The Night is Dark and Full of Terrors: Night Lords True-Scale WIP

Evening all,

Clearly I’ve been re-watching Game of Thrones, oh Rob. Side-note, definitely backed the GOT miniatures game on Kickstarter, will article the s%*t out of that at some point.

Today is all about the Night Bastards (or ‘Lords’, depending on your preference).

Primaris Marines, love ‘em or hate ‘em, have opened up a tonne of new modeling opportunities and for me they have rekindled my true passion; that is having a scaled up army of post-human criminal scum. Since the Emperor saw nothing wrong with recruiting subterranean Terran prisoners and inducting them into his galactic spanning crusade, solid plan!

Here’s how they are coming along:

Night Lords True-Scale Squad

Reivers made a great basis for the VIII Legion

Night Lords Primaris True-Scale Chaos Space Marines

A few coats of paint later, not quite ready but definitely getting there

That will do for now, actually, f*%K it, below’s a short story for the ol’ Night Bastards (feedback always appreciated on models and narrative).

The Devoid

Take care all and have an ace one.


Warhammer 40’000 8th Edition: A Bloody Battle Report(ish)

Greetings all,

So today (Sunday 18th June, which is now most definitely in the past) I played my first game of 8th edition and I figured I’d do a quick battle report, well, more of a battle synopsis really. We decided to go for a classic game of 1500 points.

The Armies

Chaos Daemons and Chaos Space Marines

It had to be the heretics for me. Although I used far less true-scaler’s than I was originally going to.

I went for a Battalion Detachment that consisted of:

x2 Bloodthirsters (1 Insensate Rage & 1 Unfettered Fury)

x1 Renegade Knight (Avenger Gatling Cannon & Reaper Chainsword)

x10 Bloodletters

x10 Plague Bearers

x10 Cultists

x5 Raptors (Pair of Lightning Claws and two meltaguns)

My opponent James went for:




x10 Deathmarks

x12 Necron Warriors

x10 Warriors

x10 Immortals

x2 Triarch Stalkers

x1 Monolith

The mission was Only War with four objective markers and we had to hold the markers to gain VP. Deployment was your standard Dawn of War on a ruined industrial table.

I kept my Raptors in reserve, as did James with his Deathmarks.

Turn 1

The Necrons awoke quick sharp to the sound of roaring monstrosities, taking first turn James wasted no time in moving forwards with his warriors and Triarch’s to fire all hell in to the towering Renegade Knight. Under a blistering weight of firepower it lost several wounds. The potency of the new wound chart was not lost on me, as it allowed the Immortals strength five weapons to cause a surprising number of wounds.

The towering Bloodthirsters on each of my flanks beat their mighty wings and took to the sky, making full use of their 12” move to get as close to James’ line as possible. The Knight loped forwards. As did my Bloodletters, while the Plaguebearers and Cultists caressed their sweet objectives (Knight face masks, as my Knight was bereft of one). I opted to bring my Raptors on at the end of my movement behind James’ Necron warriors on my right flank, this I was to learn, was a colossal error. No sooner than the Raptors taloned boots touched the rubble a unit of Deathmarks materialised next to them, in a spectacular out of turn sequence they head shot disintegrated four of the Raptor squad. On a roll of a 6 to wound the Deathmark’s weapons cause an additional Mortal Wound. The Raptor champion proceeded to take several armour saves, of which he failed more than enough and so my only reserve unit evaporated in their own movement phase! Note to self, Deathmarks are king-shit. Bring on reserves after they have entered play. The Knight charged forward, revved it’s Reaper Chainsword and found that when an unstoppable force meets an immovable object, in this case a Triarch Stalker, not much happens.

Although, like James, I controlled two objectives, so the score was still 2 – 2.

Turn 2

As the (Raptor) dust settled the Deathmarks prepared to fire all hell in to the approaching Knight. My fear levels shot up, as I realised they were in rapid fire range and so could do a staggering amount of damage to the war engine. The ‘Crons advanced and blew chunks of the Knight away, by this point it was rattling forward with only a few wounds left. My grey Bloodthirster, who we’ll call Ash’anhar, bellowed as Gauss weaponry reflected off his Daemonic visage. While my red Bloodthirster, who we’ll name Impotentus, took several wounds from the nearby Monolith and Warriors.

James continued to bag his objectives 4 – 2 to the ‘Crons.

Ash’anhar’s blood boiled at the deaths of his post human slaves. He soared forwards, ignoring the lesser warriors beneath him and surged toward the Deathmarks. While on the left, Impotentus charged the other Triarch.

NB Triarch Stalkers have something called Quantum Shielding. It. Is. Insanely. Effective.

Impotentus managed to shear a few layers of metal off a Triarch Stalker. However the beast, the myth, the legend, Ash’anhar, slew a few Deathmarks’ and consolidated in to the Necron Warriors that he had casually charged past. The Knight went after less survivable prey and stomped a unit of Immortals in to the dirt. Morale plays an important role in 8th and entire units can evaporate if you’re not careful. The way it works also encourages you to focus your firepower on one unit, as the negative modifier is how many casualties a unit has suffered in that turn.

Turn 3

The Necrons pulled back thanks to the new fall back rules, however as you cannot shoot when you fall back Jame’s shooting was greatly diminished. He still managed to fell the Knight, it fell to the ground oddly silent. While Impotentus took yet more wounds, by this point he was down to 4 wounds and was rocking a somewhat pathetic 2 attacks. I will say this, he was a good fire magnet. That is all. Ashanhar remained locked in combat with the Deathmarks, who fell bitterly to his great axe.

The Bloodletters loped past the ruined Knight and sprinted toward the Necron Overl… no wait, in an unheard of moment of tactical clarity, the Bloodletters ran for the objective in the center of the board.

NB At this point in my write-up I’ve lost track of the score, however I do remember the result!

Ash’anhar having obliterated the, frankly terrifying Deathmarks, charged and proceeded tonbatter the Triarch stalker that the Knight had failed to harm, he tore each of its legs off and severed the rider in two with savage ease.

Turn 4

The Necrons retaliated and blew the Bloodletters of their objective, with the Overlord sweeping in to kill a couple. Combined fire from the Monolith and the Warriors felled Impotentus, a name aptly earned as his kill tally was two Necron Warriors, of which both got back up! The warriors that Ash’anhar had largely ignored on the right flank advanced towards the Cultists. However the subservient humans simply scattered behind an old munitorum crate out of sight. Ash’anhar took a few wounds, yet remained fairly unscathed.

By this point my army was technically in tatters, however I’d doggedly hounded the objectives and continued to charge in to combat at every opportunity. This had the impact of drastically reducing the Necrons firepower.

Turn 5

The Overlord charged forwards and with the combined firepower of the Monolith he tore apart the unit of Plaguebearers’ that had been steadily reaping me a harvest of victory points. I imagine that the site they had claimed was a foul smelling warped mess (not that the Overlord could smell anything mind).

At the start of my turn 5 we called it a game, the Daemonic forces of Chaos had scored a crushing victory.

11 – 5 in favour of the Dark Gods.

End Game

That said, the only units that James had lost were the Deathmarks’ and one Triarch Stalker. Whereas my force was bloodied and battered, having lost a Bloodthirster, a Renegade Knight, one unit of Bloodletters and one unit of Plaguebearers! My win really came down to the fact that I focussed all my efforts on to claiming objectives. The notable highlight being when the Bloodletters advanced on to an objective, rather than charge the Overlord.

MVD (Most Valuable Daemon) for me had to be Ash’anhar, he took a lot of damage and stayed in the thick of the fight for the whole game, plus he destroyed two units. Which accounted for the sum total of units my army destroyed!

Greater Daemon of Khorne

Ash’anhar, yep, he’s still WIP despite it having been months since I started painting him!

MVA (Most Valuable Automaton) for the Necrons has to go to the Deathmarks. They blew away the Raptors, stripped a shed load of wounds off the Knight and even survived a round of combat with the Ash’anhar.

It was a cracking game and James has threatened my heretics with his Tau for our next encounter. Speaking of, next time I’ll take some snaps of the battle, I’d just rather have pictures when more of the board is painted, along with my army. Perhaps I’ll just keep it black and white till it’s all ready.

Cheers all, have a great one.


Warhammer 40’000 8th Edition: A Heretic’s Overview

Greetings all,

The Warhammer Community site has had some ace articles, recently their focus has rightly been on 8th edition and now the rules have hit, I think it’s time we looked at what 40k is now.

First off, seventh edition is ace, if you’re playing 30k that is. The Forgeworld lists compliment seventh’s rules and it is a shockingly balanced system. I mainly play Heresy and I have two active armies, my Night Lords and their less bastardly yet more nefarious brothers, the Alpha Legion.

I rarely play seventh 40k as the system is incredibly imbalanced. The trouble is that there are a number of units that just outperform other units to such a degree that there is no point taking certain entries. Wraith Knight, I am looking at you with death in my eyes. Gargantuan Monstrous Creatures are insane, they’re are such bastards of colossal proportions that I had nightmares about them before I knew they existed.

That said I’m not here to rant and I have played some bloody good games of 40k in seventh, they just required a number of gentleman’s agreements beforehand.

So what is 8th?

Well 8th edition is the lovechild of 40k in it’s glorious 3.5 edition and Age of Sigmar and this is a damn good thing. The rules are deceptively simple, around 8 pages gives you the basics, that and a few datasheets and you’ll be detonating mass reactive bolt rounds in to the faces of  the Imperial dogs in no time.

Movement and maneuvering is going to become an art form. Movement values are back, those badass Cataphractii, well they’re still hard as nails. Hell, they have 2 wounds apiece now. They’re sat on a move value of 5” though, so you’re going to be some kind of hero if you try foot slogging them across the board. Whereas Eldar troops predominantly have movement 7”, those filthy Xenos will be dashing across the battlefield in the blink of a third eye. Another major change is that you can now assault from transports, just only if the transport hasn’t moved. So thinking one turn ahead with the placement of your forces is vital.

Another major change is that it looks like units arriving from reserve can assault the turn they arrive, they can even be placed without scatter now. The caveat though is that reserves cannot be placed closer than 9” away, so a charge of 2d6 makes it a gamble of long odds that your dangerously close unit will make it in. Again, this adds to the maneuvering and emphasis on careful deployment of your army. Sure you could Deepstrike a unit of Assault Marines in, get lucky and charge a Chaos Terminator squad, strike first (as that’s how chargers roll now) and hell, let’s say you decimate several of them. Well done, you sir are a consummate badass. Now it’s your opponents turn. The Chaos Terminators fall back. A squad of Chosen disembarks from the Rhino to your left hefting Chainswords. The one to your right opens up and out charge a squad of Berserkers, followed closely by a hulking Marine clad in baroque armour. A world of hurt is just a couple phases away. You realise that your Assault Marines have been lured in to a trap. Shit just got real. Good thing you have some Predators rolling up, lets hope those canons are packing some serious firepower.

Chaos Space Marine

I threw a couple World Eaters together like Eternal Hunt had.

Speaking of, armour piercing is now back to modifying an armour save, rather than just flat out ignoring it. Which is ace, as now the weapons you arm your awesome models with involves a greater degree of thought (at least I think so). Whereas before the option of Powerfist vs Power Axe was somewhat of a no brainer (unless you were seriously running low on points), now each weapon has a slightly different advantage. Do you want more attacks? A sharper blade to slice through armour? Maybe something weighty to bludgeon your enemies with? Dual wielding? Or a pistol to blam your adversary in the face, because your blade is too good for that gutter trash’s blood? Well the options are there, which is ace. Even the Chainsword has it’s own benefit, it generates an additional attack. Which is ace, as having a pistol and combat weapon no longer gives you the bonus attack in combat. So often you’ll be relying on your profile.

Profile’s are rather different from 7th, I won’t go in to them in detail. Basically WS and BS are straight up dice rolls. Initiative doesn’t exist, if you want to strike first then attach bayonets and chargle like the lad King you were born to be. Leadership is now absolutely vital, as morale checks cause you’re hard as nails Marine’s to flee off the board (most likely to join the eight fold path). Even And They Shall Know No Fear has become a ‘re-roll failed Morale checks’, so still insanely useful, just not the powerhouse of 7th.

Chaos Space Marine True-Scale

Right, I’m going to call it a day there. My first game of 8th edition should be tomorrow (Sunday 18th June, which at the time of publishing is now today!). I’ll be bringing my True-Scale heretics out to slay some filthy Xenos and there may well be some lapdogs of the False Emperor too. So I shall try and jot some notes down and report back in the week.

Have a great one all.


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,


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…

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


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.


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.


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.

An Unexpected Update: Black Legion Supplement New Formations

Greetings all,

I’ve been busy assembling a whole bunch of Heresy Night Lords. Ruins of Arotha inspired me to have a crack at using magnets, to make the most out of my kits and I have taken to it like a pig in sh&*t. I decided not to bother with WIP shots, as it’s all pretty standard stuff. I’ll post some up when I finally get around to painting them.

The reason for this article is that GW, the cheeky chaps that they are, have updated the Black Legion Codex Supplement. I bought the iPad version the day of release last year (or whenever the hell it was) and I felt pretty disappointed by it, the fiction was alright but the rules were minimal and lacklustre. My main gripe was with the artefacts available to characters, which also consisted of the vast majority of rules from the ‘dex, they seemed over priced for what they had to offer. For instance the Skull of Ker’ngar, at 40 points you get Eternal Warrior and Adamantium Will. Alright Eternal Warrior is boss, but at 40 points lets compare that to the 50 point Shield Eternal. The loyalists nab a 3++, Adamantium Will and Eternal Warrior for just 10 points more than the Skull! 

I shan’t bother ranting like a heretic fanboy but the Chaos Codex is showing its age now, it’s a sixth edition Codex in the world of seventh. Although the heretics have received some cool new toys in the form of dataslates the core issue remained. Chaos Space Marines are the weakest element of the Chaos army. In a nutshell it comes down to the lack of And They Shall Know No Fear (ATSKNF). Whoa, don’t get me wrong, Chaos shouldn’t have that rule. I’m not suggesting that Chaos Marines should have faith in the Emperor (Alpha Legion?). No, simply that for equivalent points, the loyalists all benefit from an incredible rule that has consistent game wide affects. Auto rallying, not being destroyed from a sweeping advance and acting as normal once rallied. Whereas the traitors can pay points to receive +1 leadership (and 5 CSM cost 5 points more base than a 5 man tactical squad). 

So when the Black Legion supplement came out I was disappointed. On an army wide basis this main flaw remained firm and the extras we did get did not compensate to make the CSM list more competitive. I’m not expecting the filth of the 3.5 ‘dex but if loyalists are going to get their own (arguably better) Obliterators in the form of Centurions then I expect more than an AP3 Daemon Sword that gives me +1 Initiative. Seriously, that’s a thing. I might as well take the mark of Slaanesh (for the +1 Init) and literally any other Daemon Weapon, like the Murder Sword (Ap 3 normally with the potential for d6 attacks like a regular daemon weapon, nominate a character at the start of the battle and your sword goes batshit against that character giving you x2 S, AP 1 and Instant Death! Oh and it’s only 5 points more than the spine tingly sword).

So I lied, there was a bit of a rant. I’m a heretic at heart, even bought the t-shirt at Forgeworld to prove it.

New Formations

Bringers of Despair – Abaddon and his closest Terminator friends rock up with +1 WS and BS (not Abby, he’s hardcore as is).

The Chosen of Abaddon – Enjoy 1-4 Lords or Sorceres, each one must take a unit of chosen or termies to stick with for the game but for as long as the Lord/Sorcerer is alive the his squad they’re Fearless, because no f*&ks are given. Screw you ATSKNF, our sorcerers just grew a pair. Oh and all the Lord/Sorcerers in this detachment get a free roll on the Boon table (re-rolling spawn or apotheosis, because Abs hangs around with the cool guys).

The Hounds of Abaddon – Chaos Lord, 1-3 Khorne Berserkers, 1-3 CSM; 1-3 Raptors, Warp Talons or Bikers (in any combination). Once per game you can run and charge with the lot of ‘em and whenever a unit makes a charge roll on 8 or more the unit gets +1 strength (because Khorne likes it when Marines man up and get stuck in).

Daemon Engine Pack – A Warpsmith with his two pet Forgefiends or Maulerfiends (in any combination). This is an odd one, you can nominate a character before the game begins. Your big dogs gain preferred enemy against said character and if you slay the bastard you regain a lost hull point. Also your Warpsmith cares, if he’s within 12” of one of his pets at the start of the shooting and/or assault you can nominate said Fido to use the Warpsmith’s Weapon Skill or Ballistic Skill.

Cyclopia Cabal – I really like this one for numerous reasons. Here we have 3-5 Sorcerers (they don’t have to form a unit, but I’ll get on to that), they gain one special ability/psychic power, Shroud of Deceit. It’s a warp charge 3 psychic power, you nominate one sorcerer to channel it and any Sorcerer including the first generate a free dice for that power only if they are within 12”. It has range 30” from the channeller, you nominate a non vehicle unit. If successfully cast and not denied you get to immediately shoot with the deceived unit as if they were your own squad. So, your enemy rolls on to the board with his graviton canon toting Servitor Destructors, sweet, let’s shoot them at your his own Land Raider. It’s a great psychic power that should be useful in most games but there’s an added bonus (sort of). Let’s combine all of those Sorcerers in to one unit, stick a fearless character in, say a Lord, and attach all said characters to a 20 man cultist squad. Choose Biomancy for all your Sorcerers (and hope to roll Endurance on one). Now you have a twenty-six man unit that can potentially have a 4+ FNP save with Eternal Warrior for your characters. Plus five dudes are rocking around with force weapons and only one of them needs to get the power off to activate it. I recommend sticking a spell familiar on the channeller to make the most use out of the Shroud of Deceit (as effectively the warp charge for it are free, so you might as well pay 15 points for the re-roll to make sure it goes off). This is by no means a death star but that’s not the point, just think of the awesome conversions and havoc you can reek with a unit like this on the board. There’s the crux of it as well, how much Chaos can you cause and what will you cause it with. The traitors should always give you options to mess about with.  

 The Tormented – Daemon Prince with 2-5 units of possessed, pretty sure I heard those groans from here, but hold on. These possessed come with +1WS, +1 I and rending; sure they’re still not Wulfen but at least they’re a bit more viable now. Shame they still don’t know how to hold two close combat weapons. Warning, if the Prince wanders off further than 18” the possessed do become somewhat senile. Like dementia as opposed to slavering killers. 

Black Legion Warband – Last up is the Black Legion Warband, here we have one Lord, 0-1 Sorcerer, 2-6 CSM, 1-3 Termies or Possessed (any combo), 1-3 raptors, talons or bikers (any combo) and 1-3 Havocs or Helbrutes (any combo). When your characters take down a character thanks to the Champion of Chaos special rule (in a challenge) you roll twice on the boon table and can pick either one or both results. This detachment also has the Thirst For Glory rule, this one is nice. In a phase if one Black Legion unit wipes out an enemy unit all remaining Black Legion units may re-roll failed to hit and to wound rolls of 1. This is damn good. So if you blow up a rhino in your shooting phase your whole warband gets a (pseudo) universal preferred enemy rule for the phase. This also applies to the combat phase (I think your enemies, as well as your own). 


Overall I’m really pleased with the above detachments, I think they add some needed depth to the CSM army and they make a vanilla list a bit more flexible. It might not be the new ‘dex that we’d like but it’s a decent start. What’s more as a digital user this update was free. Sadly this doesn’t help those that bought the hardcopy; however I’d recommend checking online for the full rules once it’s been released in earnest, as lets face it, it’s pretty harsh to buy effectively the same thing again for what is just an update. Oh and there are tactical objectives for the Black Legion (can’t remember if they were in the old version, if not, they are now). There might be other updated information but the artefacts look basically the same (I think the Nova artefact was tweaked). 

It looks like the Crimson Slaughter ‘dex should be receiving the same treatment, although I didn’t buy that one, might now. Not sure. So, we should have some more formations to play with soon. 

If you have any questions or comments feel free to drop me a line, if not, I hope the article’s been of some use.

As always, have an ace one all.


Image Sources: Black Legion 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. 

Inquisitor WIP: A Legacy of Terror

Evening all,

Well, my plans to present the model that goes with chapter two of my Inquisition warband has gone quite awry. I’m in the final stages of painting him up, but he won’t be ready until next weekend now.

Instead, I thought I’d post an old model that I’ve taken a renewed interest in. 


The red right hand of the sergeant.

When the Tempestus Scions were released I was initially disappointed. I’d been really hoping that the Stormtroopers would get released in plastic. However, it didn’t take long for me to warm to the Scions. Once I had, I started to see the sheer amount of kit bash opportunity that they presented. I’ve no idea if I’m the first to combine the Space Marine Scout torso with the Scion legs, but I really like how they work together. The bulk of the torso seems to fit the athletic pose of the legs. The head is from the Imperial Guard command sprue and I think the Boltgun arm is from the Scout Storm set. I’ve deliberately mixed up the shoulder pads of the squad to give them less of a uniform look.

I originaly painted his armour in a charcoal grey, then I realised it bored the hell out of me. The Night Lords have always been my favourite legion, so I thought I’d have this chap wearing midnight clad. He’s actually part of a squad, but they’re at my mates house, so I’ll post them up at a later date.

The narrative is probably going to be that a radical Inquisitor, with an Istavaanian philosophical view, believes that the ways of the enemy had merit. Requisitioning a small number of Red Hunters, Exorcists or other Astartes tied to the Inquisition, he begins to train them in the image of the traitors. This squad will be based on the Night Lords. You may have noticed the red right hand of the scout. I like the idea that records of the Night Lords/Nostraman customs are difficult (to say the least) to come by. As such, the Inquisitor mistakes a reference to ‘red hands’, thinking that these were brutal individuals picked out to support the sergeants, commanders, etc. As opposed to it actually being man marked for death at his commanders leisure; perhaps while the commander is swirling a brandy round in his glass, while lounging comfortably in a throne.

I’ve also painted up one of my Scion models, with a Skitarii vanguard head, in GW Alpha Legion colours. I doubt I’ll do loyalist variants of all the traitors, but I think it could be a nice radical side project.

We are legion.

Anyway, hope you’ve enjoyed.

Have an ace one all.