CH 2) then arrives deep in the Marine half, taking residence in the buildings behind the Reaver. Each formation takes one blast marker upon arrival.

Teleport Chosen 1 Chaos Blitz

Teleport Chosen 2 Marine Flank

Aaron and Drew now roll for the initiative (Strategy roll), and Aaron finally get lucky--much to Drew's chagrin (when you teleport, you really want to win the Strategy roll).

The Predators west of the Blitz sustain fire. Aaron laments that he did not take a mixed formation as he has more infantry targets than vehicles, but the fire does the job and four more Rhinos pop under lascannon fire while the Vindicators claim two more infantry stands. The target formation breaks and flees to the east.

Retaining the initiative, Aaron's Terminators engage the Chosen formation to their rear. Each side suffers three casualties in the fighting, but the dice are against the Chosen during assault resolution, and the 11-6 result for the Marines means that all but the Obliterators are cut down in the Chaos formation and the formation breaks.

Chaos replies with Chaos Land Raider (CLR) 1 sustaining fire on the Reaver. Shields are wiped away and one shot penetrates the hull. Worse, it causes a critical hit. Aaron is not happy.

Chaos retains the initiative with CH 2, which engages the wounded Reaver. Daemons are called forth, but (luckily for Aaron) there is not enough warp energies are present to call forth the Greater Daemon. Overwatch fire from DD 1 east of the Reaver kills two of the Chosen, but the remaining formation goes into close combat with the Reaver. Three more hits are scored on the Reaver, while the Reaver rolls terribly--1s and 2s. The result is 6-3 in favour of the Chosen, and the Reaver is broken. It takes the opportunity to withdraw to and secure the Marine Blitz object.

Chosen 2 after Chaos Assault on the Reaver

WH 1 sustains fire on the Chaos Predators, killing five and breaking the formation. The broken Predators retreat to the cover of the defences to their rear. Marines retain and the Terminators follow Slaaneshi Retinue (RET) A, doubling forward and firing upon them, destroying one stand.

RET A attempts to regroup after failing to activate. They are pounced upon by TB 1, however, and the resulting fire kills another stand, breaking the formation again.

Chaos reply with Helltalons targeting the close-knit formations of Terminators and Predators near the Blitz, one stand and one Predator are destroyed in the fire. Chaos retains, and once again the Swiftdeaths go on CAP--this will prove to be a key move on behalf of the Chaos Warlord.

Looking to secure the victory, Landing Craft (LC) 1 conducts a ground attack on CH 2, destroying one unit and breaking the formation.

Chaos respond with CLR 2 doubling across the ford in the eastern part of the table. Overwatch fire from the Tactical detachment (TD) in the buildings causes a blast marker only, as not all of the valiant Marines are in range. The Chaos Land Raiders fire, removing a void shield from the closest Warhound.

RET C retains and doubles forward, deploying its compliment of infantry, who take aim at the Warhounds. The fire from the Chaos forces is poor, though, and just a single void shield is removed. Finally, the Warhounds get their chance, and unleash a torrent of fire upon the Chaos Land Raiders. Three explode, shaking the nearby infantry to their core. The Banelord seeks vengeance and doubles forward to fire at WH 1, but again just a single shield is removed. (These are very lucky Warhounds, it seems. Such luck cannot last forever, though.)

The Whirlwind (WW) 2 formation sustains fire on the massed infantry and vehicles in the east, and two Chaos Rhinos and seven stands evaporate in the firestorm. The Chaos Bikes (CB) 1 formation advances on the western flank, taking up a position on Marine Objective 1. WW 1 sustains fire on the same target as WW 2, and the resulting fire destroys another two Rhinos and seven more Chaos infantry stands.

Note: Aaron was at pains to point out that he has never had such success with Whirlwinds before. Ever.

Looking to arrest all forward movement on the western flank, Landing Craft (LC) 2 retains and conducts a ground attack on CB 1, causing a blast marker.

CB 1 marshals and moves to the defences to the rear of Marine Objective 1. The Blood Ravens Land Raider (LR) formation doubles and takes advantage of the road leading to Marine Objective 1, closing on the objective and getting within the magical 15cm.

Now Aaron sees a possibility of winning the game on Turn 3 with a possible three victory conditions. Seizing the opportunity, his remaining Thunderhawk launches to land its detachments at the undefended Marine Objective 2. Upon approach, however, it is set upon by the Swiftdeaths. Their aim is true and the Thunderhawk is destroyed--along with its Assault and Devastator detachments payload. This is a terrible blow to the valiant Marines, and Drew has managed to keep Aaron to just two victory possible conditions.

The pain continues for Aaron, however, when Drew's Chosen formation manages in the Marines half keeps Aaron from claiming the They Shall Not Pass victory condition. The turn ends with Marines holding the enemy Blitz victory condition only.

Aaron takes some solace, however, when rallying goes badly for the Chaos forces, and the majority of the broken Chaos formations remain broken.

Marine Half Turn 3 End

Chaos Half Turn 3 End

Turn 4: Initiative Black Legion (Draw)
The Chaos Banelord starts the turn and fires on the Land Raiders to its west. One Land Raider is destroyed, and the formation is no longer close enough to Marine Objective 1 to secure it. The Blood Ravens respond with WW 1 sustaining fire on the CLR 1, but it causes a single blast marker only. CLR withdraws and defends the unprotected Marine Objective 2, careful to avoid the wreckage of the smoldering Thunderhawk.

Turn 4 Start from the centre West

Looking to change his strategy after the loss of the Thunderhawk, Aaron orders the Land Raiders to sustain fire at the Banelord. Its voids flicker under fire and now only two remain.

The Chosen in the Marine half call forth the power of the warp and summon a Greater Daemon. Although easy on the eye, she packs a mighty punch, and spurs the Chosen on to engage WH 1. The Greater Daemon destroys one Warhound with a flurry of first strikes, and the Chosen follow her lead to score three hits on the second. The remaining Warhound’s armour fails, and it too falls. Their luck has run out.

WW 2 responds to the movement of CH 2 and sustains fire on them in their building cover. One stand is killed and the formation is broken again. Chaos Helltalons swoop on the Land Raiders and cause a blast marker. DD 1 doubles forward and secures Chaos Objective 1. Firing on CLR 1, they cause a blast marker. Attempting to push the Marines away from Obj 1, the Predators advance and fire on the Land Raiders, but a blast marker is all that results.

The Reaver continues to withdraw and secures the Marine Blitz objective. The Swiftdeaths, seeing new the Marine battle plan, swoop on Chaos Objective 1 and kill four stands from DD 1. TB 1 conducts a similar attack on CH 2, killing four stands and ensuring that the Greater Daemon will return to the warp at the end of the turn. LC 1 strafes CB 1, killing another stand and making it harder for it to make a move. CB 1 makes its move and marches into Marine territory. LC 2 conducts a ground attack to finish it off, but fails to do any damage.

The WH 2 formation sees the threat and moves to the west and fires on CB 1. They kill one and break the formation. TD advances and secures Chaos Objective 2. The first Terminator detachment (TD 1) again doubles and fires on RET A, scoring another three kills and breaking the formation. The Predator (PD) formation marshals and moves towards the Chaos Blitz, assisting the second Terminator detachment (TD 2) in that location.

Turn 4 End Marine Half

Turn 4 End Chaos Half

Rally Phase: Again all aircraft make it off the battlefield. CB 2, the only unit in the Marine half, fails to rally and the Black Legions fate is sealed.

Result: Blood Ravens Marines win 2-0 with Blitz and They Shall Not Pass.

Chaos Blitz, firmly in Marine Hands

Packing up
Now that's an epic battle. What I really enjoyed when I was reading this battle report originally was the interrelationship that the game highlighted again and again between the infantry and armour formations: truly a combined-arms game.

Given his military training and experience in maneouvre warfare, Aaron is a tough opponent on the Epic battlefield (as, I can imagine, he would be on the real-life battlefield). Drew is an old hand too, though, and no slouch in the strategy and tactics departments. I've had the privilege of playing both of these guys and they really know their stuff, so I was understandably interested to know what they each had to say about this game and how their battle plans had fared in the field:

AARON
I stuck to my plan pretty much throughout the game. Where I was forced to change was when his Slaaneshi Retinue tried to make it down the left flank and in behind my Titan screen. Using the first Landing Craft and its compliment of toys there meant I was left a little short when it came to taking my Take And Hold victory condition. Loosing the Thunderhawk was the second place where I had to modifiy the plan. The point of this army list was to deny the enemy the ability to gain any objectives in my half, whilst taking my two in his half, and possibly his Blitz objective. Loosing the Thunderhawk meant I was not able to win on Turn 3. I adhusted my plan to enable my forces to take and win with the Defend The Flag, Blitz and They Shall Not Pass victory conditions. As a concept, this force composition works--now I need to refine the list so that it works at 3,000, ready for the coming tournaments: Heavy Bolter in Melbourne and CANCON in Canberra. This will require some playtesting of structure with different weapon systems.

DREW
With just two games under my belt with this army, and this being the smallest game it's seen thus far, I went into the game expecting to get smashed. A 2-0 result is a loss, but not a bad one.

I had a basic plan: lead with the Land Raiders and support with the large Retinues, the Predators and the Titan. The bikes would go up the flanks and help take the Defend The Flag victory condition, the Chosen formation with the Greater Daemon
would hit the Break Their Spirit target, and the other Chosen formation would support my Defend The Flag efforts.

To be fair, I was unlucky in getting a lot of 1s for my activation rolls--this was a huge thorn in my side, as it meant I had to
continually adjust and re-adjust my plans, and it lead to a few serious problems, like the Retinue formation becoming broken. This seems to be a constant issue with my Chaos armies.

In short, I could have been luckier, and I probably put too much into trying to hold my Defend The Flag victory condition, but I think my plan was solid.

It was a really fun game, and I'm looking forward to exacting some revenge in our next game.


~Special thanks again to Aaron and Drew for their excellent battle report, upon which these posts were based--a great job describing a fantastic game.
View Comments

WFB RUMORS: The Skaven Approach



There are foul tidings on the fetid winds that emanate from Skavenblight: Chittering teeth in the darkness say:

The old Skaven book has the following CORE units:

Clanrats
Skavenslaves
Stormvermin
Swarms
Nightrunners
Giant rats
Poisoned Wind Globadiers

Now, with the exception of Globadiers, all can be put in ranks and they are all core.

Rumoured mount options are:
Grey Seer - Screaming Bell
Plague Priest - Plague Furnace, Giant Rat
Warlord - Rat Ogre, Giant Rat, Litter/Throne of some type
Mounts are only for characters and Nurglitch will be used a lot both as a Warlord and a Plague priest.

Ikit Claw will be a spellcasting nightmare, and good in combat to boot. He will be able to use all the Skaven spells or any of the normal 8 lores.

Deathmaster does indeed have a dagger in his tail!


SiN is in.
+1" flight remains.
Skaven may still decline challenges and use LD for the unit.
Life is Cheap is only for slaves.

Vermin Lord is back
Doom Wheel is back
Seer LD7
Assassin is a hero choice
Warplock pistol or muskets for all characters

Clanrats: 4 points.
Nightrunner: 7 points, no skirmish, one movement before the battle starts, two hand weapons and throwing stars included, LD:6 (9 with full ranks).
Stormvermin: 7 points with halberds and option for shields, S:3, 25 point magic items for the champion.
Rat swarms are non 0-1 and 25 pts each.

Rat Ogres: 40 points, plus 8 points for each handler. Frenzy, champion WS:4, A:4.
Master Moulder is a kind of unit champion with LD 6, no mixed units with Rat-ogres and giant rats.
Jezzails: S:6.
Gutter Runner: 6+ ward save.
Plague Monks: no poison.

Hellpit Abomination: is in and quite potent.
Plague Furnance: giant censor pushed by plague monks, impact hits and gas.
Warp-lightning Cannon: fires like a standard cannon with a 3" template at the very end of the line, strength still random, no armor save, D6 wounds, crew doesnt have to flee, LD 7, @90 points

5 different weapon teams
-Ratling
-Warpfire thrower
-Poisoned wind mortar, similar to globadiers
-Hand to hand weapon team with impact hits and additional attacks
-Warpdrill to tunnel for Eshin units (conflicting info)

13 different spells, 6 for Warlocks, 6 for Plague priests.
D3 warpstone tokens for every mage at the start of the game.
Warp lightning does only d6 hits and 1 still hits the caster
Spell to stop fliers
Spell for -1 BS to all enemy shooting

"13th Spell", casts on a 25+, cannot be augmented with bonus dice. Target unit suffers 3d6 wounds, no saves allowed. Any survivors are replaced with clanrats.

Plague Furnace is a mount for a plague lord/priest. It is said to works like a Cauldron of Blood, giving a bonus like poisoned attacks or frenzy to nearby units, whilst nearby Pestilens units gain either Hatred or possibly Stubborn. (conflicting info)

Plague Catapults are S:2, no armour save, 5" template and the target unit must take a panic test if wounded.

Storm banner is like the old one except it runs out at 4+. Which I think is probably better than before.

~As usual, standard caveats apply to all of this. Have fun you Skaven lovers.
View Comments

40K RUMORS: Dark Angels Fortress for Xmas



Hi guys.

Remember waaaaaaaaaaaaay back in April when we broke word of this super fancy Dark Angels "Indomitable Fortress" from the Planetstrike book being available in plastic?

Well word bounding around the Lounge courtesy of: reader cerialk says it is headed your way this holiday season, as a full plastic kit for @ $99 USD. It is apparently one of those "gifty" type items Games Workshop release every December as they've done the past few years.

~Definitely go flip through your Planetstrike book and take a good look. Its a beauty!
View Comments

Saturday, October 3, 2009

WARMACHINE: Pic of the Day 10-3-09


Khador vs Cygnar: Eternal enemies square off...

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us.
View Comments

40K CAMPAIGN: Badab War: Week II

~Master Huron took a darker path. His men attacked the
staging area defensive posts, and turned their weapons
on any vessel that came within range. Within weeks,
several convoys had been destroyed by their supposed
defenders, and Orman was forced to abandon the entire
staging program. Shipping losses were mounting, and a
stronger response was needed.~


So week two of the Badab campaign is in the books with some impressive battles on either sides. Everyone got their match-ups and got to business, with the Rebels again eeking by with a 3-2 edge and more assets for the Apocalypse battle coming up in two weeks.

Round II results:

ATTACK ON VERKRUZ
904.M41
:::: Dispatch received Lacrima Vex, Captain Lukas reporting from the Vercruz battlezone :::::

The loyalist forces protecting the Verkruz naval base proved to be more formidable than previously thought. Captain Culln of the Red Scorpions provided brutal defense, leading a large number of his chapters honor suits to battle.

Though Athaloc thought it best to initiate a full out attack, the reprisal from loyalist forces was surprising, and many of our brothers now lie dead. I only hope to the Emporer that we have a better plan.

The Loyalists gained a 'Heroic Stand' asset for the Apocalypse battle.


ZATHATETUS GRAND


903.M41
:::: Dispatch received Eternal Sovereignty, Brother Arrix reporting from the Zathatetus system :::::

Targets engaged in Zathatetus warzone. While raiding merchant fleets harboring the weapons of our enemies, we were attacked by Red Scorpions under the command of Captain Culln of the 1st Company.

Though losses were high on both sides, the venerable Land Raider Mandible was able to secure the victory for our forces. Master Mantodea mortally wounded Culln also, though he teleported back to his waiting Strike Cruiser.

We captured the 'Careful Planning' asset.

ATTACK ON TARTURGA IV

904.M41
:::: Dispatch received Gladius Rex, Sergeant Avra reporting from the Tarturga IV Spaceport :::::

First Novamarine Strikeforce has landed and made contact with the enemy. Corsairs have infiltrated deeply into the spaceport, using a hidden system of tunnels to facilitate their movements and guerilla tactics. When forced into the open, Chief Librarian Durja was able to slay their leaders, including a renegade Librarian.

Corsair Veterans are pursuing Balakun's Scout Squad out of the Operational Area. Sergeant Nandapal and his squad have been sent to assist, while Chief Librarian Durja attends to the recovery of Brother Aniravvash and his sarcophagus.

Additional forces will be necessary to continue the fleeing Corsairs and secure the hidden passageways and eventually Tarturga IV Spaceport.

The rebels have captured a "blind barrage" in their victory.


2nd Zathatetus Grand

In other parts of the Zathatetus warzone a Mantis Warrior patrol ambushed and destroyed a Cruiser belonging to the Star Phantoms chapter, who have not entered into full scale battle yet.


2nd Attack on Tarturga IV

In other parts of the Tarturga warzone a force of Sons of Medusa destroyed an Astral Claws raiding party. Huron himself was even said to have faltered in battle.


~Stay tuned for further campaign coverage over the next few weeks. Will the Badab system fall, or will Master Huron throw off the yoke of Imperial rule once and for all?
View Comments

40K NEWS: Space Wolves Ship



Today is Space Wolves day Warhammer 40k fanatics!

After months of speculation, hearsay, black box previews, and formative battle reports, the Sons of Russ are on the shelves at your local FLGS or the GW online store.

Codex Space Wolves $25.00
Space Wolves Pack $35.00
Space Wolves Wolf Guard Terminators $50.00
Canis Wolfborn $41.25
Lukas the Trickster $15.00
Njal Stormcaller $20.00

~Today is the day we have to start wielding or defending ourselves agasint the spawn of Leman Russ. Many young Wolf Lords are already throwing up army lists in the Lounge here. What are you doing to prepare?
View Comments

Friday, October 2, 2009

40k Pic of the Day 10-2-09


Sorry buddy, the Rhino's full.. * psst...Jenkins, lock the doors*

~Your daily dose of tabletop fun! Enjoy. If you have an awesome shot you think would make a great BoLS pic of the day, email us. If its one of the rarer xenos races, even better!
View Comments

40K Design Challenge: Space Marine Legions


Hi guys,

I have a good design challenge for you today. Its been more than 2 years since we updated the Age of Heresy Campaign book, and the time is now!

There have been multiple new Horus Heresy novels in the interrum, and 5th edition as well as the Space Marine codex has been updated. As we begin our total revamp of our beloved campaign book, we would like to get the BoLS readership involved in some early brainstorming.

Today's challenge my fellow Horus Heresy enthusiasts is the following:

1) Select one or more Legions from the list below.
2) Write out a "chapter tactics" rule no more than a paragraph in length (see Codex: Space Marines for examples) that would be assigned the Legion's named characters that would exemplify their background and legion charactersistics. Be sure to add your justification fo the abilities.
3) Drop your creation into the DISQUS comments or the Lounge thread here.

Legion I: Dark Angels
Legion III: Emperor's Children
Legion IV: Iron Warriors
Legion V: White Scars
Legion VI: Space Wolves
Legion VII: Imperial Fists
Legion VIII: Night Lords
Legion IX: Blood Angels
Legion X: Iron Hands
Legion XII: World Eaters
Legion XIII: Ultramarines
Legion XIV: Death Guard
Legion XV: Thousand Sons
Legion XVI: Sons of Horus/Luna Wolves
Legion XVII: Word Bearers
Legion XVIII: Salamanders
Legion XIX: Raven Guard
Legion XX: Alpha Legion

~I can't wait to see what you all come up with. Remember we are talking about the Legions at the time of the outbreak of the Horus Heresy, so many of them will be quite different from their 40th millenia counterparts. Have fun, and by all means comments and feedback on the ideas presented are welcome.
View Comments

Thursday, October 1, 2009

40K: Space Hulk FAQ



Thats right. In record time for Games workshop, the first Space Hulk FAQ is out.

(so fast it doesn't even have copyright or legaleze info on it)!

Grab it here you Space Hulk clearing fanatics!
View Comments

EDITORIAL: Rumor Control


Today its time to talk a little about rumor control. I don't mean the particular rumors themselves, but the management and strategy of them. Today's case in point: Games Workshop

Back in the days of yore, rumors flowed like rain from the heavens, and it seemed everyone, "knew a guy, who knew a guy" and the community was in a constant state of hysteria and bated breath. Then came:......

The Mumak!!! (you guys remember)?

It was going to be GW's largest plastic piece EVER!, and it would slice bread, wax your car, and anything else you could think of. Then the early pics and details leaked out and in general the Mumak was pulled through the ringer, taken out behind the barn and put out of its misery before it even hit the shelves.

Some blamed the rumormill for the abortive launch. Others countered that rumors only reinforce the innate merits of any product: growing sales for exemplary ones, while punitively crushing lackluster ones.

That was the beginning of the shift. Slowly but surely the "velvet curtain" descended over Games Workshop future releases. There were never hard rules, but nebulous 6,then 4, no make that 3 month marketing windows. And now, many, many, many moons later we find ourselves here, with a somewhat tighter information channel. What exactly has it bought the company?

Some say that the primary goal of a tight information channel is to ensure that future sales are not cannibalized by hearsay and speculation. Others say that with long advance notice, the "surprize-wow" factor of new products is diluted when the actual release day comes. Still others say they want to give any competition as little notice of future products as possible.

But....

On the other hand, there seems to be something very ho-hum, and pedestrian about the enthusiasm level over recent releases. Even in the cases of some outstanding individual pieces, I have been surprized to hear lifelong hobbyists saying things such as "oh well, thats very nice, but moving one... have you heard of this cool new thing..." Gamesday, after Gamesday, after Gamesday keeps cranking out disenchanted hobbyists saying "what was the point". Marketing professionals will tell you that well crafted rumor and tease campaigns can substantially INCREASE buyer engagement, sentiment, and drive sales.

As the old saw goes: "Its not the having, its the wanting."

~It's a charged topic and companies in the space are taking very different approaches to the issue. What say you?
View Comments

Battle report: Ard Boys Round 2!


Ard Boys Battle Report Game 2
Roland Manarin and Imperial Guard vs "The Leafblower"


So Second Game Round 2 was against another IG player named Roland Manarin who was a great and fun opponent.

Roland's list
Command platoon
Officer squad w/ Flamer and Astropath
Infantry platoon leader with flamer
4x Squads 10 guardsmen and an Autocannon x3 and one with a heavy bolter
3x Veterans with melta x2 and demo
1 Veteran w/ flamer and demo in a Chimera
2x Psyker battle squad in Chimera
Inqusitor with two mystics
Valkyrie
2x Vendetta separated to fly solo w/ veterns
2x Leman Russ in a squadron w. Lasscannon and Heavy Bolters
Leman Russ Demolisher and another Battle tank
2x Basilisk in a squadron

Scenario 2: DATS MINE!
Mission: Seize Ground (5 objectives)
Deployment: Pitched Battle

Deployment: I win the roll and deploy first. I setup on the back line with my Chimeras protecting my Medusa and my Hydras. I put my my pair of my Valkyries with Veterans on the left and right flank 12 inches on the line ready to do their scout moves. I set everything on the back line to take advantage of cover because I knew going against Guard I had to be prepared for reserves and for his Vendettas to come from the sides.

Roland deploys most of his army and kept his Valkyrie and Vendettas with Veterans off the board. He hoped to seize the initiative and try to take down his biggest threats as it was pretty much all or nothing in the second round. He deployed his Basilisk in the far corner and his other Russ in the other corner. He was trying to use his Guard troops as a screen so my veterans wouldn’t be able to get close enough to disembark within Meltagun range of his heavy choices. I did my scout moves and he wasn’t able to seize the initiative from me.

My Turn 1: I move my left Valkyrie close enough to deploy my Veterans on his Russ squadron to hopefully destroy one or if not both of them with Melta guns. I do the same on the right side to his Basilisk. I shuffle tanks forward and try to move close enough to objectives to sit on them. I start shooting at his Russ squadron with the veterans and they blow up one and stun the other. I throw my Demo charge and of course it goes right back on top of my veterans killing all but two! My other veterans hit the basilisks blowing both of them up as the +2 to the damage chart meant even rolling a 2 would nail em. Medusas fire at the Russ Squadron in front of the veterans who just killed themselves blowing up the last Russ. My Manticore fires and hits one of the Russes and hits part of the Command Squad, killing a Russ. The other Chimeras start shooting at troops and other squads and three more IG squads run off the board or die from fire. My two Veterans flee back 4 inches and Roland has most of his heavy hitters gone.

Roland’s Turn 1: Roland tries to recover from what he just lost but he only has some normal squads and one Psyker Battle Squad with a Chimera on each flank. He moves his Chimera away from the Veterans and regroups to the center and tries to establish fire lanes down the middle. He moves up his Veteran's Chimeras to my Valkyrie to try and blow it up. He shoots and only immobilizes it so it drops to the ground. His other Chimeras kill some Veterans and he destroys one of my front Chimeras with my flamer Command squad on the objective.

My Turn 2: I fallback with my Veterans who only have a squad of two guys and they go back two inches....close enough for double pen range on Roland's Chimera that just shot down my Valkyrie. My Veterans on the right get back in the Valkyrie. Medusa and more guys move up 12 inches to get close enough to grab and contest Roland’s objectives. One of the Special weapons squad that embarked into one of the Troops squads Chimera that were bunkered down on my Objective in my deployment zone move 12 inches. They moved up close to get in position to flamer his veterans if at all possible or demo charge the last Russ if I couldn’t kill it. My Manticore shoots and does nothing. My Medusa fires and scatters off the board. My Hydras turn and shoot guys out of a Chimera and the rest of the Chimeras shoot out another squad and the Psyker Battle Squad makes another squad run off. Finally his Chimera blows up from my two lone Veterans that were fleeing killing only 3 of the occupants and pinning them.

His Turn 2: Roland’s has lost 75% of his force and needs his reserves to come on the board but without his Astropath he is at a -1 which really hurts. He rolls and only one Vendetta arrives and it comes on the right flank. It shoots at one of my Chimeras and blows it up from the rear. Roland moves his Psyker Battle Squad Chimera farther back to the left corner and moves his other one to the center to get away from the Veterans in the Valkyrie.

My Turn 3: I move forward and away from his vendetta as I figure my Hydras will take care of it with side shots. I need to keep putting pressure on Roland and get him into the back corner. Special Weapon Squad in the Chimera gets setup to drop the flamers on the Veterans that just got out. I get in position to kill the last Russ with my Medusa and second Valkyrie. Roland's other Chimera gets setup to be rushed by another Special weapons squad gunning for the Pysker Battle Squad. I start my shooting phase killing all of the Veterans with flamers. Medusa destroys the other Russ. The last Vendetta is stunned by my Hydras. Both of his Psyker Battle Squads Chimeras got blown up and they were stuck on the ground. After that turn Roland decided to call it as we were just going through the motions at that part.

Roland was a great and fun guy and after the game we had discussed about why he didn’t have his whole army in Reserve as I thought that is what he was going to do. He said in Ard boys it was all or nothing and he had to take the chance. Otherwise it was going to be a uphill battle form the start and he knew it. He was a great guy and wish we had more of them around in Austin.

~Round 3 Battle Report coming soon. The floor is yours generals.
View Comments
Blog Widget by LinkWithin

BoLS Followers

 

Product Reviews

Battle Reports

Miniatures Painting

Minis Conversions

BoLS Videos

News and Hobby Topics

abyssal dwarf Academy Adam Adepticon Adeptus Arbites advertisement Aeronautica airbrushing All Voices Anonymous anima tactics Apocalypse armylists Aventine Battle Engines battle reports Battlefleet Gothic battletech beastmen bigred Black Blow Fly black templars Blazing Sun blogging blood angels boardgames BoLS BoLScon BrassScorpion Brent bretonnia Bulwark bushidoredpanda Caldera campaigns chaos daemons chaos dwarfs chaos marines cheating Circle Orboros CoA comics Community Confrontation conversions corporation CrazyRedPraetorian cryx cygnar Daemonhunters daemons of chaos Dark Age dark angels dark eldar dark elves Darkwynn deathguard domination dreadfleet Dukes lounge burp DUST Warfare dwarfs Dystopian Wars editorial eldar elotsip empire Epic EvilEd209 feast of blades FFG field of glory finance flames of war forgefathers FOW Primer france Fritz FSA FTW Games Gale Force 9 game design geek nation tours Gentleben Germany Goatboy GR00V3R Great Britain grey knights Hell Dorado high elves historicals hobby humor imperial guard Index interview jawaballs Just_Me jwolf khador kingdom death kings of war Kirby Knowledge Bomb KoB Kraggi kromlech Legion lizardmen logo sheets lore LoTR Malifaux mantic maxmini menoth mercenaries Mercer mercs miniatures minions Mkerr Mr. Black necrons news/rumors No Quarter oddball ogre kingdoms orcs/goblins orks orx painting paintrana plastic dudesmen polls Privateer Press project logs Psyberwolfe puppetswar realgenius Reaper Relic Knights retribution review Rogue Trader RPGs rules Sekhmet Sisters of Battle skaven skorne Soda Pop Soviets space hulk space marines Space Wolves spherewars Spikey Bits Star Wars Strangleweb tactics Tau terrain the girl The Painting Corps This Week in 40K Podcasting thunderstruck titans tomb kings tournaments tpm trollkin tutorial tyranids undead United States vampire counts video videogames vietnam wargames wargames gallery WarGamesCon warhammer 40k warhammer fantasy Warlord Warmachine-Hordes warpath warriors of chaos Way of the Wilds Witch Hunters wood elves wrath X vs Y zombies

Masthead

Editor & Publisher: Larry Vela (Bigred)

Writers: Aventine, Black Blow Fly, Brass Scorpion, Brent, BushidoRedPanda, Darkwynn, GentleBen, Goatboy, Hero, Lux, Psyberwolfe, Col. Festus, Fritz, Gar, Grey Death, Jawaballs, Just_Me, Man Boy Genius, McNs, Mr. Black, Paintraina, PsyberWolfe, Rabscutle, Relasine, Spacecurves, SpankyHarrison, Strangleweb, TastyTaste, The Girl, TPM_Blood Angel
Community Managers: Aims, Duke, RealGenius
Photographer/Videographer: AdamHarry, BushidoRedPanda, Minus67