The Daemon’s in the Details

Greetings all,

Shock horror it’s been an age since I last posted. I was never the most regular of bloggers but my last post was way back in November 2016! I haven’t even posted that Inquisition short story up that I finished last year. Yes, shake your head in shame at me, I deserve it.
So what do I have for you today. Well I’ve not been completely idle, I actually cracked opened a few paint pots over Christmas. Here are a couple sort of WIP shots. They’re basically done (tabletop standard I’d say but I’m too lazy to go much further, haha).

BloodthirsterThey’re all stock models, accept for a weapon swap on the crimson’Thirster, because two axes is hardcore and vastly easier to transport than the whip. Oddly I felt like painting over the winter and I figured I’d work on some solid centre piece models. The paint jobs were quick and dirty. I’m talking a dry brush spectacular with plenty of washes to cover up some filthy painting.

Sweet, well I’ve finally smashed out my first post of 2017. I’ll try and work myself up to the glory days of two posts a month but let’s face it, I ain’t no hero, haha.

Have a great one all,

Ed

P.S. I will base them all, really, I will.

Change is in the Air: Updated

Morning all,

Most days I check Faeit212, as I like to keep up to date on the hobby. This morning I was stunned to see the Thousand Sons leaks. It looks like the automatons in blue are getting the army treatment and they look stunning. I believe the links are thanks to War of Sigmar and The Eldar Thoughts.

I’m not going to repost all the pictures here, as the links above will take you to all the regal blue glory you need. However, I will post my favourite of the leaks…


First off the above Terminators look stunning, just the right amount of ornate gilding and custom decals. Whereas the trio pack of sorcerers, though nice, are a bit cluttered in my opinion. One of the serious draws about this unit for me is that they look like they would fit perfectly in to a Heresy army. We won’t know what unique units the Thousand Sons will have access to until Forgeworlds Horus Heresy book seven arrives but until then you could easily use this unit as a generic terminator squad. There is also the benefit of mixing weapon options from the Terminators included in the Burning of Prospero set (and accessories if this new kit contains spare heads and the like).

Overall I think this is a cracking release and though I already have far too many projects on the go I will definitely have a small Thousand Sons force. Sidenote – those Terminators will make my True-Scale Thousand Sons force an absolute doddle now! I mentioned a while back that Grey Knight True-Scalers were the easiest to make, while I think that is still true (thanks to the weapon options), Thousand Sons now take second place as the easiest True-Scale space marines to convert.

Till next time all,

Ed

Update: Rather than write a fresh post I thought I’d mention a few further bits on here. GW have uploaded the full pictures of the Thousand Sons release on the Warhammer Community site. I’m quite new to their site, having only recently bookmarked it, but it’s pretty ace for official news.

One picture of theirs I found particularly interesting…

I have a hunch that 40k marines are being up-scaled. The 32mm bases were the first subtle sign, then the Deathwatch release gave us marginally larger marines. At first I was willing to put this down to the revamped MkVIII Errant armour they wore, however now, seeing 30k Ahriman next to his new 40k variant, I think we’re seeing a deliberate shift in scale.

This makes sense if 3ok is the ‘Legion’ wars, after all many smaller scales are used to represent larger grander battles. Whereas traditionally larger scales focus on more heroic conflicts fought by individuals. Now 32mm is not a huge shift but it would make marines scale up better against humans and Eldar, far closer to how they are portrayed in the narrative than the current models do. Which is not such an issue with 30k, as the conflict is a civil war and so most of the armies are power armoured.

Of course, I could be completely off the mark and Ahriman is simply larger because he is a centre piece model. Time will tell…

Rise Together: Genestealer Cult Codex Review

Greetings all,

A little later than I thought it would be, nothing new there, but here’s a review of the recent Genestealer Cult Codex.

Overview

Right on the armoured heels of Deathwatch we have the insidious Xenos menace of the Genestealer Cult. The Codex is pretty gorgeous it must be said and is filled with some great artwork, as usual the book is well bound and feels sturdy; which is a good thing, as I can see this Codex being damn popular.

For those who are shady on the details, the Genestealer Cult has been in the narrative of the Warhammer 40’000 universe for some time, they’ve just never received this sort of attention before, making them a stand-alone fully playable race with dedicated plastic models. The age we live in. The Cult is an offshoot of the Xenos race known as the Tyranids, which we shall look into a bit further below.

genestealer-overkill

The Narrative

The Tyranids are an alien race in the purest sense; able to traverse the void in huge bio-form ships and bound by a hive mind consciousness.  The Tyranids purpose is to consume all matter in the universe and currently the various hives seem driven toward the Sol System (where Terra and the Carrion God reside).

The vanguard of the Tyranid Hive Fleets are often made up of the Genestealers, they are ferocious predators in their own right but individually they present a small threat, one even an Imperial Guard platoon could take care of, probably with the words ‘first line fire’, thrown in for good measure. However the Genestealer can infect a human (or any biological race technically) with its DNA, this process serves a dual purpose; first to taint the host and second to instil loyalty to the Xenos.  The first Genestealer to perform this vile intrusion on a planet will begin to evolve in to a Patriarch, the alpha of its kind, and will be venerated by those infected with its DNA. When the infected procreate the progeny that follow will be hybrids of the host race and the Tyranids.  At this point I should mention that the Codex has a great two page spread that illustrates the generation cycle from the first of those infected, their mutated offspring to the fourth generation that look almost identical to the host race and how the cycle begins anew with the fifth generation being pure strain Genestealers.

So that’s the rough overview of what the Genestealer Cult is, a hybridised sub race of the Tyranids formed from a parasitic-like bond with a host race. The reason for this is so that a Cult can infiltrate a planet and eventually destabilise it, making it easy prey for the real threat, the Tyranid Hive Fleet. What happens to the Cult once they have achieved their purpose, when the old regime has been toppled, the Imperial Eagle smashed upon the ground and in its place flies the banner of the Wyrm devouring itself. The adulation of the baying hybrid’s roars ascend in to the sky, even as more bio-organic spores descend on to the planet. Well, now the Tyranids turn upon their temporary allies and devour them, their purpose is done and so generations of hybrids that worshipped the Tyranids are consumed, nothing more than biomass for the Xenos creatures. Quite tragic really, what’s worse are the brief tales the Codex gives us of the people that voluntarily venerate the many limbed Star Gods, how could they possibly know that though the Cult preach salvation will be had once the Star Gods arrive, that they in fact know nothing of the Tyranids true purpose to consume all life.

neophytes-2

The Rules

Units wise you have the following:

HQ

Patriarch – Fast and hard hitting, this thing will tear through Astartes.

Magus – He’ll get torn apart in combat but the Broodmind psychic powers are excellent.

Primus – Half decent in combat and provides Hatred to his unit.

Acolyte Iconward – Similar to the Primus, adds to the FNP of units within 12”.

Troops

Acolyte Hybrids – First and second generation hybrids, rending in combat with 4 attacks each on the charge, dirt cheap as well!

Neophyte Hybrids – The mainstay of the army, plenty of small arms weaponry. They can have a nice mixture of short to medium range gear and some interesting heavy weapon choices.

Elites

Hybrid Metamorphs – Like the Acolytes but even nastier in combat for barely any extra points.

Purestrain Genestealers – Say hello to a five plus invulnerable save and the army wide rule can be pretty nice for getting these chaps in close to the enemy.

Aberrants – An odd unit, in theory they should dish out some punishment. However they only have a 5+ save; even with 2 wounds and FNP they’re not all that resilient.

Fast Attack

Chimera – One of the most glorious transports, basically identical to the Imperial Guard variant.

Armoured Sentinel – Cheap armoured support, only BS 3 so perhaps go for broke and take Plasma Cannons on them for heavy infantry liquidation.

Scout Sentinel – Cheaper than their armoured cousins but a strong gust of wind can take these lads down, only take these if you’re including a lot of them and even then expect early losses.

Goliath Truck – A gloriously cheap open top transport (so an assault vehicle), however it explicitly states no Genestealer Purestrains or a Patriarch can ride in it (though they could hop in the Chimera, not a lot of point in that but they could).

Heavy Support

Goliath Rockgrinder  – A sturdier version of the truck, this one’s a tank with some fairly good ramming capability. Lower transport capacity (6 as opposed to 10) with fairly ‘meh’ ranged weaponry (though mildly better than the truck).

Leman Russ Squadron – The armour of choice, although less variants in this list: no Demolisher, Punisher or Plasma spewing variant. Still, a solid choice for firepower in a very close ranged army.

goliath

The army wide rule is what really sets this force apart; these are Cult Ambush and Return to the Shadows. These rules apply to all of your infantry, including the characters. Cult Ambush allows your unit to arrive from reserve (or if they have infiltrate) using the Ambush table. To do this you roll a D6 and consult the chart for each unit arriving in this way:

1 – Enjoy coming on from your own table edge (not so bad thanks to Return to the Shadows and could be useful anyway).

2 – Basically Outlank, which is a good thing.

3 – Set up the unit anywhere up to 9” away from an enemy unit, or up to 6” if no enemy unit can see them.

4 – Set up the unit anywhere up to 6” away, regardless of if the enemy can see them.

5 – Same as 4 except you get to make a bonus shooting attack with the unit, as if it were the shooting phase and you can still shoot in the shooting phase!

6 – Set up anywhere up to 3” away from an enemy unit and you can charge that turn!

As you can see this table is pretty phenomenal for allowing you to dominate the table strategically. It should be noted that these units will need to dish out the hurt because this is an army of 5+ saves, even Ork firepower could see them off in swift order.

This brings me on to Return to the Shadows, in the movement phase, as long as said infantry unit did not arrive from reserve that turn and is not within 6” of an enemy they can be taken off the board and placed in to Ongoing Reserve. They could then arrive next turn using the Cult Ambush table if you wished (which let’s face it, is probably a solid option).

I have to say I really like how this army can play and the first thing that my best mate said was ‘wow, they’d be perfect for an Alpha Legion counts as’, which I definitely agree with. Stick an Astartes with cut down power armour in as your Patriarch, have your Hybrids as mutants and your Neophytes as cultists, job done. This army really works for general rebellious themes as well, not to detract from the awesomeness of the Genestealer Cult, but you could have a Fallen leading them or an Imperial uprising led by a Primus (modelled as a disgruntled General, Governor, etc). A Tzeentchian Cult would be an interesting take as well, grab those Tzangors from Silver Tower as your Hybrids, the Ogroid would make a cracking Patriarch, with the Gaunt Summoner as your Magus. Such possibilities…

However, back to the true Cult, this is not an army for beginners. The flexibility of the Cult Ambush rule is counter balanced by poor armour saves across the board and moderate armoured support. This list would definitely function better if taken as hordes of infantry with some armour; otherwise it may as well be an Imperial Guard list. That said, Tyranids are not your only Allies of Convenience, you can ally with Imperial Guard as AofC as well; this opens up your list building options a lot if you like to take allies.

The relics are alright, there are some fun ones but from a competitive stance I would always opt for the Crouchling, a unique familiar that gives you the two additional S4 rending attacks in combat but more importantly allows you to generate one additional psychic power.

broodcoven

Speaking of, the Broodmind psychic powers are pretty ace, some highlights are: the Primaris Mass Hypnosis a malediction that reduces a units WS, BS, I and A by 1; Psychic Stimulus WC 1 unit gains Relentless, Fleet and can charge even if it ran; Might from Beyond unit gains +1 S in combat and gains Rage; Mind Control WC 2 where you can target an enemy non-vehicle unit (Focussed Witchfire, so only one model) and have them/it shoot at a different target of your choosing. Oh and there’s one where you can summon more units on to the board, so pretty nasty really. I know the summoning of units is a pretty controversial topic but in casual games you’re unlike to summon more than one or two units successfully.

The Codex contains a few Imperial mining tools that have been repurposed as weaponry which is a really ace touch and I like how the mining gear of the Imperium has been designed to blend in with the Tyranids ridged carapace armour.

There are some good formations however I shan’t go in to detail as I’m almost at the 2000 word mark. There are two of particular note though: Subterranean Uprising, which consists of infantry and a Primus (compulsory Metamorphs and Acolytes, the first and second generation cultists). The benefit is that you may roll two dice and pick the result on the Cult Ambush table and the unit with the Primus may roll three dice and pick the result! Then there’s the Doting Throng, basically a Magus with a bunch of Neophytes and/or Acolytes. Units within 12” of the Magus gain Frenzy and the unit with the Magus in can re-roll to hits in combat every round. Also, Blessing powers from the Magus that target units from this formation can be re-rolled if the test was failed.

Overall this is a great Codex; the art is ace, the narrative very enjoyable and the rules offer a refreshing take that should be fun to play with and an absolute mindbender to fight against!

Have an ace one all.

Ed

Quick disclaimer, the photo’s are from the Games Workshop website and are used solely for illustrative purposes to provide a bit of colour to an otherwise word ridden review!

The Watch Has Just Begun: Deathwatch Codex Review

Greetings all,

Well, it’s been a while. You can thank life for that. I still have that short story to share with you all, however I have done almost nought in the way of hobbying since my last post, so no story until it has some pictures to go with it (for those that have no interest in amateur fiction).

Enough! On to the review…

Overview

Codex Deathwatch is the latest in cut down army books that give you access to fewer options but just enough that it could be used as a force in its own right, unlike say Militarum Tempestus, which is fine as the Imperium of Mankind functions at its best when disparate elements work together (at least, if you’re willing to carry several Codex’s around to field all of the detachments you could use in a single force).

codex-deathwatch-cover

As always the high standards of GW’s printing press means you have a solid book on your hands, filled with some pretty cool pictures of post humans slaughtering vile aliens in their droves. The artwork does vary in style but overall its top notch, however the section beginning’ Knights of the Long Vigil’ I could happily do without. The basic 2D style of the marines and bland colours seems out of place in an otherwise excellent book. I feel like this section could have been done using the ‘Eavy Metal shots that appear a few pages later. Filler is what I would call the Vigil section. However, let’s not be unkind, some of us may well like this style, as it does present the Astartes in a clean uncluttered way for those that wish to look at the iconography on the Marines in detail.

The Narrative

In brief, the Deathwatch are made up of Space Marines from hundreds of Chapters to specifically fight the threat of aliens (or Xenos as they’re known), within and without the domain of mankind.  These marines are seconded to the Deathwatch for a variable length of time, until they return to their Chapter or more likely die in battle. They are not led by the Inquisition of the Ordo Xenos, though they do have such close goals that they fight/work together and bear the seal of the Inquisition where normally their Chapter symbol would be.

The book covers the lore well and from reading it you gain a good handle on who this force is and why they fight the way they do against the specific threat presented by Xenos races. There is a timeline (esque) section of battles fought, a map showing some of the main Deathwatch fortresses located within the various Segmentums, a breakdown of some of the different Chapters that make up the Deathwatch along with the narrative about the various positions within this faction (like Librarian).

One of my favourite pieces was about the Black Shields, Space Marines who have forsaken any past allegiance to permanently join the Death Watch. This is not a new thing, there are Black Shields in the Heresy that are similar, but this is a specific twist that could definitely be greeted with mixed reactions, here goes:

“Some may be the last of a Chapter all but destroyed in the line of duty. Others may be the last loyal warriors of a Chapter who have turned renegade, or even those legendary few lost in time – those who would be instantly executed were their former allegiance known.”

Now, I believe this is more in direct reference to the Fallen, the traitorous element of the Dark Angels. However, I prefer to think that some cacophonous Emperor’s Children could roll up to a Deathwatch fortress and the Watch Master would be like ‘well… you’re a loose cannon but you get results, switch out that armour with the writhing faces for this sleek black number and you’re in.’

deathwatch-logo

The Rules

Brass tacks now, units wise you have the following:

HQ

Watch Master

Watch Captain (no Captain Artemis, he’s in the Death Masque specific rules)

Chaplain

Librarian

Troops

Veterans

Elites

Terminators

Dreadnought (regular and venerable)

Vanguard Veterans (not a mistake, they are elites)

Fast Attack

Bikers

Rhino

Razorback

Drop Pod

Corvus Blackstar (the new flyer)

Heavy Support

Land Raider (regular, Redeemer and Crusader variants)

One of the main oddities of this force is that as the Deathwatch do not follow the Codex Astartes, the unit size of Vanguard Vets, Terminators and Bikers is one to five. That and the upgrades in the squad state ‘any model may choose one of the following’ for some of their options. So you could have a squad of Terminators consisting of just one Terminator and he could have an Assault Cannon, or feel free to have five Terminators in a squad, all with Cyclone Missile Launchers! Likewise with the Vanguard Veterans any of the squad can switch their weapons out for special weapons as well, including the devastating new Heavy Thunder Hammer.

Of quick note; Captain Artemis can be used in place of a Watch Captain however his rules are not in the Codex, they are in the Death Masque rules for what’s in the box. Shame but it’s done now. He is a fairly standard Watch Captain, however one of his best rules is that he carries a one use Stasis Bomb, if you hit it’s strength D. Bonus points if you have a stasis fight with Lukas the Trickster from the feral marines.

artemis

Now in heroic 28mm scale for your 40K Xenos killing pleasure!

The Deathwatch also have a unique way of forming the army, this is by the way of Kill Teams (be the formations or part of the detachment to gain further army wide rules), interestingly you can have mixed squads working as one unit and you are pretty much covered however you want that unit to be made up. A perfect for instance:

Aquila Kill Team

  • 1 unit of Veterans
  • One or more choices in any combination from the following list:
  • Librarian
  • Terminators
  • Vanguard Veterans
  • Bikers

The above would form one unit (of no more than ten models excluding transports), they must stay as one unit (Librarian cannot leave, cannot combat squad) but they also benefit from the Aquilla doctrine ‘Non-vehicle models from this formation can re-roll any to wound rolls and armour penetration rolls of 1’. This is your base Kill Team that you can really customise to form specific battlefield functions.

You could…

Take one unit of vets with four Deathwatch Frag Canons, two terminators with Cyclone Missile Launchers and one Librarian with Divination (so that you get Prescience, re-roll to hit in combat and shooting). Then load said squad up in a Drop Pod, watch as first turn you can land next to a target and potentially dish out 8 strength 9 armour piercing 2 shots (if within 12”) from the Frag Canons and four strength 8 AP 3 missiles from the Cyclones; probably with a bucket load of re-rolls thanks to the Librarian and Aquilla Kill Team tactics. Keep the Terminators and Librarian in the middle of the squad so that the marines are the first to fall and you might even make combat with a couple of Power Fists and a Force Weapon. Sure it’s a few points but the damage output and flexibility of this squad is obscene, if used correctly with a bit of luck, and that’s just one squad!

The formation rules rack up pretty quickly, every type of Kill Team has their own variation and focus for what they are better at. The Malleus team has to have a couple of Thunder Hammers but you flat out get to re-roll to wound or armour penetration against your enemies’ heavy support (note that is still in combat or with your shooting as well).

Every Kill Team, barring the HQ and vehicle choices, must have a unit of Veterans as its minimum compulsory element. So if you are planning on playing the force using the detachment tree you would not be able to take a separate unit of Terminators on its own. However, you could take a regular army and still take most of the Kill Teams as their rules are included as standalone formations. It’s a minor point but it’s worth keeping in mind as effectively the detachment way of assembling a force means you will be taking a lot more Veteran Marines than you otherwise might.

I highly recommend having clear ways of telling your squads apart as it could be pretty easy to forget which team is which and this is an army where all your special rules can make a massive difference.

The army wide rule is Mission Tactics, which is basically more re-rolls in combat and shooting for your army. You pick it at the start of your first turn and can change it once in the battle (this can be increased), so really you should always be getting some kind of re-rolls for your units, making them damned accurate and devastating  at times.

Better get this out there quick though, no smash monster HQ for you, unless you get Endurance from Biomancy. There are no items of wargear or relics that give you Eternal Warrior, which I think is a good thing, for all this army has to offer it is not over powered. You pay the points and you get a highly flexible army were composition really matters. Every unit needs to over achieve and to do so you need to hit hard early on. Drop Pods and transports should be your go too.

Speaking of, the new flyer, the Corvus Blackstar:

Standard marine BS.

Armour value Front and Side 12, with 11 on the back (small arms mean squat to this bad boy), plus it has armoured ceramite. On top of that there’s an upgrade that lets you re-roll jink cover saves!

I don’t use Death from the skies but it has Pursuit 3, Agility 2 and is an Attack Flyer.

Armed with a Twin-Linked Assault Canon, Blackstar Cluster Launcher (Bomb 1 with either S4 AP6 Large Blast or Bomb 1 S5 AP 4 Blast, Ignores Cover) which you can switch for a Black star Rocket Launcher for 15 points (S6 AP4 Heavy D6 with Skyfire or S4 AP5 Heavy 1, Large Blast, Ignores Cover) and four Storm Strike Missiles.

Lastly, the Corvus has a transport capacity of twelve, can carry bikes and jump infantry is an assault vehicle and has multiple access points.

This flyer is obscene, base cost is 180 but it’s a solid all-rounder that should not go down quickly and it could be a really great way of getting your Vanguard Veterans in to combat if you play an assault heavy list. Alternatively the Corvus Blackstar is 70 points cheaper than a Land Raider Crusader, a Terminator squad with attached character/s could fit in it; or perhaps a Kill Team consisting of a Veteran squad, a couple Terminators and a character or two.

As I mentioned if army composition is an element of the game you enjoy, then this Codex really caters for you. It’s at its best when allied with regular Inquisiton (cheap versatile acolytes and access to the Chimera for medium strength ranged weapons) or the Imperial Guard, again for cheap infantry and more varied tanks. Of course you could use the Deathwatch on their own and there is plenty of scope for some mean lists.

A few last bits, as mentioned Vets can have several special or heavy weapons in one squad, this includes the new combi Heavy Bolter/Heavy Flamer (not one shot) and the awesome new Shotgun with three firing modes, crowd control at its finest! The Shotgun can be S4 AP- Assault 2 Shred, S4 AP 4 Assault 2, both ranged 16” or it can be S3 AP6 Assault 1… Template!

The Stalker Pattern Boltgun is a Heavy 2 AP5 SX Sniper weapon and you have special ammunition for almost all Bolt weaponry (excluding the Infernus Heavy Bolter) used by infantry.  I shan’t write them all down but you have your regular with some ignores cover, your poisoned 2+, an AP4 variant and even an AP3 variant that can get hot.

Ace new Xenophase Power Sword that’s AP3 and successful invulnerable saves against it must be re-rolled. Heavy Thunder Hammer that is strength 10! And to wound rolls of 6 have Instant Death!! They’re two handed and only Veterans and Vanguard Veterans can use them.

There are some cool relics, one stand out being the Beacon Angelis, basically at the start of the movement phase you may remove one friendly Deathwatch unit, then deep strike them next to the bearer once per game (bearing in mind you won’t scatter as you place the unit within 6” of the bearer).  This is an ace way of bringing a slow moving unit close to the enemy or providing fire support in overwhelming force. Probably best used on a character that has a decent bodyguard, Biomancy Librarian in a Terminator or Vanguard unit with Storm Shields, I am most definitely looking at you.

Right, that should do it for now. As you can tell I think this Codex is great, could there have been more in it, well yes but what it does it does nicely. We have ace new models (though bizarrely they are scaled up ever so slightly but noticeably when compared to regular Marines or Heresy Marines). The story of the Deathwatch is pretty cool and it is great to be able to field them as a viable force or ally on the table top. I know I will definitely have a force and this might spur me on to finish a few more of my true-scale Deathwatch as well; what with the Codex and ally system being so versatile I could easily have one of the Kill Teams in an Inquisition themed army. Decisions, decisions…

Have an ace one all.

Ed

P.S.

Genestealer Cult! Complete with multi-part Neophyte Cultists bedecked in Imperial mining gear, oh ho yes, I have plans for you my friends.

codex-genestealer-cult

I’ll more than likely be picking a copy up, so expect a review soon.

genestealer-neophytes

I have some -erherm- radical plans for these chaps. It’ll be great to see the community have at ’em.

A Quick Update – Heresy!

Evening all,

As always it’s been too long. I have been up to no good hobbying. I’ve just done little in the way of letting you, my world, know about it.

Inq28 has taken a serious backseat of late, for now, these chaps…

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I’ve mentioned a few times that I have been spending far too much of my time assembling a heresy army. My Night Lords are finally almost fully assembled and I’ve even started painting them. So, glutton for punishment I am, I’m also going to have a small(ish) Shattered Legion force. Mainly because I love the pre-heresy World Eater and Emperor’s Children colour schemes, so I painted a couple test models and I’m pleased with how they came out.

Scribbling Words

However, I’ve not been idle, I thoroughly enjoyed writing my last article which included a micro Grey Knight narrative. I then let myself get carried away; I’ve seen it through, tidied it up and now have an 8000 word short story to share with you all! Well, I say now, that’s not entirely true. Although the short story is ready for upload as a full PDF (I figure it’s far too long as a post on it’s own), I have no intention of cramming narrative down your collective bandwidth, at least not without some pictures to go with it. After all fan fiction is not for everyone. So, I shall try and put the Heresy aside for a week (which will be hard, as I have some gorgeous Phoenix Guard models to assemble) and I’ll get a few Inq28 models painted up for your viewing pleasure, so the story has something to go with!

That’s all for now, cheers for dropping by.

Have an ace one all.

Ed

 

 

A Grey Knight True-Scaler – Done!

Afternoon all,

I managed to get one of my true-scale Grey Knight models painted up a while back and I have just finished a micro story for it. The story is a tad longer than normal, so I shan’t ramble on now.

Insta Grey Knight

The city night danced with luminescent colours, an incandescent circus of midnight hues writhed in the sky above a burning landscape. A roaring creature of fire atop a huge brass steed charged headlong, its hoofs pounded the ground leaving a trail of scorched earth. In its wake followed three more of its burning brethren. Each warped humanoid atop their brass steed carried swords that writhed in fire.

+ Brothers, brace yourselves + Justicar Bainon’s words resonated in the minds of the squad. + We must give the Inquisitor more time +

Aygar clutched his halberd all the tighter, he fired a salvo of shots from his wrist mounted Stormbolter. The sanctified bolter rounds struck their targets and as they did so, the reactive cores detonated. The rest of the strike squad opened fire. Smoke and hellfire swirled around the still charging steeds, unharmed by the thunderous torrent of shots.

The Daemon leading the charge opened its fanged maw, a purple tongue whipped out to lick its canines. It turned to its lesser brethren and began spewing forth syllables that no mortal could utter. Dark flames whipped around the Daemons, each cursed word their leader uttered stoked the fire of their hate further and further.

“Bah’ra’ahash Nar’thay’arr’na’karr” it roared. Turning forward to look at the strike squad once more, it bellowed as the gap between them lessened to mere feet.

Aygar felt a mixture of revulsion and unbridled hate well up within him. The haft of his halberd crackled, as blue lighting ran up it to the point of the blade.

+ Now brothers, ignite your fury + Bainon’s calm words echoed through the squad, they unified their minds. Bainon’s Nemesis Daemon Hammer ignited first in coruscating blue lightning. Then Graia’s Sword shone with a furious light. Each brother’s weapon lit up with potent psychic energy. Lightning danced off the end of Aygar’s blade scorching the ground. The air around Aygar began to mist, as frost spread from his ceramite clad boots along the broken rubble of the ground.

+ Control yourself + Bainon said.

The Juggernaught riding Daemons struck their lines, colossal beasts built of hellfire and brass smashed in to the squad. Graia leapt forward to defend Vazar, as his brother was slamming a fresh promethium canister in to the loading chamber of his Incinerator. The leader of the pack hacked and slashed with his flaming sword; each time Graia’s blade found a way to parry him, he moved in a blurred figure of eight seeking an opening in his assailant’s assault.

Aygar charged forward to assist him; sharp pain lanced through his side as one of the huge beast’s jolted forward head first, knocking him from his feet. Aygar landed on his back and pushed with his feet to roll with the momentum. Halberd in one hand and the other on the ground he shot forward off the floor in to a sprint.

I have to cut this one down to help Graia.

Chopping forward with his halberd, the brass Juggernaught reared up on to its hind legs and crashed down forward. Aygar lanced upward using the point of his weapon as a speat, focussing his will into the tip of the weapon. The blade pierced the Juggernaught beneath its armoured maw. The beast’s body trembled violently then toppled; its rider leapt from it, toward Graia.

+ Look out! + Aygar screamed in to his mind.

Still battling the largest of the pack, Graia turned as the dismounted daemon jumped upon him. It hacked with its sword while clinging to his armour. The pack leader urged its mount forward, trampling them both.

The line of brothers broke apart in to desperate fights; Graia lay on the floor, unmoving in cracked armour. The dismounted Daemon dissipating into smoke next to him. Vazar had his back to the wall of the Manufactorum, streams of sanctified promethium issuing from his Incinerator, keeping one of the pack from entering through the huge doors. Bainon moved to engage the rampaging leader; swinging his Nemesis Daemon Hammer while intoning litanies of faith, his words burned at the daemons flesh.

+ Aygar, Falkarn, take down the other rider. I will deal with their leader and then assist Vazar +

Falkarn reacted first, he surged forward engaging the Daemon and its mount.

+ But Vazar needs assistance, I must aid him + Aygar said.

+ Vazar is more than capable, now do as your Justicar commands + Bainon replied. His tone brokered no argument. Aygar ran to assist Falkarn who was already fighting the mounted Daemon with his stave. Each blow rang true but even with the psychic will of the squad behind it, the Daemon kept fighting on. Its Hellblade flashed down in a brutal arc; catching Falkarn between pauldron and neck, he screamed out loud, as hellfire rippled through his torn neck muscles. Aygar ran in and parried the Daemon’s blade away. Falkarn staggered back. The Juggernaught stomped forward, lowering its armoured head close to the ground. It charged at Aygar, swiftly raising its head as it collided in to him. The bladed helm smashed Aygar from his feet, sending him several feet in to the air. He plummeted to the ground, something in his leg snapped. Chemical injectors pumped fresh adrenal stimulants in to his system, dulling the pain. Falkarn, leaning on his stave fired a volley of bolter shells at the beasts flank. The rider screamed in its tainted language and pointed its fiery blade at Aygar but the Juggernaught beneath it turned to charge Falkarn.

+ Brother no! +

Falkarn staggered to one side but the bulk of the Daemonic steed hit him head on. The armour of his chest buckled and cracked. It sent him sailing backwards, Falkarn’s limp form hit the ground and rolled to a stop near the unmoving form of Graia.

+ Inquisitor, whatever you are doing get on with it! + Aygar plunged his will through the thick rockcrete walls of the Manufactorum.

“Stay out of my head Astartes. It’s difficult enough to concentrate as it is” the Inquisitor replied over the vox.

The mounted Daemon turned from Falkarn, its baleful eyes glowing with hate. Steam issued from the Juggernaught’s maw, its hoofs began to pound the ground as it charged headlong toward Aygar. He focussed his will, levelling his halberd in to a defensive stance. The daemon atop its mount charged at him but mere feet away the rider let out a guttural scream. Its Juggernaught’s front legs buckled and its armoured head ploughed in to the ground, sending the daemonic rider careening in to the air. Still screaming, its red skin burned bright, scorched and turned black as charcoal. It hit the ground and shattered in to ash. Aygar stared at the Juggernaught as it too broke down in front of him. It tried to rear up but its legs shattered beneath it. The colossal beast melted in to the ground. Aygar stared for a moment, then looked over to Bainon. The shine of his grey armour was streaked with scorch marks, bent and buckled in places. His chest plate rose and fell with heavy breathing, gauntleted fingers held the smoking Daemon Hammer at his side. The dissipating corpses of the pack leader and the last Juggernaught lay in front of him. Vazar stood by him, white hot streams of promethium issued forth as he burned the remains of the Daemons.

“We were fortunate, there was little tethering this pack to the realm of man. Tend to your brothers. I shall see if the Inquisitor’s interrogation has been successful” Bainon said.

One of the large Manufactorum doors creaked open on old hinges. Interrogator Calvariam stood at its threshold, the sleeves of his long coat rolled up to reveal bloodied hands.

“I can answer that one for you. Our acquisition sang like a bird” his skull mask seemed to sneer in the light; “it just took a bit of persuasion” he shrugged. Blood still dripped from his fingers. He lent down and wiped them on a patch of dried grass.

“Then we know who is behind this?” it was Vazar that spoke, as he administered care to their wounded brothers.

“As we suspected, a rogue psyker has been plying his trade. Some idiotic gang hired him to take out a rival. It seems the psyker is now being worshipped by the Galfrane mining crew, Emperor knows why, they’re a few clicks north of here. The Inquisitor wants to move on their position straight away.”

Bainon looked at Vazar.

“There wounds are grievous, but I believe they will both survive” Vazar said.

“Have Mithris bring the Stormraven in to extract our wounded brothers. Calvariam, we can have him fly us to the Galfrane mine.” Bainon said.

“No need” as Calvariam spoke a Chimera tank, the ubiquitous armoured transport of the Imperial Guard bedecked in the iconography of the Inquisiton, trundled in to view. “Garrick and the others have been called in, care to join?” Local militia had at some point appeared to quell the blazing habitat nearby. The flames spluttered casting a grim shadow over Calvariam’s skull mask.

“Let us take the fight to our enemy then.” Bainon looked to the Chimera. “The Emperor’s work is to be done.” he said.

Aygar looked up as their Stormraven soared in to view. They would see their wounded brothers on board and then this rogue psyker and his twisted cult would pay for their heresy. He looked over at the militia and wondered what would become of the innocent survivors that had witnessed the taint of Chaos. The Inquisitor did not seem like a man to tolerate loose ends.

As I mentioned a while back; of all the true-scalers I’ve put together the Grey Knights are the easiest. The GK terminator components do the majority of the work for you and with my method you preserve the majority of the original detail.

I’ve done a shed load of work on getting my Heresy Night Lords playable. So I’m by no means sworn to true-scale but for Inq28, it’s pretty sweet when your marine towers over a human!

Ha! Just realised not a single picture shows the lighting on the force weapon. Oh well, next time 😛

Right, time for me to do some serious catch up on my reader.

Have an ace one all.

Ed

 

Crimson Slaughter to the Slaughter: Updated Codex Supplement with New Formations

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Greetings all,

Well I did it. Despite knowing better, I bought the Crimson Slaughter updated Codex supplement. Like the Black Legion supplement that I took a look at, the Crimson Slaughter book is filled with interesting fiction about the once loyal Crimson Sabres, pictures of the models, some cool artwork and a selection of new rules to use in conjunction with the Chaos Space Marine Codex (CSM).

I quite enjoy reading about the fall of an Adeptus Astartes chapter but almost feel like there could have been some serious build up to it. Like say if we had a Crimson Sabre supplement first, detailing the illustrious rise of a noble chapter defending humanity. Then slowly in White Dwarf articles and Black Library e-books we start to see the Chapter buckle in its duties, until finally it breaks. Then the Crimson Slaughter could have been released and there fall from grace would have had more impact. This is personal preference; it just felt odd that CSM were thrown a supplement about a new faction when there are the traitor legions and a whole host of established renegade Chapters.

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Nonetheless the narrative contained within the supplement is enjoyable. However, I’m here to talk about the new formations. As the Crimson Slaughter book, like the Black Legion, has received a digital update.

Just quickly, for those that don’t know, the Crimson Slaughter Possessed are troops and they have a very different mutation table. You roll at the start of your turn and can benefit from Shrouded, Cavalry movement, or rending and a 3++ until the start of your next turn. I view this as better but situational.

New Formations

The Ravagers – A simple one of 1 Chosen and 1 unit of Possessed, as long as the Chosen Champion is alive at the start of your turn you can pick one of the units from the formation to re-roll all failed to hit rolls.

Disciples of Mannon – A Sorcerer and a unit of Possessed, this one is oddly specific but I do like it for how bizarre it is. At the start of the battle roll two dice, place them to one side as if your opponent rolls two dice and gets an identical result you can summon a unit within 18” of your Sorcerer. The unit is rolled for from a table, 1 – 3 Pink Horrors, 2 -5 three Screamers or three Flamers and on a 6 a Herald (meh) or Lord of Change! I tried this out in a game at the weekend (and admittedly we did have to rush) and didn’t get to summon a unit sadly. Combine with Malefic Daemonlogy for glorious summoning times (just ignore the sour look from your opponent).

Brethren of the Dark Covenant – Grab a Dark Apostle, 1 unit of Possessed and 1-3 units of CSM.  What you get is a super pissed off Apostle, who can inspire your marines to give not one single shit. Rather than shooting your Apostle wails at every unit of the formation within 12”, those units now have Zealot and Feel No Pain until the start of your next turn! This has to be one of the standout formations from the supplement. Perhaps load up your marines in Rhino’s and rush the enemy, disembark with those special weapons and a few Powerfist’s and let your Apostle chant his litanies to make your units tough to move. Combine with the Mark of Nurgle for added resilience.

Cult of Slaughter – An Apostle with 2-8 units of Cultists. Cultist units from the formation within 9” of the Apostle are Leadership 10 but you take it for the following; at the start of each of your movement phases roll a d6 for each Cultist unit that has suffered casualties, you gain that many back up to your starting squad size. Who needs survivability when you can raise the dead!

Lords of Slaughter – One Chaos Lord, 1 Possessed unit, 1 Chaos Terminator unit and 1-3 units of CSM’s. Your Lord gains Psyker ML1, he always knows Prescience and can target any unit from the formation regardless of range. No Force weapon though and that’s it for this formation. I don’t rate it as you’re paying for a lot of units when you could just have a Sorcerer with divination (using the 30pt artefact from the supplement). As ultimately Chaos Lords just aren’t that good. Controversial? Probably not.

Kranon’s Helguard – One Chaos Lord, 1 unit of Chosen, 1 unit of Terminators, 2 units of Cultist, 1 unit of Raptors, 1 Land Raider and a Helbrute. Your infantry gain Stubborn (pretty good really) and enemy units within 12” of one unit from your formation are at -1 Ld, if they are within two units they are also at -1 BS. It’s an army and the formation benefits are alright, however that’s a lot of foot slogging infantry and most armies have access to fearless or ATSKNF which negates the whole Crimson Slaughter fear malarkey. Only use this against another fun formation, it’s just not competitive, which is fine for casual games.

The Red Onslaught – A special formation that consists of all of the aforementioned formations (units can belong to their own formation and the Red Onslaught, and benefit from their original formation rules as well as TRO rules). This is a big formation, containing a lot of infantry (so many cultists!). All enemy units are at -1 Ld while at least one unit from this formation is alive.  The other rule lets you revive a destroyed unit of Possessed , you roll at the start of your turn and on a 4+ the unit is placed into ongoing reserves; when they arrive (in the subsequent turn) they Deep Strike in. They no longer benefit from their original formation rules but can be revived again. It’s a high tax to pay to revive arguably one of the worst units from the CSM Codex. Although I think the Crimson Slaughter Possessed have more flexible rules they are still just marines with 2 attacks and a 3+/5++. At 30 points a model they’re just too overpriced for their damage output and will struggle against most enemies. I think this formation is for the hardcore Crimson Slaughter players out there. If you do take this make sure your Psykers take Telepathy where possible and Shriek your enemies whenever you can as you can take 2 points of their leadership with clever unit placement. Throw in Be’lakor for even more Telepathy shenanigans.

There we have it folks, as far as I can tell the artefacts are the same as before (or have received only the subtlest of tweaks). I think overall the Black Legion formations are better and more flexible, as in my opinion Possessed are still to be avoided, which will be hard to do seeing as almost every formation contains at least one unit of them. Now if they bring out a new CSM Codex that could change things significantly, but until then I’m going to say not worth it. At £15 for the basic digital version (Apple) it’s not going to wreck the bank but it’s hardly a bargain. If you’re after an aggressive combat CSM army then consider the same priced gamer edition Khorne Daemonkin Codex, you get a shed load of rules as it’s a standalone list. What’s more you’re battle brothers with CSM so you can ally up to your tainted hearts content.

Until next time, have an ace one all.

Ed

Image Sources: Crimson Slaughter Codex Supplement. Used for the sole purpose of entertainment, reporting news and reviewing the updated Codex for non-commercial use. All rights reserved by Games Workshop.