Sunday, 31 October 2021

Kaelo Rylanus - Hobby Update

Hi all

As I said in the last post, we are getting back to a bit of normality now with the studio nearly being finished. We have been moving bits around this weekend and started the foundations of the first table. Here is a bit of a sneak peak of the studio:

We are currently sourcing a few cameras so that we will be able to start expanding our coverage to live videos and YouTube content. Very exciting!

I am going to try to start a regular hobby update at least once a week to keep myself motivated over the winter months. I am currently finishing a few projects including a Thousand Sons cult, an Ultramarine detachment and 2000pts of Custodes. I will share some progress and fluff in my new series of articles.

I also have 4 copies of the Black Templar box set to use for my next project - my own chapter creation - the Ultima Templars. I will have a short piece of fiction soon to share about the chapters creation and roll within the Dark Imperium.

Really looking to get going and we have some projects we can’t discuss too so don’t forget to follow us as we start going forward!

Stay fluffy


Friday, 29 October 2021

Lord-Commander Bastian Carthalos - Review

Hi everybody

Today I wanted to take a look at a model that GW has recently sent us to review - Bastian Carthalos!

This model was previewed a few months back and is absolutely incredible. 

He was an absolute dream to put together and GW seem to have perfected invisible seams in cloak creases as you can see below:

The scenic base is nicely detailed too:

One thing I was particularly keen on, was to see how he would fit alongside Guilliman as a potential Vulkan proxy. Here is the answer:

Sadly, not too well. As Vulkan was actually taller than Guilliman then I don’t see this working unfortunately.

Still, with a big preview coming this weekend who knows?! There could be a Primarch coming right around the corner!

Finally, I wanted to give our readers a bit of a reason as to why we have been fairly quiet of late:

Most of our readers found us through event coverage and news, something which has been massively affected by Covid. Coupled with a hectic real life as people made up for lost time during Lockdowns 1, 2 and 3 in the UK - between our 5 authors we have seen 2 engagements, 1 wedding, numerous puppies and kittens being rescued, 3 house moves etc etc. However, following discussions we had as a blog earlier in the year we have decided to move into YouTube videos and expand our Facebook and Instagram presences. We have even had a studio converted which we will be able to have some awesome battles on in the coming weeks/months. 

Basically, we are back and we have some great content to start sharing and hopefully get back to our pre-covid output.

As always drop me a message here or my Instagram if you want a chat or have any questions!

Stay fluffy!


Tuesday, 5 October 2021

Ork Codex Review: Part 2

Hello everyone, 

It’s time for part 2, where we’ll take a look at the Warlord Traits, Relics, Psychic Powers, Datasheets and Points. 

Warlord Traits 

A major boon in this new codex is the strength of Ork characters, particularly Warbosses. Combining them with Traits like Ard as Nails for a minus 1 to wound aura means you can make some really survivable characters especially combined with some of the Relics on offer.

Brutal but Kunnin is the obvious pick for an offensive character but I do also like Big Gob. Pushing that +1 to hit aura out to 9 inches could be really effective in some builds, with lots of core or character units nearby. 


There are some excellent relics in this book, I would personally combine a relic or warlord trait that grants  an improved invulnerable save with something strong in combat. 

As you can see below Supa Cybork body is amazing for this role, combined with Brutal but Cunning and you’ve got a great combination. 

Da Killa Klaw is also a really nasty relic which you could combine with Da Best Armour Teeth Can Buy for that +3 save and +4 invulnerable save on your Bad Moon character. 

Power of the Waaagh! 

I think here you have to be looking towards the classics of Da Jump and Warpath for the movement it gives you for playing the game and for the extra attacks. I favour Da Jump as I like it’s flexibility for throwing a late game Warboss or Boy unit across the board from their hiding place. 

Looking at Fists of Gork though, I’d be very tempted to take this and use it on the Beastboss on Squigsaur. What a monster he’d be! 


There’s a fair bit more to talk about here but we’ll mention some of the big changes. 

Dakka weapons have changed to the two values as you can read below, I think this is a way of reducing those re rolls that slowed down playing with orks so much. 

My Bad Moons do miss the rerolling ones but having played a few games now, I do think it was better to move away from this. Bad Moons certainly do benefit from the extra 6 inch range, meaning they’re more likely to be in half range for those extra shots. 

Ramshackle is obviously a strong ability for vehicles making them a lot more durable than the old ramshackle rule. 

One thing that is a shame are the changes to mob rule, even with T5 Ork boys still die fairly easily to small arms fire, I often take at least 20 casualties on a 30 Ork unit in the first turn if I fail their charge. This means morale will always be an issue for any big units now and so Insane Courage is the only way to keep them around for 2 CP. 

However, I do like this tactic as it is a great way of hemming your opponent in on their first turn and potentially denying them an objective with a charge. Even though you’re losing most of a big unit if you fail the charge, they still have a tactical use and with insane courage they will stick around into turn 2. It can also be a great distraction piece to help the rest of your army advance unscathed. 

Calling a Waaagh! 

Calling a Waaagh has now disappeared from the Warboss datasheet and into its own rules section. 

These are just once per battle abilities but will certainly pack a punch if chosen in the right turn. This will take some planning to have as many Ork core or character units getting into combat on the same turn but you’d expect turn 2 and 3 to be the best turns to use it in. 


Obviously there is far too many units to look over on a here but we’ll look at a few of my favourites. 

An excellent choice in an aggressive army, movement 10, it’s getting up the board pretty quick if he runs on turn one. Having an inbuilt -1 damage rule is also amazing so picking a trait or relic that would grant an improved invulnerable would make him a brilliant hammer unit. 

Da jump some Snagga boys up the board with him and you’ve got a powerful combination of threats.

Their older sculpts are now terrible but they’re pretty easy to kitbash if you use Burna Boyz or Lootas. 

They seem like a mixed bag but D3 Rokkit shots on a unit of ten is a lot of shots. They’re hitting on fours against vehicles now and as Bad Moons they’ve got that 6 inch range buff and can use Showin Off. 

The only question is how to deploy them, Trukk or Tellyporta? 

Next up Warbikers, a great unit in the new book. Just 25 points for 3 wounds and a built in rule of -1 to hit against ranged attacks! A bargain I think and it’s why I’m now painting up nine! 

Great for objective or aggressive play I think they’re a must include for most Ork lists. 

Finally you’ll all know about the Rukkatrukk Squigbuggies by now so another great unit is the Dakkajet. 

At just 120 points with six supa-shootas, it’s a brilliant distraction piece and if it’s ignored it will do plenty of damage within 18 inches. 

At six shots on each supa-shoota at strength 6 and -1 rend you’ve got a powerful asset for targeting infantry or elite units. 

It’s movement also gives them nowhere to hide on turn 1 as well. It’s an auto include for me but it always dies early, but in doing so it takes a lot of heat off of my other advancing units. 


Finally points wise I think they’ve done fairly well, the buggies are all cheap enough to be very useable now, the scrapjet gets a lot done for 90 points. The Rukkatrukk Squigbuggy also comes in at 90 points and with nitro squigs it still only reaches 115 points. 145 for the Best boss on Squigasaur is also a steal. 

The unfortunate part is that the Morkanaut has gone up significantly to 380 due to having more wounds, however I don’t think it will see play anymore due to its increase. Without sparkly bits it’s just not good enough to make the cut. 


Its a great book with lots of options for any kind of player. It’s also strong enough to compete without being obnoxious like the Mechanicus and Drukari books. 

My only complaint is the one I mentioned about Ghazghkull earlier in the review but I’m really enjoying the list building process. I’ll be working on Warbikes and then some buggies to make my list more aggressive. 

Long term though if I go to events I’d probably be looking towards Goffs for a powerful Ork list, there’s no denying they have the best allegiance abilities in the book bar the objective play that Deathskulls provide. 

Motivating myself to paint said bikes is proving difficult though! 

Thanks again for reading and to Games Workshop for sending us a copy of the book. 

Aveinus Kaane 

Monday, 4 October 2021

Ork Codex Review: Part 1

Hello everyone, 

Apologies for the delay on this review, I’ve had some issues with the desktop version of blogger not spacing the posts properly and turning all of my text into code! 

But it’s here after long last the Ork codex for 9th edition! 

I must say I wasn’t a fan of how Games Workshop originally released this in the Beast Snagga box set which seemed unfair to those of us who couldn’t get the box or just didn’t want it. This is all forgotten now though as we’ve all had a chance to see and get hold of the new rules and models. 

So let’s get on with the review! 

As usual there’s tonnes of great artwork and lore in the book. Those of you that are buying the book for this won’t need to read this review so let’s just get straight to my thoughts on the rules and my favourite parts of the book. 

Ork Clans

So we can’t talk about them all until we start doing video reviews in the future but for now let’s look at the glorious Bad Moons which are my clan! 

So I think it’s fair to say they aren’t the best of the clans but certainly not the worst. The Warlord Trait, will be handy for a second Warboss and the Stratagem if used correctly is one of the most powerful in the book for 1 CP. 

Using it on Tankbustas or Warbikers will be a powerful buff with those sixes generating not just more attacks but extra hits!

The actual clan traits are lacklustre however, the extra range certainly helps Dakka weapons or Kustom Mega Kannons but the extra rend on sixes will make little difference unless you’re taking shoota boyz. 

Goffs are likely the best clan with the exploding sixes to hit in combat and strength five is very powerful! 

There is however the option to take Goffs in a separate detachment, so we’ll take a look at it next. 

Ork Detachments 

Interestingly Ork detachments are back to being an important part of army list building, I think we’ll be seeing other clans featuring regularly, however, I think they will most importantly be used to provide more fast attack slots or in particular more Warbosses to your army. 

Orks seem to be quite heavily reliant on Warbosses now because they pack a mighty punch and are harder to kill than in the previous edition. 

This is because as you can see below you can now only include one Warboss in each detachment. 

Multiple patrols could now be the go too for Ork players if you’re wanting a Beast Boss on Squigasaur and a Deffa Killa Wartrike in your army. 

The one major thing I do have to moan about is taking Ghazghkull Thraka in anything other than a Goff army.  I agree he should be at his best in a Goff army but having him turn off your armies access to clan stratagems in particular is an awful rule. 

Ghaz is a beautiful model and I have him painted up in yellow armour, but now he turns off my access to the Showing Off clan stratagem for the rest of the army! He should only have access to Goff abilities but making him so he nullifies your clan stratagem for anything other than Goffs is rubbish! 

Rant over! 

Specialist Mobs

So specialist mobs are back again after their debut in psychic awakening, they’re something you can take one of per detachment. This again may lead players into having multiple detachments again as you can take something like Trukk Boyz twice in your army for that movement shenanigans below. 

Big Krumpaz is something I can also see being useful on a more Mek themed Ork army, getting +1 to hit on a Morkanaut, Gorkanaut, Meganobz or Deff Dread unit could be quite powerful. Particularly negating some of the issues the Gorkanaut could have with losing wounds and dropping down its damage tiering. 

This however, does again turn off your clan traits, which is again something I’m not a huge fan of but I can see how it could make Goff units very powerful. These specialist mobs could therefore see use in non Goff armies as they won’t be going without the Goff close combat abilities. 

Trukk Boyz will surely see a lot of play though, Meganobz as Trukk Boyz could also see some use. Using them to exploit the enemies lines and take a vulnerable objective or to at least stop them scoring on it could be crucial for securing a points lead early on. 

Kustom Jobs

Another new section for the book, although I doubt these will play such a crucial role in list design. They add some nice options but are possibly more of an option for casual games. 

They also can’t be taken on units who are in specialist mobs. 

Nitro Squigs seems to be the pick of the bunch though, adding +1 to wound on the squig launcha is excellent.


Another area with big changes in the new book. Orks have lost some of their very best stratagems and gained some very average ones. Losing Green Tide was expected though as gaining another 30 T5 Boyz for 3 CP would have been far too good. 

Another favourite of mine is Careen for some orky fun, which allows a vehicle to travel a further six inches if it explodes for 1 CP. A potential clutch move in a game to destroy some damaged enemy units! 

I do however, think the way to use Orks now will be to invest CP pregame. Extra patrols for Warbosses and then using the Stratagems above to provide them with some of the excellent Warlord Traits and Relics.

We’ll take a look at them in part 2!

Thanks for reading, 

Aveinus Kaane 

Tuesday, 24 August 2021

Introductions - About Me

 Hello all.

I'm Zakary, I'm 24yrs old and I'm a miniature painter, I've been in the hobby for 8yrs or so now, on and off, I started out with Marines and still funnily enough paint Marines! I have however changed gears and I am now looking at really taking my painting to a new level, where it really is a step above the rest without the time sink.

So that is why I am here, I've been brought on board the team to create simple painting tutorials to help you push your hobby skills further and slay the grey.

The topics and tutorials I plan to make, will include anything from metals to skin, to Orks and Space Marines. By using the comments below you will be able to communicate with me, with what you would like to see.

Now, a small Showcase of work my recent work -

Saturday, 21 August 2021

Old Bale Eye Preview - Warhammer +

Hi everybody

The authors of the blog were asked to view a special preview of Old Bale Eye on Thursday night and we absolutely leapt at the opportunity.

First I would like to say that I have been wanting legitimate Warhammer animations, movies and TV shows for nearly 30 years and so I was very excited by the announcement earlier this year and I have been extremely eager to see the level of the quality that Warhammer + will offer. So here are our thoughts and feelings.

The level of the animation is pretty good. For a new studio finding it’s feet I would say that Old Bale Eye is solid animation that would have easily fit in with the quality of cartoons I would have watched when I was a child. If you were to compare it to some of the more established studios, like the ones who make The Dragon Prince, Castlevania or Dragons Dogma for Netflix then sadly it does fall a little bit short. However the team obviously has the skill to be able to work upon this and improve. 
For me it was like a lore video but with the narrator as an Ork. The voice acting was fine and the script was ok. It definitely felt like an animated version of an old comic strip, full of static animations, screen swipes etc to make the animation more interesting without creating a lot of extra work for the team. Personally, I don’t think that Old One Eye, despite being entertaining, will be enough to swing any fence-sitters of the new platform. It’s not good enough to make someone scream ‘hell yeah!’ and it’s not poor enough to make someone scream ‘hell no!’ It is just…average.

Overall, I enjoyed the presentation. The battle reports, painting and lore videos all look like something I will definitely be watching going forward. On to the animation they showed. I feel this was a bad choice to show in an attempt to get people to sign up. My rational for this is it was just a stand alone animation. Had it of been episode 1 of a series, then people would have wanted to see what was going to happen in the next episode. The animation style was very much like a comic, as you would expect from Hammer and Bolter, but this style isn’t for everyone. That being said, I will still be signing up just for the other content, and if the animation is enjoyable, then I will count that as a bonus. 

I see myself as a fair person when it comes to reviewing products and content so what I will say is that is there amazing potential for animations and tv shows within the warhammer universes and I can’t wait to see what they do in the future. However, I have to say I think Hammer and Bolter is a bit of a miss for me as their flagship animation to launch Warhammer + with. As an animation I quite like the comic book style but I found it to just be an overview of their conflict rather than a short story. With more dialogue and written as a continuous series, I think I would really enjoy it. I understand there can’t be a lot of depth there in 20 minutes but covering their whole history was certainly ambitious. It is early days though and I still think Warhammer + is definitely something to be excited about and I’ll be signing up for the variety of content and the exclusive models over the tv at this point! But with Astartes in the works we’ve got a lot to look forward too! Imagine a Gaunts Ghosts or Eisenhorn tv series done properly!

My thoughts on Old Bale Eye, Quality animation and graphical style, epic and engaging music, which really ties it together combined with a gripping and informative story, made for an incredibly enjoyable experience whilst not being dragged out for too long. 
I found there was enough exposition/back story in the storyline/animation to help form an understanding of who the characters where within the 40k universe and I understood their actions and reasoning. I can't wait to watch more in the Hammer and Bolter series and look forward to more from Warhammer Plus.

Monday, 31 May 2021

Age of Sigmar - Blood Knights Unboxing

Hi all.

Games Workshop sent us a box of the new Blood Knights to review, so I just wanted to share a quick unboxing with you.

First off we have the cover. I have to be honest, I am not a fan of how the models have been painted at all. The armour looks too bright for me, as if they have forgotten to do a final wash. Since I prefer models painted grim dark, I would personally paint them much darker.

Onto the sprues, and I think these models do look great. Minimal mould lines, and they look simple enough to assemble. 

I am looking forward to see how these do on the battlefield.

Let me know what you like of these new models in the comments below :-)

Take care

Ghroll Khuz