Saturday, 5 January 2019

The Dreaded Ambull! Blackstone Fortress Expansion

Hi folks

Sorry for the quality of the photos but the screens aren’t great at the Open Day.


























Friday, 4 January 2019

Destruction Battletome: Gloomspite Gitz Review

Hello everyone, 

I hope you’ve had a great Christmas and New Year, I’m back to share the new Gloomspite Gitz battletome with you today. 





This is an army I’ve been looking forward too for a while and after the release of the Fungoid Cave Shaman we here on the blog suspected they would eventually update the Moonclan range. Trolls or Troggoths, were not something I expected though!




 
I do really like the new range of models and in particular I think the new Rockgut Troggoths and Squigs are stunning models, so I’m hoping there is plenty of customisation available for them both.

The only disappointment for me was with the Dankhold Troggoth as his face and skinny legs could have been a bit meaner and thicker to hold up his enormous weight but I am at the New Years Open day today so let’s see if seeing the model in person changes my mind! 

So without further adieu, let’s get into the book...

First of all, it is another great book again like the other more recent battletomes, it’s packed full of rules and customisation options for playing either Moonclan, Spiderfang or Troggoths! 

Contents below...





As usual there is plenty of background to get into if you’re a narrative player. 





I’m not hugely into the games workshop background for the Gloomspite Gitz and some of AoS in general but we’ll eventually get around to including them in our campaigns where we’ll have our own background for them. 

Troggherds though! What a great name. As you can see already I’m pretty excited about the Troggoths getting their own rules. 





There is however a lot of rules to attempt to cover so I’ll give you an overview and then focus of a few of my favourite bits. 

Armies of the Bad Moon

So, as mentioned before there are in fact three Factions in the book and other than recieiving their own command traits, artefacts of power and spell lores they also all benefit from the presence of the Bad Moon. 

Battle Traits 




This is far too much information to explain without showing you the full picture but there are some significant buffs here for each faction. 

Gaining an extra command point from Lunatic Inspiration and in particular the Spiderfang Venom 
ability is very powerful by the looks of it. Although you’d have to be careful how you deploy or where you move too in order to gain its effects when you need them most. 

Command Traits 

Spiderfang

So carrying on from my previous point about the Spiderfang Venom let’s look at Spiderfang first. 

This certainly seems like a very competitive army again now and I love that they’ve been given the battletome treatment. An Arachnarok is definitely on my to do list. 

Spider Venom doing mortal wounds on a 5+ is much more achievable throughout the army with the new rules. 




These are only available to a Scuttleboss but doubling the mortal wound output from your general is pretty decent and the extra 4 inch move is another great option to have. 


Tough ‘n’ Leathery is another good trait, to give your boss 2 extra wounds. 



Artefacts of Power 



Onto Artefacts, some more excellent abilities here...






Totem of the Spider God is definitely the stand out choice, making that 5+ mortal wound ability more reliable is a must I think. But having the Headdress of Many Eyes on another Arachnorok riding hero will make them a lot more tanky. 



Lore of the Spiderfangs





As you can see from above you make a character even more unkillable by using Sneaky Distraction. Even if you do lose some wounds Gift of the Spider God allows you to heal them back! 



Troggoths 



Command Traits



So let’s have a look at what the Trogherd Boss gets to take as it’s command trait. 


Again I do love that the Troggoths now have their own faction, it also helps that the Rockgut and Fellwater Troggoths are beautiful models. With a darker colour scheme I personally think they’d look even better. 


So first up we have a command trait with a great name again. Tough as Rocks adds an extra two wounds to their 10 wounds on their warscrolls. With their regeneration ability this could be a great choice. 






Mighty Blow also gives you the chance to reroll the damage on the generals boulder club which could see you doing some serious damage. 


Trogboss has 3 attacks hitting and wounding on 3’s with -2 rend and  doing D6 damage! Rerolling those D6’s is a major boost to consistency. 



Artefacts


Glinty Gubbinz That Troggoths Found


There isn’t any magic that the Troggoths have access too but they do get some Glinty Gubbbinz. Another great name. 


I do really like the Glowy Howsit an extra 4+ wound or mortal wound save is excellent. However, you just know you’re going to roll that one and lose the artefact!






Moonclan

Command Traits

Moonclan are definitely a very appealing army to collect now, with some great redesigns like the Mangler Squigs and some great rules to go with them. 

Now for the Traits a Loonboss can take...





Cunning Plan isn’t particularly great as it’s just one command point in the first battle round but I do love Fight Another Day as it gives you some great movement potential throughout the game.

The wording doesn’t give much information about exiting the combat the character is in though, so that one could need to be clarified. But it would be perfect on a Loonboss on Mangler Squig. 


Artefacts of Power

I told you there’s a lot in this book!

Onto Moonclan Artefacts for the Loonboss...





Backstabbas Blade is an artefact is for when you’re facing that very tough character on a 3+ save and rerolling 1’s with a Loonboss on Mangler Squigs. With its high amount of attacks on his moon-cutta there could be a fair few sixes being rolled. 

The Loonstone Talisman is also another nice artefact for giving your Loonboss some survivability. 


Lore of the Moonclan

So the last part of this section, but some great spells to finish on!





Itchy Nuisance is back and again it’s a great spell. Mischievously making the enemies best unit fight last so your gitz can get to stabbin em first. 

Another great returnee is the Hand of Gork allowing you to remove a unit from your army and place them 9 inches away from an enemy unit anywhere on the board. Obviously they have to be out of combat and 3 inches from an enemy unit, but both of these spells add some great tactical flexibility.


Battalions

So there are a whopping ten battalions in the new book. I’m pretty sure we’ve already seen my favourite the Troggherd, so we can have a look at another...





This seems pretty powerful at first glance! At 90 points it’s seems pretty well priced, considering the Troggherd is a huge 180 points! Attacking at six inches and an extra pile in of 3 inches would be very handy! 


Warscrolls 


Now there are a lot of new units in the book so I’ll only be covering a few of them but let’s start with the Model I’ve been mentioning a lot the Loonboss on Mangler Squig!





You’re looking at doing a whopping 20 attacks in combat with this beastie! A 4+ save isn’t bad either and you also have the artefacts make those 20 attacks hurt or go down a more defensive route. 

Next are the awesome new Squig Hoppers! 




I’ve never really looked at the old scrolls for these so I can’t compare any changes but that 3D6 movement could make or break your game! Also the flying ability is just going to make for some crazy games, definitely a very interesting army to play! 

Now these are my favourite models from the release...





I really like how this unit could be held back as a ranged unit to lob boulders at the enemy, although I doubt how effective it can be at such a short range.

Also two 5+ saves and regeneration abilities could make them pretty tough. 

I think I’ll be buying them under the rule of cool over anything else! 


Points 

As for points there’s not been a huge amount of change for existing units, the Grots and Rockgut Troggoths are still the same cost and the Squigs and Squig hoppers have only increased by 10 each so not much to talk about on that front. 



However, the Arachnarok has now been split into three separate warscrolls with different options accounting for the difference in points. At 300 the Webspinner Shaman on the Arachnorok is the equivalent of a Loonboss on Mangler Squig for price so it’ll be interesting to see which turns out to be the superior leader/behemoth. 

As for battalions the Trogherd at 180 does seem quite expensive for what it is but maybe I’m missing something!

Conclusion 

From a gaming point of view I think they will be an intriguing and entertaining army to play and I’ve barely scratched the surface on the armies game play. There a lot of cool mechanics with the squigs and spells to make your games tactically interesting. The bad moon mechanic isn’t something I’m a huge fan of but it will definitely add to the amount of planning and movement you have to be aware of in your games. I can’t wait to see some Troggoth armies though. 

So overall a great book, I have a few gripes about one or two model designs but overall the release was brilliant. The new terrain piece is also a lovely model and I hope this release trend continues for other factions including the older ones (Dispossessed please GW!!)

Unfortunately the scope of these blog reviews are limited as there is just too much information to cover by text but with other reviews and Games Workshop doing their own previews hopefully you’ll be able to piece a lot together to make an informed decision on buying the book. I’d wait to see how good the Troggherd is first before buying an army of them! 

Thanks again for reading, 

Aveinus Kaane

Sunday, 30 December 2018

Chapter Approved 2018: Ork Bitz


Hello everyone,

I hope you've all had a great end to 2018!

I'm sure many of you will now have the new chapter approved book in your hands already, however, being an Ork player I am going to give my opinion on the extra Orky bitz in the book. Unfortunately I have had issues with my computer so couldn't post this sooner.

There will also be a review on the new Gloomspite Gitz battletome coming soon!

So lets get started...




One of the big misses from the new codex, the looted wagons. It is shame they are just open play choices now, however, I can understand them needing to remove them from match play as they can be converted to almost anything vehicle wise, potentially resulting in problems with their size.





A wounds characteristic of 12 with a 3+ save is pretty decent! 

Arm it with a Kill Kannon and limit its movement for Shoot em' Again! and you've got an potentially effective weapons platform... for Orks anyway!

I do also like the random aspect for the Big Red Button, gaining D3 lost wounds or the +1 weapon strength is great. Potentially making it a real nuisance for your opponent.





The best part of the looted wagons are the conversions and there is a great conversion guide within the book. I have some old Leman Russ battle tanks that could be used for this rather than terrain!





Another version of the Looted Wagon is the Kart, this vehicle exchanges some of its toughness and its weapons capability for some extra speed with movement 12".





Now the Battle Fortress is a beast with 26 wounds, with a Mega Gatler it can also transport up to 30 models! 





I'm not sure if there ever has been a model officially made by Forgeworld but this looks like one of their images. Whether it's a conversion or not its an awesome looking model. 

Overall, some great additional rules to add to the codex, Ork players definitely need the option to convert models.

I am disappointed the Big Mek with Kustom Force Field isn't now available to use other than with the mega armour but it gives me an excuse to buy another box of meganobs! If you haven't seen my fledgling Ork army yet, head over to the Battle Bunnies blog and you can see it there under Orks or Bad Moons.

Anyway, I hope everyone is enjoying their hobby at the moment,


Have a good new year! 


Aveinus Kaane





Friday, 14 December 2018

Adepta Sororitas Beta Codex

Hi all,

Included in Chapter Approved 2018, is a Beta Codex for Adepta Sororitas. This is to provide rules for those Sisters of Battle players out there, while also trialing some new and exciting rules. 

Firstly, I just wanted to pick a couple of the units that really stand out to me. The first one, has to be Celestine. This model has to potential to deal large amounts of damage both at range and in melee, but also, this model has the ability to heal wounds from friendly unit and even bring slain models back to the battle field. On top of all that, once Celestine is killed, on a 2+, it returns will all its wounds intact. 


The next one I really liked was the Penitent Engines. In close combat, these would be very deadly, with 4 attacks, strength 10, AP-3 and 3 damage. Not only that, but they get to attack twice in each fight phase. The models are also stunning, which always helps.  



Next up, I wanted to talk about the new Acts of Faith rules. The way this works, is that if you have a model with this ability in your army, you start the game with 3 faith points. You also gain 1 more for every 10 models you have with this ability. You can then spend these points performing Acts of Faith. However, each act can only be performed once per battle.

The one that really stands out to me is The Passion. If successful, a selected unit can attack 2 times in the Fight Phase. You combine that with the Penitent Engines, and that will mean they could attack 4 times in one turn. 

The Sisters is Battle also have access to some very good Stratagems, like Burning Descent. This allows a Seraphim Squad to fire their Hand Flamers at 12’ range when deployed via their Sky Strike ability. This will allow them to make an immediate impact. Or, you could use Faith and Fury. This allows you to re-roll wound rolls of 1 for a unit that you have just completed a Test of Faith with. Again, if you use that with The Passion on Penitent Engines, then not only could they attack 4 times, but they will also be able to re-roll all wounds rolls of 1. Pretty filthy. 

There are 14 Stratagems in total, so there are plenty to choose from when you are building your army. 

Last up, we have the Warlord Traits and Relics. The Warlord Trait I particularly like is the Beacon of Faith. This allows you to potentially gain more Faith points.  With the Relics, you will have the choice of 6. From some very characterful weapons, to armour that increases the bearers invulnerable save. Each one of these, I can see being quite useful in certain circumstances.



Overall, I think this is a very interesting Codex, and I am really looking forward to seeing how these armies will do on the battlefield. And I am even more looking forward to seeing how these will do in Kill Team.

Let me know what you think in the comments down below

Take care :-)

Thursday, 13 December 2018

Chapter Approved 2018

Hi all

Today we are going to have a look at the first part of the Chapter Approved 2018 review.

As always we won’t be showing you too much, just enough so you can get an idea of how it works. If you have any questions please ask away in the comment section, to me on Instagram or via email.

One of the best features in this years Chapter Approved is the ability to upgrade your heroes and individual units! The character development is based around selecting a Warlord and deciding whether they are a Hero, Mighty Hero or legendary hero. This is a simple 1-3 tier creation tree where the higher the level the more skills and upgrades you can take. A Legendary Hero, for example, can take a massive 8 upgrades! These range from the usual +1 to hit or wound, -1 to the rend characteristic through to special skills like always fighting combat first or you can even upgrade core statline attributes. Here is a look at some of the options:



 There are exceptions of course - like not being able to improve relics and not being able to take multiple or the same skill or take a skill if you have a similar skill already - but I feel there is still enough variety that you can make some great and powerful combos which fit your heroes background. Here is a look at one of GWs creations using the system:



Where this character customisation differs from the Battle Honours system, is that you don’t have to earn these skills and there is no offered cost for the upgrade. In Battle Honours you earn experience with your unit and then you can choose rank 1-5 skills based upon what level you are. It isn’t easy to gain these experience points which, for me, is good because it looks like it will offer a real feeling of reward. When you do gain a skill your power level increases so the unit becomes more expensive to deploy, which is a nice touch.





I feel that I will definitely adopt these rule expansions as it is the narrative side of gaming that I enjoy the most. What I will probably do is create an experience free for the character development (I don’t really want to just choose 8 skills straight off the bat, I would rather try to earn them!) and I will probably incorporate a system whereby if an upgraded squad is killed to a man then they will lose all their experience points. 

Overall these are really cool customisation options that I will 100% be using. 

Tomorrow Ghroll will be taking a look at the Sisters of Battle Beta codex.

Kaelo 

Sunday, 9 December 2018

Traitor Beastmen

Hi all

Still plodding through the Blackstone Fortress set. Today I wanted to show some progress on one of the Beastmen. 











They are following in the same scheme as the rest of the renegades with white under armour, grey pants and then various fabrics. Pretty happy with how he has turned out.

Next up with be some pictures of one of the psykers and then I can show you the whole bunch together.

This week will will start posting up reviews of some of the sections of Chapter Approved and Vigilus Defiant that we have been sent. 

See you all soon.

Kaelo

Saturday, 1 December 2018

Traitor Guardsmen

Hi all

Today I wanted to show some progress on some renegade guardsmen that I have been working on. 

I want them to look regimented like they were all from the same army and then the turned from the Emperor and now crusade across the warp and Imperium. They will have the same base armour and tunics but then they will have different colour rags etc.











I hope you like them. I haven’t spent a ton of time on them as I want to get through them fairly quickly. I also wanted to do a scheme that I liked in case any more were coming in the future...

Let me know what you think in the comments :)

Kaelo