Highlights: This week the guys conclude their coverage Horus Hersey 3: Extermination, hitting on all of the rules found in this book. They kicked off the show with what they have been up to lately in the hobby and gaming. This included their thoughts on some of the new 7th Edition rules and Adepticon’s new location. They then moved on to part two of their coverage of the Forgeworld book Horus Hersey 3: Extermination! This was all about the crunch and rules found in this book and they started with the rules for the Alpha Legion and their Rites of War. They also discussed some of the truths revealed within this book, including Alpharius’ nature and all of his crazy rules! They then hit on to the Iron Warriors and their Special Rules such as Wrecker, and of course their primarch Perturabo! Next it was on to the Imperial Fists and their special rules like ‘Blood and Honor’ and ‘Disciplined Fire’, their Rite of War, and the units and abilities available to them. This included some of their amazing Special Characters and of course Rogal Dorn! Then it was on to the Ravenguard and their Special Rules. This included ‘By Wing and Talon’, ‘Flesh over Steel’, and some of the special wargear available to them. They also cover their awesome Special Characters including Corax! They then discussed the Adeptus Mechanicus forces found in this book, which included the Skitarii and how they fit into the Mechanicus lists and the huge cost to field a unit of them. They closed out the show by talking about the two separate Campaign Systems found in these books and how they work. They started by talking about the Victory is Vengeance system and how it is designed to put the Loyalists on their heels, with new supply rules, moral, and pinning. They also discuss the new Boarding Actions rules and how they tie into the Zone Mortalis rules.
Opinion: I cannot recommend the Independent Character reviews of Forgeworld books highly enough. The story coverage is always outstanding and is followed up with yet another great podcast on the new rules. I have to admit, I am really thinking about getting into a Mechanicus army and this book seems to be the best starting point. Thanks for the great review guys, it was a pleasure to listen to!
Highlights: This week the guys are digging in deep to the new 7th Edition rulebook. They kicked off the show right away with first impressions on the new/old rules and how this feels like a 6.5 as opposed to a full blown 7th Edition. They then moved on to hit on all of the hot button items that the internet is up in arms about, things like the unbalanced Psychic Phase, the Army Composition, the need for FAQs already, the Daemons Super-Summoning list and much more. They then moved on to talk about how armies are put together now with Force Orgs not really being a limiting factor anymore. They then move on to the sections of the book, highlighting any subtle changes they found, which included the rewording of Leadership rolls, removed from play, Line of Sight, and the complete definition of the Turn. Then it was on to the Movement phase and nothing much had changed here, save for the vertical coherency rule. Next it was on to the new and controversial Psychic Phase! They described how this phase works, how mastery levels and warp charges now work, how powers are generated (including the weird paradox of Psychic Focus), how much harder it really is now to generate powers, and how they are denied. They moved on to talk about the different Psychic Disciplines and the new and old Psychic powers now available and how things have changed, included Witchfires being a bit different. They closed out the discussion by discussing how the randomness of the Psychic phase could make or break the game. To close out the show, Eric was back with another ‘Tactical Terrain’ and he discussed how the rules have changed for even the most basic terrain types, like Ruins, Woods, and Hills. Ruins lost almost all of their special rules and templates in ruins are missing rules as well. He also discussed the lack of Fortifications to be found in the new rulebook.
Opinion: Ok, so aside from the unconventional episode name for this week, this was exactly what I had been waiting for. Nobody come close when it come to complete tactical reviews of a new rule set, and this week Neil and the gang did not disappoint. Every little tweak and change you could imagine was exposed and reviewed, and I am really looking forward to the next installment! Outstanding show guys!
Highlights: This week the boys are back to their review of 7th Edition, a week after the release. They kicked off the show by talking about how they feel about the new edition and the weekly listener poll. This involved the community’s thoughts on the new edition and the possibilities of what competitive play could bring. Next, it was on to ‘Model of the Week’ where they discussed the gorgeous Gorkanaut! This included a conversation about the scale of the game today and how much bigger it is getting with things like this, the Knights, and more. Then it was on to the main topic of the show, the Psychic Phase of 7th Edition. They kicked off the show with a discussion about the Psychic haves vs. have-nots and how unbalanced it is to have an army that cannot mount any defense in this phase. They moved on to discuss each of the psychic Disciplines, starting with Biomancy, and they talked about each of the powers. They moved on to Divination, Pyromancy, Telekinesis, Telepathy, and then they move on to the new and deadly Demonology Powers! They also discussed the effects of Perils of the Warp and how they now work. They closed out the show with their ‘Weekly Listener Poll:’ which is the better of the Demonology powers? They tossed in an old school ‘Stupidity Check’ and this week they talked about the new Dystopian Wars Second Edition.
Highlights: This week Jon, Jason and Johnny are back and lead into the show with the big news of 7th Edition’s release and FAQs. They do not plan to do a full review just yet, but each of the guys gave their first impressions of this new edition of the game and what they have noticed is different from 6th. They moved on to talk about the three massive changes they felt happened to the game, which started off with the new Psychic Phase and the loss of powers for armies like Space wolves and Blood Angels. Next, the moved on to the new Malestrom of War mission and how this fundamentally changes how games can be won and lost. They topped off the topic with the changes to the FOC and how Unbound and Battle-Forged armies really are much more different then we thought. This included dedicated transport for Troops being scoring and ‘Objective Secured’, the power of the drop pod, and a lot more. Johnny also talked some about the changes to Challenges and how wounds now spill over. Next, the guys talked a bit about what is going on locally for the Overlords, which included the Overlords birthday bash! Then, the boys moved on to what they have been up to lately in gaming and the hobby. This included Johnny’s trips to the ‘Throne of Skulls’ and ‘Clash of Titans’ tournament. After a break, the guys came back with the main topic of the show, “forging the Narrative’ through the painting and modeling of your army. They discuss way in which you can paint and model your army to incorporate it into the background story of your army. This included some cool ideas on how to highlight your models, add some cool bling, and how a spruced up base can help a lot.
Opinion: Well the wiat is over and 7thEdition is here. While we may not see a full review from the guys yet, hearing their initial thoughts on the new book and the new phase of the game was interesting. I especially liked Jonny’s coverage of ‘Thorne of Skulls’, the last remaining bastion of GW sponsored tournaments. They gem to this show, however, was the hobby segment on dressing your army to fit your narrative. They had a lot of really cool ideas that I am going to have to borrow.
Highlights: This week the guys continue their coverage of 7th Edition and are joined by Doug Johnson from TableWar! They kicked off the show by discussing some of the games they have been playing in 7th, including Paul’s game against the Demon Summoning Bomb! They then discussed some of the interesting things within the rules they have found, things like Nova charges hitting flyers, and how the Psychic phase has really changed the game, and how to combat it! They started to hit on the weird new combos that may have been overlooked and may now be useful in this new edition. This included a great conversation on Fateweaver and how he generates his powers now and the Crucible of Malediction. They then moved on to talk about Psychic Focus and how to not be in violation of the rules and some of the limitation the internet is already talking about doing with the new rules. This including limiting Lord of War slots, altering Psychic Powers, etc. This moved on to a conversation about how 6th was changed to allow for competitive play and how they do not want to see this translate into 7thEdition as well Doug then discussed the F.A.T. Mats there he and Reese are doing with Frontline Gaming. They move on to some more oddball rules, like being able to Psychic Screeching the Lascannon from the Aegis Defense Line and Assaulting out of a building. They closed out the show with some fun with the new Ork models!
40K Radio – Episode 75 ***Explicit*** New Orks, Horus Hersey Weekender, and 7thEdition brief review
Skardcast – 83 7th Edition, Competitive Leagues Roundup and more!
The Deployment Zone – Episode 55 Astra Militarum Review plus Mr. Dandy Interview!
The Combat Phase – Episodes 51-53 Horus Hersey Weekender, 7th, Orks, and a great Dan Abnett interview!
After Ullanor – Episode 6.2 Descent of Angels Discussion
Wolfkin Podcast – Episode 12 The Psychic Phase
The Loaded Dice Podcast – Episode 4 (Three Parts) 7th Edition Review
The Kessel Run – Brought you by the Heroic 28s!
Scum and Villainy – The Team Covenant X-Wing Podcast
The X-Wing Podcast ***Explicit*** – Ben Curry & Ben Johnson’s UK Show