Tuesday, 3 November 2020

Warhammer 40,000 - Imperial Armour Compendium

Hi all!

Today we are taking a look at the new Imperial Armour book for 9th Edition Warhammer 40,000. 

Forge World used to be synonymous with the development and creation of large, specialist models for the Games Workshop ranges - they have created and developed a lot of my favourite designs you see on the tabletop today - and this book is the publication of the rules for many of those models. Many, but not all...

There are some very notable omissions in the form of the entire Corsair range and also the Aeldari Vampire to name a few (hopefully a Corsair range is on its way from GW as they are become more and more talked about in the lore).

There is no fluff in the book (except a 2 page spread on the FW originating Space Marine chapters and how to use them, and some fluff for Death Corps of Krieg) and maybe this heralds the end of those beautiful campaign times that FW used to create before they started developing the Horus Heresy and took over specialist games.

All in all it is a great value book for a group to share but unless you have multiple forces with multiple FW units, one of the FW created forces or you want to use Titans, I think it may be a bit on the pricey side.

Thanks for reading!


Saturday, 24 October 2020

Warcry Catacombs Part 1 - Unboxing

Hi all

So this is just part one to show the inside of the box. The box is chockablock with goodness. The new gangs are both stunning and the catacomb terrain is really cool too. Most of the catacomb terrain is one or 2 piece so it goes together really quickly.

The set seems like really great value and is another opportunity to get hold of some of the terrain that was previously only available in the original starter set.

Tomorrow I will be showing the assembled catacomb terrain and the board as well as an in depth look at the instructions. 


Saturday, 17 October 2020

Sons of Behemat Release

Today I am taking a look at the Sons of Behemat release, including the new model kit and the Battletome.

This has been quite a popular faction since they were first announced and people have been really waiting patiently! The new model kit looks amazing - more about that later - but also the book has some of the best artwork for AoS that I have seen. 

Let’s start by taking a look at the book. Anybody familiar with AoS will find no surprises here. The book comes with a history of the faction and some of the more notable eras of the history and the different tribes and more famous giants get a mention. This all really helps lend itself to the rich tapestry of lore that Games Workshop is weaving for this particular universe. 

One thing that I am utterly obsessed with is maps and the Sons of Behemat Battletome has a great one:

As you can see from above the map is set in Ghur, the Realm of Beasts. 

Included in the book is the rules to create a giants-only army but also the rules to take one as a mercenary:

The new giants come in 3 flavours:

  • Kraken-Eaters, which come from the sea, feeding on sea monsters. They are fearless and above all else they prize material possessions. They are prepared to take on entire armies to seize new trophies.

  • Warstompers, who are drawn to the fiercest areas of the battlefield. They are addicted to war and will travel many days just to take part. They live a nomadic existence followed by flocks of carrion birds that feast on their slain foes.

  • Gatebreakers, enjoy destroying fortifications and cities. They are the most merciless and cruel of the gargants. They are driven by the growing societies of mortals, wanting to prove that they are superior while also eating the delicious populace’s along the way. 

There are no magic abilities for the giants, which is a bit of a shame. I think a wizard giant would have been really cool!

The new plastic kit is incredible - and it shows with the price. It’s awesome to see GW pushing the boundaries of their kit making abilities and these really have to be up there. I think a lot of modellers will be picking these up just to paint, but I think a lot of players will also grab a solo kit to pad out their army, with the mercenary choices mentioned above.

The giant can be built in plenty of different ways and the real testament to the kit is that, although similar, no 2 builds seem to look the same. 

Overall I think this is an amazing release and I am really looking forward to taking the time to paint this giant. I think I will make him as a Warstomper but the Gatebreaker tempts me too. Even if I never add to the force my giant will be awesome for some Warcry or as a mercenary for a future AoS army. 

Will you be picking up a mega-gargant or admiring them down the shaft of an arrow as you try to bring one down?

Kaelo Rylanus

Thursday, 15 October 2020

Codex Necrons Review

Hi all

As you may know, we have been sent a copy of the Necron codex by Games Workshop. So I just wanted to share some of my favourite parts of it with you all.

Dynastic Codes

There are some really great Dynastic Codes to choose from to give your army a unique feel to them. 

One of my favourite is Mephrit: Solar Fury. This not only adds 3” to ranged weapons, but any ranged attacks that targets a unit within half range, the ap is improved by 1. That is a pretty huge army wide buff. 

If you would rather create your own Dynasties, then you need to choose 1 Dynastic Traditions and 1 Circumstances of Awakening. With these, there are so many possible combinations, that you should be able to find ones that match your play style. 

Cryptek Arkans

If are you taking a battle forged army, each of your Cryptek models my take an item of Cryptek Arkans. 

One that stands out to me is the Quantum Orb. Once per battle, in you Command phase, The bearer can activate this item. Select one point on the battlefield anywhere within 24” of the bearer and place a marker on that point. At the start of your next command phase, roll one D6 for each unit within 6” of the centre of that marker, subtracting 1 if that unit being rolled for is a Character. On a 4-5, that unit suffers D3 mortal wounds, on a 6, that unit suffers 3 mortal wounds. I like this one as you can potentially use it to force your opponent off an objective. 

Warlord Traits

As always, there are 6 warlord traits to choose one. Each of them are quite different, so there should be one go with how you like to play. I would more than likely choose Enduring Will. This subtracts 1 to attacks allocated to the warlord to a minimum of 1. 


On to the relics next, of which there are 2 full pages of. The Arrow of Infinity looks really good. It can only be given to a model who has a Tachyon Arrow. This is replaced with the Arrow of Infinity, which has the following profile. Range 120”, Assault 1, S16, AP-5, D6. This could be used to seriously damage a vehicle, or even target an enemy character. 

Powers of the C’tan

If your army includes a C’tan Shard, then before the battle, you need to choose, or roll a D6 to determine what extra ability they have. All of them seem really powerful, however I really like Time’s Arrow. This allows you to select one enemy unit within 18” of and visible to this C’tan Shard, roll 1 D6. If the total equals or exceeds the Wounds characteristic of any models in that enemy unit, your opponent selects one of those models to be destroyed. This could be very good against those small model count, multiple wound units. 

This is just a taster of what is included in this new codex. Let me know your thoughts in the comments down below, or if you would like me to cover any other parts of the codex. Questions are also welcome 

Take care :-)

Wednesday, 14 October 2020

Codex Space Marines

In this article I want to take a look at the recent Warhammer 40,000 releases for Space Marines, including the codex which we have been sent!

First of all I wanted to take a look at the book, now I know that it has been less than 12 months since the last one, but I have to say this is the best Space Marine codex since I have been in the hobby - roughly 27 years. As always, I am not getting into the rules and how powerful the army is as that just isn’t why I play the game. Instead I will be looking at some of the more narrative and aesthetic choices within the book.

For me, my favourite part is the Crusade section. It gives players who want to craft a narrative a fantastic way to create and develop their own chapters and stories. This has been done very well with the inclusion of battle honours and injuries but also with the marine-centric agendas for use when playing in less competitive games. This progression helps develop and build character in a really fun and positive way. They encourage interesting objectives and tasks to complete that get away from the very vanilla ‘place 4 equidistant objectives around the board’. War is not balanced and different combatants have different goals and objectives. The Crusade section really helps that grow when used in conjunction with the rule book.

This leads me on to the ability to create your own chapter hierarchy - something that I think has been long overdue for some time. The one provided in the codex is very solid and I can imagine great successor chapter guidelines also coming with their respective supplements. Only problem with that is that I want the information now as I am currently starting the creation of my chapter lol.

There is the usual warlord traits and relics you would expect in a codex now but one thing I think deserves special mention is the stratagems. This is an area of the game I have really not enjoyed because I find that there are so many and they are rather situational and hard to navigate to the point that by the time the situation is over you are like...’yeah, I could have used XXXX stratagem there...’. Well this should happen no more as they are very well organised now and colour coded as to when they are able to be used. For gaming fossils and casual gamers, like me, this is fantastic news!

Let’s take a look at the models. I like a lot of the Primaris stuff but I am still of the era where the Imperium were on the back foot, so some of the newer design decisions are still not my cup of tea. I love the new tanks, all of them - I just wish they were tracked instead of hover. Now the only army that doesn’t have flying tanks is the imperial guard. For me, it just doesn’t feel like the old aesthetic. The new ATV is a particular low point in my opinion, but everything else is really cool. My favourite of the new models are the heavy intercessors which look amazing!

All in all I think it is a great release but I genuinely hope this is the end of generic marines for the time being the range is vast (I would go as far as saying it is actually too big) and there are now too many units all doing the same thing to the point that even some of the newer models feel redundant. I think some chapter specific units and characters would be great and more loyalist Primarch’s returning would be very welcome (although Guilliman needs fixing compared to Ghaz and all the Necron shards). It’s not that Guilliman is rubbish it’s that normal captains have now become so powerful that a Primarch doesn’t feel special. Maybe this is the intention by GW to kind of almost kill off a lot of the old lore by making it obsolete. Who knows?

Anyway, thanks for reading and I hope to see you soon!


Monday, 5 October 2020

Chapter Approved Tactical Deployment Mission Pack


Hello everyone,

So its another review, we've managed to get our hands on the Chapter Approved Tactical Deployment supplement and its an interesting addition to 40k.

It is very much a gaming book for matched play even down to how the book is designed physically and  laid out. 

The binder format certainly helps with laying the book out flat during your games and keeping your page position.  

I think GW are looking to capitalise on the new edition with the book but I personally can't see the new terrain rules being a popular gaming aid as its not really for narrative gamers nor is it something I can see tournament organisers or gamers using. However, I'm sure the extra secondary objectives and missions will be a welcome edition.

Lets see what's in the book...

My initial thoughts are that from a more competitive point of view tournaments are looking to create an even playing field both with terrain set up and type. They're also going to want to keep game times down to a minimum and this will only complicate things further and extend deployment times or rules queries. 

However, on the flip side I can see this as a way of giving some tournament organisers more guidance and it also solves the problem of them having to source a tonne of terrain because players would now bring their own. 

Another potential issue is players using the terrain to create very favourable defensive positions for their units, which is kind of the idea but it could lead to very defensive gun line style games that aren't the most exciting. 

This could therefore also create an imbalance for offensive armies as they need to attack and it would then favour an army who can defend and then push out of their deployment in later turns. Orks could be an army to suffer in that sense.

Above you can see the general set up for these games with, terrain limits and points limits. You will also get a roster sheet to record what you're taking for your opponent.

Here you can see the more detailed instructions of how terrain can be set up.

Below is also an example of the terrain datasheets that will be included in future terrain boxes.

The writing is very small but it says, half of a unit rounding down can throw grenades instead of  just one model and the unit can also then re roll ones to hit when shooting! 

Certainly a big advantage with this terrain if you're defending along with the +1 to hit you get on overwatch with defensible terrain.

One thing to bear in mind too, is that the actual rules for the terrain are not in this book other than the Storage Fane. This is not a great move from GW as its unfair on the people who have already bought a lot of terrain already, this may change of course so we should give them some time to see what they come up with. As it may have something to do with the new 40k app.

There are also some new secondary objectives which could well see some play, however, we will see secondaries specific to factions in their codex which I think will be more popular.

Finally there are also new missions which you would expect to see some use. Obviously we can't show them all but Protect The Nerve Centre wasn't one that was shown on the community site.

Also the deployment...

In conclusion, this is a great little gaming aid in general with easy access to terrain rules and condensed version of the ninth edition rules set. With the way its designed it will stay open and it will be easy to flick through for the different rule sets. 

It could also be a great gaming aid to add for variety to casual matched play gamers who can mix up their games accordingly and won't have to worry about time limits. For narrative or matched play gamers it could also provide a structure to create some house rules for games without using the entire terrain rule set. 

The Secondary objectives and the new missions will certainly be what gets some play from the this book, but I doubt we'll be seeing the new terrain ruleset being played in the mainstream 40k games we see played on YouTube for example.  

It is however, a shame it does not have all of the terrain rules for the different terrain sets in here though, as I think that is unfair on people who have already bought the new terrain sets before this rule set was released. 

Thanks again for reading,

Aveinus Kaane