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Space Marine codex review part 5 - Conclusions and example builds

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Final part folks as promised. Phew, this has been an extensive amount of writing and there are bound to be things I've got not quite right or missed. I thought I'd round things off by talking less about content and more about the wider implications for myself personally and SM players. Also, I strung together a couple of example builds using the Gladius strike force.
Conclusions

Bottom line I guess is how will this release influence my armies which, to be honest, are already beyond the scope of reason. The honest answer is not very much TBH. To quantify this there are 3 different aspects to look at:

1. What was I trying to achieve from the armies? The honest answer is a fluffy, themed army for each, which I hope I have done as follows:

Iron Hands - lots of bionics, lots of technology and vehicles especially techmarines and vehicles.
Ultramarines - well rounded army with several special characters
Salamanders - fluffy army, no anti grav, lots of flamers, meltas and hammers
Raven guard - mostly infantry army heavy on the assault, scout and mobile artillery elements.
Whitescars - lots of bikes and fast vehicles.
Imperial Fists - probably my least themed army - comes across as more a cross between UM and salamanders.
Crimson Fists - heavily themed post-Rynn's world. No tanks, Stormwing and Elite units mainly to represent the destruction of the fortress monastary.
Black Templars - Infantry themed crusade army.
Blood Ravens - designed around the units and characters available in Dawn of War.
Heroes of badab - specifically themed to represent each faction of the Badab War with the most appropriate unit.

2. Some new kits. So I've invested in 3 new devastator kits, a new assault squad and an UM upgrade sprue. Idea being more to invest in the look of the armies (which will all need 32mm bases at some point - sigh)  than the new rules. This really is a very minor update and actually I probably spent more time pre-release giving each army a good eyeball and sorting out any modelling/basecoating issues. Ultimately I have a wishlist of about 10 things I want to add to these armies, many of which are flyer units (still not caught up with 6th edition) to bring the armies into line.

3. New rules. If I'm absolutely honest, after looking through the new book I'm not sure if/how I will use the new Gladius strike force. Firstly, only 4/10 of the armies can actually field a demi-company and I'm not willing to invest/sacrifice the theme I've developed in order to do so. Secondly, those which can field a demi-company have insufficient units to make up a Gladius, and so I'm left with either i) combining two armies under the same chapter tactics as proxies, ii) Using a Demi formation from one army and another type of formation/detachment from another or, most likely, just sticking with the plain, old, combined arms detachment. Sad really as I'd love to use the codex to its full potential but the fluff and having lots of smaller armies is more important to me so that's just the way it will be. This was the same conclusion I drew with the Eldar Codex TBH - great for power gamers who want force multipliers but not all that great for people with established armies that don't fit the format.  


Here's a few thoughts for fluffy themed armies using the Gladius strike force for the big 6 (didn't include Templars as they can't use crusader squads in the Gladius) This is really just a starting point for thoughts at 2000 points and have no upgrades unless stated and would need a bit of trimming and refining to be actually used.  Calculations are VERY approximate to save me some time!
Raven Guard:
Demi company (Shrike, 3 x tactical squads, Assault squad x5 +JPs, Devastators) 465
10th company strike force (2 x sniper scouts + cloaks, 2 x scouts + storms, scout bikes + cluster) 440
1st company task force (3 x 5 vanguard + JPs) 330
Skyhammer annihilation force (2x 5 man devs + grav cannons + DPs, 2 x 10 man assault squads + JPs) 830
Whitescars:
Battle company (Khan, Bike Chaplain, bike command squad, 6 x tactical squads in drop pods, 2 devastator squads in rhinos, 2 5 man bike squads) 1170
Stormwing 420
Librarian conclave (3 x lvl 2 on Bikes) 330
Chapter Command (Chapter master with shield eternal on bike) 185
Imperial Fists:
Demi company (Lysander, 3 x tactical squads, Assault centurions x3, Devastators) 675
1st company task force (TH/SS terminators x5,2 x sternguard x5 in drop pods) 515
Armoured task force (Techmarine, Vindicators x 3, predators x 3, whirlwinds x 3) 845
 Iron Hands:
Demi company (Bike chapter Master, 3 x tactical squads, Bike squad 5-man, Devastators, 3 venerable Dreadnoughts) 905
Armoured task force (Techmarine, Vindicators x 3, predators x 3, whirlwinds x 3) 845
Ultramarines:
Battle company (Sicarius, Chaplain,  command squad, 6 x tactical squads in drop pods, 2 devastator squads in rhinos, 2 assault squads with JPs) 1100
1st company task force (TH/SS terminators x5,2 x sternguard x5 in drop pods) 515
Chapter Command (Calgar in terminator armour) 280
Salamanders:
Demi company (Vulkan, 3 x tactical squads, Attack bikes x3 + MM, Devastators +MM, 3 Ironclad dreadnoughts) 1095
1st company strike force (2 TH/SS terminator squads, land raider redeemer, 10 man sternguard with heavy flamers in DP) 975


Before I call it a day on this behemoth of a review I'd like to touch upon past and future of non-codex Chapters, namely Blood Angels (and Wolves/GKs) and Dark Angels. Dark Angels are just around the corner and will very likely benefit from some of the perks in this book. Grav weaponry, Strike forces and formations. Dreadnought and vehicle squadrons etc. Unfortunately, Blood Angels and the others have been left behind with all of this, not having a Strike force type organisation, no dreadnought and vehicle squadrons (plus lack of 4A dreadnoughts) and many other issues. I wonder if now is the time for GW to start putting out FAQs for these guys and leveling the playing field. Anyway, that's enough for now, only time will tell. A weeks breather before Dark Angels hit. Cheers.



Dark Angels Codex Review, or not...

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Greetings folks.

Last, brief post before warmer climes and beaches summon me for the next couple of weeks. Suffice to say that this will terribly inconvenience my usual review of the latest Codex release. As timing would have it I will, however, be able to grab a copy of the book before I go and so will be giving it a good peruse. Also, from what I've read regarding the leaks it seems the overall impression is that of a positive release with a few minor nitpicks, some of which MAY get the FAQ treatment, mainly regarding running Deathwing. Anyway, more to follow in a short while. Cheers.

Dark Angels codex review part 1 / 5 - release overview and army rules.

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Well, a little later than normal I've managed to give the Dark Angel Codex a good look over and so thought I'd put up a review. Unlike my normal reviews, I've decided to break this one up a bit differently, with the first part giving a general overview, parts 2-4 each focussing on the different 'wings' of the DAs, and the final part bringing things all together.

Overall release:


Taking the format of many of the 'tweaked' codexes, this release only really consisted of a book, cards, limited edition and a single power armoured Interrogator Chaplain clamshell. This release was obviously piggy-backed onto the Marine codex as we had already seen all the SM releases painted up in DA colours prior to release. (plus it gave us a hint of grav being on the horizon) It's a bit of a shame the Chaplain was not a much needed plastic Terminator Chaplain but never mind.

Codex:

I preferred the older codex cover but still this one offers a fantastic piece of artwork. The book itself is larger than previous offerings (160 pages as opposed to 106) and actually has a decent amount of content. The first section deals with background and company organiastion including the 1st, 2nd and inner circle. We are also given half a page of background for each of 6 successor Chapters. The next section is the now familiar look at individual units complete with artwork before moving onto the section which details colour schemes and markings. This section is actually pretty nice compared to more recent books and also details all 6 successors as well as the Deathwing and Ravenwing. The somewhat truncated photo gallery is of the same high standard as always, before moving onto the datacards and appendices. Overall a very nice offering and, despite the higher price tag, should be appreciated by most DA fans.

Rules:

Army Special rules:

Combat squads - as per normal, though Ravenwing bike squads are clarified as being full strength at 7 models and split 3/3/1 when combat squadding.
Deathwing - replaces the old Inner circle rule with fearless and hatred: CSM (as opposed to PE).
Grim resolve - Now simply have stubborn and, wait for it, roll for overwatch at BS2 unless jinking. Big implications to be discussed in the formations later on.
Ravenwing - a new rule which allows the model to reroll failed cover saves when it jinks. Again, some huge implications here which will be explored later on.

Warlord traits:


1 - the hunt - now completely different - instead of scoring an additional VP by slaying the enemy Warlord in melee, you now get precision shots and ignores cover to your shooting attacks. (Azmodai, Belial)
2 - Courage of the first legion - modified from courage of the lion, the Warlord now grants fearless to all units within 12". (Ezekiel)
3 - For the Lion - furious charge as before
4 - Brilliant planning - reserve roll modifier as before.
5 - Rapid manouvre - different from before, you now simply add 3" to your flat out/run/turbo-boost and charge distance for the Warlord and his unit. (Sammael)
6 - Hold at all costs - same as before, feel no pain for Warlord and unit if within 3" of an objective.

Interromancy:


Finally, Dark Angels get their own deck of psychic powers, which are all really fluffy and useful powers TBH.

Primaris - Mind Worm (WC1) - still a 12" focussed witchfire, it is now S6 Ap2 and only assault 1. Sap will, however, remains the same.
1 - seed of fear (WC1) - Malediction targeting all enemy units within 9", which have to take morale/pinning/fear tests on 3D6. Great if you've just deep struck in the middle of a horde of guard and want to make them run.
2 - Righteous repugnance (WC1) - A blessing targeting a friendly unit in 24", which gains the rage rule. Very handy for bolstering the melee potential of a unit about to charge.
3 - Aversion (WC1) - A malediction which makes a single enemy unit only able to fire snap shots. Great for neutering units such as grav centurions.
4 - Maelstrom of misery (WC2) - a 24" witchfire power that is S1, AP2, assault 1, blast. The neural shock rule means that it always wounds on a 4+ but can't affect vehicles or buildings. A reasonable anti-terminator weapon.
5 - Trephination (WC2) - Focussed witchfire with 18" range. The affected model must roll 2D6+2 and minus their Ld. They suffer wounds equal to the result with no armour or cover saves. Suffers from the usual problem of focussed witchfire, unless of course you want to snipe a non-character model.
6 - Mind wipe (WC3) - This malediction is potentially devastating. It targets a single enemy unit  in 24", which have their WS and BS reduced to 1 until the end of their next turn. They then take a Ld test which, if failed, makes the drop permanent. If combined with an Ld modifying power/weapon this could be a way of making powerful units effectively useless for the rest of the game.

Tactical objectives:


Secret agenda - this is something a little bit different for the Dark Angels objectives. Basically, you can hide your dice/cards when generating DA tactical objectives, revealing them only when achieved.

1 - Not one step backwards - if no friendly unit fails a morale check in the time period you choose, you score as follows: 1 turn = 1VP, 2 turns = D3 VP, 3 turns = D3 +3 VPs. Deathwing would do well with this one.
2 - No forgiveness - 1 VP if you destroy an enemy unit that was controlling an objective.
3 - Let none escape your gaze - 1 VP if you manifested an interromancy power.
4 - Apprehend and interrogate - 1 VP if at least one enemy character slain in a challenge. (D3 if Warlord)
5 - Flawless strategy - 1 VP if a deathwing/ravenwing unit arrived from reserve. D3 if a deathwing unit arrived within 6" of a teleport homer bearing ravenwing unit.
6 - The path of redemption - 1VP if a Dark Angel unit charged an enemy unit that outnumbered them at the start of the charge phase.

Armoury:

(I'll only mention things here that have changed since the previous edition)
Blacksword missiles - now (finally) S7 and AP3.
Plasma storm battery - Gained 12" range for both fire modes, making it 36" now (again, finally)
Plasma talon - Now officially a twin-linked rapid fire weapon rather than an FAQ.
Ravenwing grenade launcher - only the rad shell has changed here, and rather than giving -1 to toughness it means that any to wound rolls of 6 cause 2 wounds regardless of toughness. Big change, but overall I don't  think they'll suffer for it.
Rift cannon - another much needed change, this bad boy is now S10 AP2 (was only S5 AP- before) and gained the rift vortex rule, granting it the vortex special rule if a double is rolled on scatter. Brutal and now makes the Dark Talon a force to be reckoned with.
Stasis bomb - Now S4 and AP5, the bomb is otherwise the same as before but with one difference. If a model suffers one or more unsaved wounds it must pass an initiative test or be removed from play.
Blade of Caliban - No longer unwieldy, so actually a pretty decent deal for a Champion compared to Codex Marines.
Flail of the unforgiven - no longer has bane of the traitor but instead gained fleshbane.
Mace of absolution - No longer has bane of the traitor or smite mode, but instead smite can be used to change the weapon profile to a single double strength AP2 attack, so in effect a smash attack. Useful to be able to switch between the two.
Halberd of Caliban - no longer has bane of the traitor.
Armourium cherub - for devastators and same as codex marines allows a one-off reroll to hit on one model.
Displacer field - gone
(Grav weapons and amp now included in the armoury)
Infravisor - gone
Porta-rack - gone
Power field generator - gone
Space Marine Bike - going to mention this here as it's a glaring omission - based on the Ravening FOC it's obvious that taking a bike was meant to confer the Ravenwing rule to Independent Characters, yet it seems they forgot to add that rule in. FAQ I hope. Also of note is that it's no longer on the wargear list and is in unit entries instead.
Terminator armour - now has the vengeful strike rule built in, granting twin-linked to weapons the turn you deep strike.
Deathwing banner - now +1 attack only applies to the unit of the bearer but half the price of before.
Ravenwing banner - Now incorprates the same mechanic as company banners but the hit and run boost only applies to the unit the bearer is in.
Revered standard - gone
Sacred standards - BIG CHANGES - no longer different rules and costs, the Sacred Standards are now sadly just a single profile and simply grant the bearers unit counter-attack and relentless as well as the usual morale perks from a standard. Pretty useless on Deathwing/Ravenwing and also can't really enhance a standard command squad enough to justify its use. Cheaper, but not worth it.
Relics:

Foe-smiter - improved significantly and got a points drop. Now assault 4 with shred and a melta bomb cheaper. Still S4, AP4 and master-crafted.
Lions roar - same as before.
Mace of redemption - Same as before, except this is the only weapon in the book now to have the bane of the traitor rule, making it AP1 against chaos space marines.
Monster-slayer of Caliban - now a melta bomb cheaper, otherwise the same.
Shroud of heroes - BIG changes here. Went from 50 points to 10 (!) and is still the same, granting feel no pain (and shrouded if not in a unit). Can't see a good reason not to take it on a lone character.
The eye of the unseen - a new piece of wargear granting both the fear and preferred enemy rules to the bearer.
Well that's all for the first part chaps. Mostly positives with some much needed adjustments of wargear and gaining a psychic discipline. Shame to lose some of the unique wargear and the sacred standards but TBH, these things were causing a fair few problems and so needed addressing. Next time we'll take a look at the 1st company of the Dark Angels, the Deathwing, before moving on to look at the Ravenwing, the rest of the Chapter and finally how they all work together now.

Dark Angels codex review part 2 / 5 - Deathwing

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Hi folks and welcome to the second part of my Dark Angels codex review. The first part looked at the release overall and the contents of the appendices in the book. This time we look at the members of the elite first company - the Deathwing. However, to balance the size of each review this section will also look at all the characters that have the Deathwing rule as well as the Deathwing formation and Detachment. Let us begin with the non-bone white chaps who have the Deathwing rule before moving on to the Deathwing proper.
Azrael

Some changes to the big man, who is the same price but now a Lord of war but still arguably the weakest of the Chapter Masters from the big 4. He no longer makes deathwing/ravenwing troops sadly but retains his rites of battle rule . Lion helm is the new power field generator now, conferring a  4++ to Azzy, his unit and vehicle. Lions wrath has simply been downgraded to a master-crafted combi-plasma and protector no longer has a wargear entry, simply Azrael has a 2+ and FNP. (5+ now not 6+) The sword of secrets remains the same. As before he can choose his Warlord trait and also allows you to add +1 to any seize the initiative rolls. He has grim resolve and Deathwing like the others in this section. Overall he strikes me as being little more than a Chapter master in artificer armour with a relic blade and combi-plasma - hardly an ideal loadout and pretty expensive for what he does. Where he does excel is in bolstering other elements of the army with his global Ld 10 and the Lion helm. I don't think this is enough to justify his cost, however, and is hardly the melee monster that Dante/Grimnar/Calgar all are. In fact he'd lose to all 3 of them in combat, especially as he lacks eternal warrior.
Interrogator Chaplain

Same price as before and effectively the same options. He now has deathwing, grim resolve and also preferred-enemy: CSM as opposed to simply hatred which the other deathwing have. He's a pretty reasonable HQ to be honest
Asmodai

Poor Asmodai will likely spend yet another edition on the shelf as very little has changed with him aside from the core changes to rules as above and having the old 'hunt' warlord trait now built in. He did get a small boost of WS6 though. When you compare to other options, especially Ezekiel, there's really no point in taking him sadly.
Librarian

Standard Librarian rule and options with the same core rule changes as already covered. He does, however, get access to all the core psychic powers except biomancy and interromancy. A good, solid and relatively cheap HQ, however...
Ezekiel

... Zeke is still significantly better. His book of Salvation now gives +1 attacks to models in 6" rather than +1 WS and he is still a level 3 psyker with master crafted weapons (traitors bane is no longer 2-handed also) Stats remain the same and he gets the same access to psychic powers as above. His warlord trait has also changed from the hunt to courage of the first legion, making all units in 12" fearless. A pretty solid HQ choice and if you're running a greenwing element he should be in the contending. 
Company Master

Not many differences from before aside from the fact you can now take terminator armour (but not a bike hence the absence from the wargear list. Shame really as it means you can run a generic Deathwing or Company Master in TDA but not the same for bikes. He loses access to the perfidious relic but gains access to a relic blade. Still a pretty sound option, but I personally think that Interrogator Chaplains win overall.
Belial

The Master of the Deathwing remains the same cost and still has the same wargear options, though his rules have changed around a bit and he now has one extra attack on his profile. Tactical precision is now more succinct simply stating Belial and his unit do not scatter when deep striking. Marked for retribution now means he rerolls all failed to hit rolls in a challenge. The hunt has changed to effectively replace his old marked for retribution rule. Lastly, he no longer has inner circle (replaced with Deathwing), deathwing assault and vengeful strike rules (now incorporated into terminator armour), but does benefit from grim resolve. Belial also no longer makes terminators troops. We will take a look at the loss of the deathwing assault rule later on.
Deathwing Terminator squad

20 point drop for the cost of the basic squad (4 points less for additional models) and the same changes for TH/SS costs as seen with codex marines. There is now a heavy weapons list in the wargear section but costs remain the same. Split fire is retained and they have the Deathwing and Grim resolve rules, but as with Belial the Deathwing assault and vengeful strike rules are gone, but terminator armour now grants vengeful strike anyway. The Formation/Detachment go some way to addressing this as we will see later. Also of note is that they can take a perfidious relic now as well as a land raider as a DT.
Deathwing Command squad

Same points drop and rules adjustments as with the regular squad, as well as a move from the HQ slot to the Elites slot. The same options exist as before, with the option to take a sergeant now and also a decent points drop (power fist worth) for the apothecary upgrade. Both the apothecary and Champion are one per army. The banners (changes summarised in previous part) also got a fair bit cheaper. Perfidious relic and land raiders are also available. Bottom line, small points decreases and slot change but again lost the ability to guarantee deep strike.  
Deathwing Knights

No points changes here and the changes to weapons have already been covered. They retain their shield wall rule for +1T and you cannot hide is now simply the precision strikes rule.
Venerable Dreadnought
Has the venerable rule now as opposed to Deathwing vehicle, which is gone. (they did the same anyway) The Dreadnought also has the same changes in terms of attacks and points costs that codex marines got, as well as being able to be taken in squads of up to 3. Lastly, they have both the deathwing and grim resolve special rules, making them more effective with overwatch and against Chaos Marines.
Deathwing Redemption force

So the Formation has a number of restrictions and benefits. You can choose from the following:
                - 1 Belial / Master / Interrogator Chaplain / Librarian (all must be in Terminator Armour)
                - 2-5 Deathwing Terminator squads
                - 0-1 Deathwing Command squads
                - 0-1 Deathwing Knights
                - 0-1 Venerable Dreadnoughts (1 only, must take drop pod)
All models get preferred enemy: CSM and take the fight to the enemy, which grants units the ability to run and shoot the turn they arrive. (don't forget Terminators all get twin-linked on arrival too) Lastly, Deathwing assault means they all enter deep strike reserve and all enter automatically on either turn 2/3/4 (you choose) together without needing to roll. The drop pod ignores the usual drop pod assault rule. The best part about this formation is that it's a great way to slot in a small to medium deathwing force into a Lions blade strike force in a supporting role, though we'll come to that in a later blog post.
Deathwing Strike force
Alternatively, you can use this as a way of fielding you Deathwing army. 1-3 HQ and 2-12 elite slots. All units must have the Deathwing rule or be a dedicated transport. As with the Formation, Venerable Dreadnoughts may only have one per unit and must take a drop pod. The Warlord may reroll Dark Angel traits and this unit also get the take the fight to the enemy rule. Summoned to war basically means that all units must start in deep strike reserve and that if you have a Ravenwing attack squadron or strike force you can automatically pass or fail all reserve rolls. So, a bit more flexibility than the Redemption force with less restrictions but you need some Ravenwing support to guarantee that arrival.
Conclusions:
Now, let's talk about the elephant in the room. Neither the Deathwing formation or detachment allow you to start the game with any of their models on the table nor use Land raiders, as they clearly can't start the game in deep strike reserve. So the only way really to use you Deathwing Land raiders is as part of a combined-arms detachment. Perhaps more importantly, Deathwing lost the ability to deep strike in turn one automatically and, as you can no longer modify battlefield roles from elites to troops using Belial, even a combined arms detachment can't contain Deathwing only. Using the strike force you can use regular drop pod rules to deep strike a DP Vendread in turn one but that's about it. So hmm, not really sure what GW were trying to achieve with this. Deathwing can't really exist as a solo army now and can't readily field land raiders either. They are undoubtedly the biggest losers in this book with Ravenwing being extremely viable and Greenwing a close second, with mixed builds still being just as strong. I feel for Deathwing purists though. 
As far as Characters go I think Ezekiel stands out as my favourite Special character with any of the 3 Generics being viable also. Next time we'll be looking at the infinitely more viable Ravenwing.

Dark Angels codex review part 3 / 5 - Ravenwing

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Moving swiftly on to the third part of the review, which will detail the 2nd Company. 
Sammael

A fair few changes for Sammael here. He no longer has the master of Ravenwing rule, so no more bikes as troops. His wargear has been streamlined to simply give him eternal warrior and an iron halo now, and despite not being a deathwing member he does have hatred CSM and fearless still. He also has the ravenwing rule, allowing him to reroll jink saves! The raven sword and corvex remain the same, except he now has a rule allowing him to fire all his weapons. Grim resolve is also there, as are all the old special rules he had. So, bottom line is he lost his FOC modifying abilities but gained a reroll to jink, better overwatch and the ability to fire all his weapons.
Sableclaw
Now a seperate datasheet with some changes, Sableclaw and Sammael may not be included in the same army. Sableclaw now has an Iron halo as Wargear and can also use the Ravensword, effectively as a sweep attack, inflicting D3+1 hits at S4 AP2 with ignores cover! It can also his the rear armour on vehicles. Sableclaw, as well as AV14 on the front and sides, has scout, skilled rider, ravenwing, grim resolve and deep strike, as well as its two twin linked weapons. All for the same price as before. Much more durable and packing more of a punch, Sableclaw is a much more attractive option than before.
Ravenwing command squad

OK, so fixed properly now, the entry allows for 6 black knights rather than the 3 in the original print or the 5 it was FAQd to. Like the other command squads, it gained elite slot status. Price of your average biker is now a fixed 40 points, with the apothecary and champion being one per army as with the deathwing. Both upgrades remained the same cost unlike with the deathwing, however. Ravenwing standard got 5 points more and revered standard disappeared. 2 black knights, regardless of squad size, can take grenade launchers now. Now, not only have they gained the overwatch benefits from grim resolve, they also gained the reroll to jink from ravenwing and retained hit and run, scout and skilled rider. This makes Black knights some tough cookies to beat and a great unit. The perks from the command squad (feel no pain and the ravenwing banner) makes a full strength command squad a tempting commodity and, as it takes up an elite slot, a good way to take black knights in an alternative slot for CAD armies.
Ravenwing bike squad

Now changed from the attack squadron, which gets its own datasheet as a formation. They got 2 points cheaper each and retained everything that made them great. They also now get access to grav guns as well. Unlike codex marines, their attack bikes stayed the same cost. No Land speeder upgrades here though.  However, when you figure in that they now get reroll to jink as well as improved overwatch, as well as retaining their rules/wargear and gaining grav, these chaps are pretty awesome indeed.
Ravenwing attack bike squad
The Ravenwing now get access to attack bikes as a seperate entity which enables them to be fielded as per codex marines in squadrons of 1-3 with a multi-melta upgrade option. Same as those found in the bike squad, they are 5 points more than regular marines (i.e same cost as before) mainly due to their rules and teleport homer.
Ravenwing land speeders
Replacing the standard support squadron is the land speeder squadron, which as before is 1-5 speeders. They gained the same points drop in upgrades as codex marines and also gained the anti-grav upwash rule for squadrons of 3+, granting an extra 6" when flat out.
Ravenwing Darkshroud

Popular in the old book, it looks as if the shroud will remain so. Same price and with a cheaper upgrade option for the assault cannon, it now boasts 3 hull points (and rightly so - it's bigger thana rhino!) Rules changed a bit. The shroud itself now gets ravenwing, deep strike, scout and shrouded, but the icon of old Caliban now provides stealth and fear to units in 6" (not the shroud itself) and, wait for it, no units can fire overwatch at UNITS in 6" of the Darkshroud.  Sadly the stealth and overwatch boosts apply to units, not models, encouraging ridiculous conga lines, but never mind. This is a good mod for the Darkshroud, making it pretty darn resiliant and a great supporting unit to keep your models safe from both ranged fire and overwatch. Think about it - Black Knights get skilled rider (+1 to jink) as well as ravenwing (reroll jink) as well as stealth (6" of a Darkshroud) - so suddenly one of your most powerful units is getting 2+ rerollable cover saves to get in position, with protection against overwatch when they decide to charge. Nasty.
Nephilim Jetfighter

Again, some much needed changes to this chap, which is great as it's a fabulous model. 10 point base point drop and starts with the mega bolter as standard, with the lascannon now the upgrade (for 5 points). Unrelenting hunter, strafing run and (the superfluous in 6th and removed by FAQ before 7th) missile lock rightly remains. So, what has changed then aside from a few less points? Well, it gets ravenwing for starters, meaning it can reroll jinks to keep it alive. Blacksword missiles also gained a point of strength and AP3 making them actually useful. between them and strafing run it's hard to miss ground targets unless you jink, and pretty hard to miss airborne ones. It still isn't quite an air supremacy fighter but it's more durable than a stormtalon and through a combination of its rules and weapons (well worth the lascannon upgrade) it should be good vs both medium air and ground targets. Not great, but better at least and so may show up on the table a bit. Unless of course this next chap steals the limelight...
Ravenwing Dark talon

Same price, but several rule and weapon changes here. Now has the flyer (hover) type (so no more hover strike rule), gained strafing run and also gained ravenwing allowing rerolls to jink. The real rule changes are in the wargear, which I mentioned in part 1 but will repeat here. The rift cannon is now S10 AP2 (was only S5 AP- before) and gained the rift vortex rule, granting it the vortex special rule if a double is rolled on scatter. The stasis bomb is now S4 and AP5, the bomb is otherwise the same as before but with one difference. If a model suffers one or more unsaved wounds it must pass an initiative test or be removed from play. These two wargear changes alone make the Dark Talon a lot more appealing than before. Still pricey compared to say a Stormtalon, but packing enough of a punch to compensate against the right targets.
Ravenwing Black Knights

I mostly covered these chaps under the command squad, but TBH they're pretty damn good. Now 2 points cheaper per model, they are otherwise unchanged, except for the changes to the grenade launcher (effectively neutering the -1T ability) and the Huntmaster FAQ being overidden to allow any power weapon again.
Ravenwing land speeder vengeance

Another unit in need of a fix, the vengeance certainly got one. An extra hull point and the ravenwing rule added extra resiliance, while the base cost and assault cannon upgrade got a total of a power fist cheaper overall. Best of all, the plasma storm battery got a 50% range increase up to 36", making the unit overall very appealing now.
Ravenwing attack squadron
With the formations, things start to get interesting. The attack squadron is back, but with a difference. You now select one unit of either bikes or attack bikes, supported by either a unit of land speeders (containing a single speeder) or a  land speeder vengeance. They all have scout (the vengeance normally would not) and gain the following 2 rules. Summon the Deathwing means that fully Deathwing units don't scatter when deep striking in 12" of a model from the formation thast was on the board the start of that turn. Attack squadron means that if one of your speeders scores a hit on a unit, all bikes then get +1BS. Nice. So in effect it's a more flexible version of the old attack squadron which can be tailored for various different roles, from accurate deep strikes to tank hunting.
Ravenwing support squadron
Following on from that the support squadron is also back, consisting of a unit of 3-5 speeders joined to a Darkshroud or vengeance (they all join together as a single 2VP squadron). All models gain grim resolve, interceptor and strafing run, as well as the awesome ravenshield rule. This grants this unit the ability to fire overwatch (Tau style) at a friendly Ravenwing unit about to be charged within 24", despite being vehicles. So, you can use these chaps to protect your attack squadrons from afar and, alternatively, can use them to intercept enemy reinforcements. Nice!
Ravenwing silence squadron
This formation is effectively 2 Nephilim and a Darktalon which all enter from reserve on a single rerollable roll. Capture run means that you don't scatter your stasis bomb on the Darktalon and the enemy takes its initiative tests on the higher of 2 dice. If you use this attack to remove the enemy warlord, gain D3 extra VPs in a STW mission. A nice, quirky little rule, but pretty situational and would you really want 2 Nephilim I guess is the other question.
Ravenwing strikeforce

Like the Deathwing, the Ravenwing also have an old-style FOC of their own to play with. This is 1-3 HQ, 0-1 Elites (so, command squad), 2-12 fast attack and 0-3 heavy support. Spot the obvious (and FAQ needing) error here - 1-3 Command units with the Ravenwing rule, when only 1 (Sammael/sableclaw) can be taken. Hmm, someone forgot to add the Ravenwing rule to the Bike entry methinks. All units must be Ravenwing and if your Warlord is in here he may reroll on the DA trait table. All units must EITHER be in reserve OR deployed as normal - they all arrive automatically beginning of second turn if in reserve, but you'll have auto lost first turn without another detachment. Speed of the Raven is the real perk here, granting all your (potentially scouting) models the ability to count as jinking when turbo/flat-out moving, and still fire as normal next turn (this only applies on the first turn they are on the table) This is pretty huge, as you can arrive when you wish effectively, move fast, auto-jink and fire normally the next turn. Epic. It's clear from this that the Ravenwing were given the toys while the poor Deathwing were left lagging. Good for RW players, not so much for DW players.
Conclusions
Well, as part 3 draws to a close a few things are pretty clear. Ravenwing had several awesome and several dysfunctional units last time around. The dysfunctional ones are now fixed and are more viable options, whereas the good ones have either remained so or gotten even better. The formations promote a great bit of synergy amongst the units and TBH I imagine that a Formation or two paired up with the Strikeforce would be the way forward for most players. The Formations are also pretty key to a mixed army, whether it's a Lion's blade strike force or regular CAD. Lots to think about before the next part lands on Sunday evening, which will cover all the 'greenwing' unit that have not been discussed so far. Cheers.

Dark Angels codex review part 4 / 5 - Greenwing

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Part 4 is really mostly here for completeness, as I could likely cover the differences between codex marines and Dark Angels in a single paragraph. However, as we're talking about old Vs new with Dark Angels here, I've pretty much cut and paste my review of those units from the SM codex with some minor amendments.
Chaplain
No changes, save for those to grim resolve and bikes being part of the unit entry not the wargear list.
Techmarine
Now an HQ choice, the TM is almost the exact same stats as the old MoTF (save for 1 less Ld) and comes with a semi-pointless power axe as standard for the same price as the old TM +PA. So effectively you've gained BS, 1 wound and 1 attack for 15 points. Servitor and upgrade options remain the same, with servitors now seeming to be an upgrade rather than a squad. Note the servitors don't get grim resolve and so won't get the BS benefits for overwatch.
Tactical squad
Same except they gained access to grav cannons, as did other squads that can select from the heavy weapons list. With BS2 overwatch as standard now as per grim resolve.
Scout squad
BIG change here. Scout remained the same cost and have the same wargear options, BUT scouts have returned to BS4/WS4. Not sure how I feel about the change TBH as it makes BA and SW scouts look crap by comparison and doesn't fit the fluff as well as the previous stat-line. These guys are sure to be more popular now, especially snipers. Add too that the BS2 overwatch from grim resolve.
Company veterans squad
Hmm, I love the company veteran squads but they're just not that great TBH. Points remained the same and they got access to lists rather than picking from their datasheet. It's still 1/5 for special weapons, 1 heavy weapon and as many melee/ranged weapons (including combi weapons) as you want now, so that's officially fixed. Still though, when compared to sternguard (heavy flamers and special issue ammo) and vanguard (discounted weaponry and jump packs), these guys are just poor, despite the grim resolve.
Command squad
Base costs dropped 10 points and as with the ravenwing champion, for the upgrade cost he gets a sword of caliban (better than the codex equivalent). They get access to the banners section of the wargear list now rather than having banners listed in their entry, and are the only unit able to take the Chapter banner. Apothecary upgrade remains the same, as do melta bomb and storm shield access. All veteran can select melee, ranged or special weapons. This squad is probably the only one to get decent benefit from the sacred standards, as these would obviously benefit them when taking grav guns due to the relentless. Add to that overwatch perks. An expensive but punchy squad would be 4 grav guns, apothecary, sacred standard and a couple of storm shields - 200 points but packing a wallop in a drop pod or rhino.
Dreadnoughts
Three big changes here which will finally make these chaps stars of the battlefield again hopefully. Firstly, a points drops on weapons, with plasma cannons being 5 points cheaper and both lascannons and assault cannons dropping in price by 10 points. Secondly, they can be taken in units of up to three now, though there's no mixing and matching with different types of Dreadnought and you can only take a drop pod if they're a single Dreadnought. Thirdly, the base attacks for the Dreadnought went up from 2 to a whopping 4, doubly their close combat potential. 4 may be a bit excessive (3 may have been a bit more balanced) but a boost of some sort was definitely needed to reduce tarpitting and the oh-so-common can't hit the side of a barn door dreadnought charge. Don't forget also that dreadnoughts have BS2 overwatch.
Rhino
No change
Razorback
No change
Drop pod
No change
Assault squad
A few changes here. Net cost is the same, just that you start without jump packs now and have to add them on, which obviously affects the previous cheaply available free transports. The only other change is that one in every 5 models (in addition to the usual upgrades) may take an eviscerator in place of their normal BP/CCW. Some implications here for anti-tank/anti-MC duties.

Devastator squad
Only a couple of changes of note here, namely access to grav-cannons (plus amps) for 35 points a pop and a new piece of wargear in the form of the armourium cherub, which allows one model in the unit to re-roll to hit rolls in the shooting phase as a one off. The addition of BS2 thanks to grim resolve and further boosts to this as will be discussed later make devastators, particularly grav devastators, a tempting unit.
Predators
No change to costs etc, but can be taken in units of 3 and (spot the trend) gain an appropriate boost so long as 3 are in the unit. Killshot grants them both monster and tank hunters.
Whirlwinds
No change points wise, but so long as they're in a unit of 3 they gain suppressive bombardment, granting each shot pinning and shred. Nice!
Vindicators
A 5 point price drop and again, access to squadrons of 3 for a bonus so long as all 3 are alive. This comes in the form of the mighty Linebreaker bombardment, which combines all 3 shots into a single apocalyptic blast which, wait for it, ignores cover! This is incredibly powerful and, while difficult to pull off due to range (and as with all of the squadron perks easily neutered by killing a single vehicle), will likely inspire fear and trepidation in your opponent.
Land raiders
Lost the silly dozer blade upgrade and also lost the ability to be Deathwing vehicles.
Battle demi-company


A bit different from the codex equivalent to reflect the DA codex divergence. The Dark Angel version has no optional elements in the assault and devastator slots and so it must consist of 3 tactical squads, an assault squad and a devastator squad. You may choose whether to include a Company Master or a Chaplain, and the optional elements are a Dreadnought squad, Company veterans squad and command squad. By adhering to this structure (which will feature in the next post about the Lions Blade strike force) you gain objective secured for all elements, not just the tacticals, and also the fire discipline rule, which bumps up overwatch rolls to BS3 for the formation. Pretty good TBH and seeing as the minumum cost is 440 and will form the core of most Greenwing armies I'd say it's worth it.
The hammer of Caliban
This formation must consist of a land raider, techmarine (who must start in the land raider, granting it BS5) and one full unit of 3 predators/vindicators/whirlwinds. They all form a single 2 VP unit and all models benefit from both monster and tank hunters. If you were taking a full squadron of 3 and a land raider anyway it's probably worth the TM tax, but only I think if you're running vindicators as a full squadron of predators get the rules anyway (so long as there are still 3) and the rules are somewhat lost on whirlwinds. BS5 is good for the land raider, but most of the weapons that would benefit from it are twin-linked anyway, though getting TH/MH is a nice perk. A reasonable formation for things that may well be in a greenwing force anyway.
Conclusions
Not too many changes then considering it was mostly updated last time around. The Grim resolve update and addition of Grav makes the greenwing element a more formidable one than previously. Some units in particular will shine, such as dreadnoughts, devastators and tactical squads, with others such as company veterans unlikely to often make the cut. That's it for part 4. Next week part 5 will try to bring all elements of the army together and discuss the Lion's blade strike force detachment now we've seen everything in detail individually. Cheers.


Dark Angels codex review part 5 / 5 - the Lion's blade and army build options.

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Welcome to the 5th and final part of my Dark Angels codex review. As I've taken a rather unusual approach to this review, I wasn't sure what would be most appropriate to put in this final part. I've only briefly mentioned the Lion's Blade up til now as I thought it best discussed once I had got to grips with the constituent parts of it rather than up front. Instead of army lists I will just write some brief thoughts on the different 'wing' combinations that can be used to make up a mono-DA army and how they interact now. First things first, let's look at the Lion's Blade:
Lions Blade Strike force
Like the Codex Marine detachment, this allows you to build a 'detachment of formations' for cumulative perks. All of the formations available in the Lion's blade are individual ones from the book that I've already covered, except for two which I'll come to.
The core element, of which 1 minimum is required per detachment, is the already strong demi-company. As with codex Marines, you can double up on this to get a full battle company (one half with Chaplain, the other with Master), in which case you will get not only objective secured and fire discipline, but the same perk as  Codex marines in the form of FREE dedicated transports for the battle company. Further to this, the almighty supreme fire discipline rule applies to the entire detachment and allows all models with grim resolve to (unless jinking) simply fire overwatch at their regular BS. Wow!
Each core choice also allows you to take one optional Command choice, in this case a Selection from the Inner circle, nam0ely Azrael, Belial, Sammael, a Company Master, Interrogator Chaplain or Librarian. We then come to the auxiliary elements, of which there are 6 and of which 1+ must be taken. 5 of them are already covered, namely the Hammer of Caliban, 3 Ravenwing Formations and Deathwing Formation. The last is simply 1 1-5 unit of scouts with no perks. I think that this Strike force, while lacking as many options as its codex marine cousin, is actually a lot less restrictive. Now we will take a look at how we can put together armies (around 2K) using the Lion's blade in most cases. Bear in mind now that Deathwing/Ravenwing elements can no longer be troops a CAD is no longer an option for these as mono-lists.
Triple-wing
Naturally, the best way to Utilise all the formations through the Lion's Blade is with all 3 wings being involved. A solid Green core of a battle Company is a great start which should take up a quarter of your points minimum. A minimum Deathwing Formation will allow you to get a Terminator Librarian and take you up to about half your points. Add in a Ravenwing support and attack squadron plus some scouts and upgrades and that should give you a well-rounded synergistic army. Alternatively, using the Deathwing/Ravenwing Strike forces alongside each other plus either a Greenwing Lion's blade or demi-company is another way but the Lion's blade for everyone proabably works best. Dont rule out a CAD alongside it though. A couple of cheap units of scouts  and a cheap HQ will get you access to Black knights and individual battle tanks, both of which are unavailable in the Lion's blade a it stands. 
Greenwing
The best way to play Pure Greenwing seems to be keeping it simple. A full but minimised battle Company should provide you with lots of units that have both full BS overwatch and free transports, which after some upgrades should still leave you enough points at 2K to squeeze in a Hammer of Caliban and maybe a unit of scouts or Inner Circle member. Alternatively, a couple of cheap scout units in a CAD is a good way to access individual tanks, same as for black Knights as mentioned above.
Deathwing
Harder to work through this one due to the limitations of the Deathwing list as discussed before. The best way to do it would seem to be by taking a Deathwing strike force detachment and putting 3 Venerable Dreadnoughts into drop pods. Unlike the formation, the Drop pods will enter play on turn 1 and so you should have at least 2 Venerable dreadnoughts and Drop pods on the board that have to survive a turn of fire before your army can arrive, albeit piecemeal. Not great, but it seems the only viable way left to run mono-Deathwing.
Ravenwing
Three approaches here. Either just use a mixture of attack/support/silence formations, which means no HQ choices or black knights. The second way is to use the Ravenwing strike force, which will mean you have to take Sammael (at least until they FAQ the bike HQ Ravenwing thing) but are free to choose between units at your leisure, though without some of the perks of the formation. The third and probably best way is a mixture of the Strike force (for your Knights and HQ, and maybe less rigid air support) and then the Formations for everything else. This is my preferred build TBH.
Deathwing and Ravenwing
The old classic combo, this work pretty darn well still and TBH seems to be how the rules for Deathwing have been written to reflect. Any combo of the Ravenwing options above (so long as an attack squadron or Strike force is in there) plus the Deathwing Strike force should be a winner. The Deathwing redemption force doesn't rely on the Ravenwing element but gives you less flexibility for little reward (unless you're fighting CSM that is).
Greenwing and Deathwing
You could run it as a CAD in itself, but it's better to run as either a Lion's blade with Demi/battle company and redemption force or to break it up into individual formations/detachments representing the individual elements, of which a CAD could be part for the Greenwing but it's not really the best option unless you want to run say a predator and a vindicator in there.
Ravenwing and Greenwing
Again, could be run as above but would probably be best running it as a Lion's blade with formations or as a pair of detachments / detachment plus formations. You could even run the Ravenwing detachment and just add a demi-company to it.
Conclusions:
Despite a few gaffes with the Deathwing/Ravenwing strike forces, I'm pretty impressed with the book overall and believe it has propelled the Dark Angels back up there to be on par with their brothers. It's a shame that Ravenwing stand out as being the strongest build (with greenwing a close second) and Deathwing lagging somewhat. Of the 7 combos discussed above it would have been nice if all 7 have equal merit, but it seems not to be the case. The book itself is pretty enough, and while there are only a few new fluff pieces in there it's great that most of the numerous errors and oversights from the previous edition have been addressed. Now we have the long wait until the next 40K release, whenever that may be. Until then, time to get on with some hobby! Cheers.

Shield of Baal Exterminatus rules and review

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Hi folks,

A belated Merry Christmas to everyone. I was hoping to get ahold of Exterminatus prior to Christmas but sadly our FLGS only got the softbacks in and I'd reserved a hardback copy. However, I now have it in hand and can assure you it was well worth the wait. Here I'll give a brief review of the book and the new rules found inside it. I'll focus on the Blood Angel and Flesh Tearer rules and leave the Necron ones. 

Firstly it has to be said that the book(s) is/are a work of beauty and is easily to the standard of the codexes and beyond. In brief, this volume delivers everything you would want from a supplement and then some, and so for those wondering it looks highly unlikely we will get a Blood Angels supplement in the future because we now already have one.

The campaign book is easily the size of the Space Marine codex and then some and is filled with lavish artwork, fluff and model pictures of battlegroups from the campaign. I particularly liked the individual pictures of Tyranid beasties. Note that the battlegroups featured are from Blood Angels, Flesh Tearers, Astra Militarum, Sororitas, Necrons and Tyranids, encompassing a fair chunk of the available armies in 40k! It's a great volume for anyone to get their teeth into and, despite the Necron bro-fisting should keep fans happy.

Now for the meat of things: the rules.Some were left wanting with the changes wrought in the new Blood Angels Codex. I think it's safe to say that between the formations in the recent WD issue and all the extra rules provided here, you'd be hard pushed to find any gaps in the army that still need filling. Broadly you can split the rules sections into the echoes of war missions, strike forces and formations. This may take some time so please bear with me. 

Echoes of war missions:

There are 8 missions in the book which between the Deathstorm mini-missions and Leviathan / cities of death missions, leaves you with a decent-sized campaign, one that Dan and I are hoping to get to grips with in the first quarter of 2015. There is a wide range of missions, all of which are essentially Tyranids Vs one (or more) of the factions involved in the campaign, be it Blood Angels/Flesh Tearers, Astra Militarum, Adeptus Sororitas or Necrons. There are restrictions in most of the missions in that they need to include certain characters or formations. Overall they look like a fun set of missions which tie in well to the overall campaign. 

Strike Forces:

There are rules for two Strike forces included in the book which cover two elements of the Blood Angels factions involved in the campaign; The Archangels and the Flesh Tearers. The Blooded (2nd company) have formations present but can be represented well enough using the Baal Strike force and Battle Company from the main Codex so as not to warrant more than a couple of extra formations. 

Archangels


The Blood Angels first company get their own abbreviated relic list and a full set of Warlord traits as below:

Relics:

Banner of the Archangel Host - for twice the price of a standard company banner you get preferred enemy for that assault terminator squad in addition to the usual bonuses.Obviously they will only benefit from this in assaults due to their weapon loadouts, but on a large squad this makes their weaponry very formiddable. I'd certainly consider taking it, whereas a regular company banner almost never makes my shortlist. 

Archangels edge - For the cost of a melta bomb you get a power sword for a Terminator Sergeant (Looking at you Lorenzo) with the giant killer rule, granting him instant death on rolls of 6 to wound against monstrous creatures. Quite frankly, as most monstrous creatures are 3+ save this could be a huge perk for only a scant few points. Obviously it is quite a longshot and will be of no use in regular challenges but still worth considering. 

Executioners hood - an army specific piece of wargear, for the cost of a melta bomb you can make a librarian immune to the effect of shadow in the warp. 

Warlord traits:
1 - Grim determination - fearless for the warlord.
2 - Aggressive defence - counter attack for the warlord and unit. 
3 - Blood champion - Warlord rerolls all failed to hit rolls in a challenge.
4 - Master of the field - objective secured for the warlord and his unit.
5 - Lord of Baal - Warlord and all friendly BA units in 12" reroll failed morale and pinning checks. 
6 - Angel of death - Warlord has preferred enemy. 

A few decent ones here, mostly traits 4-6. 

Archangels Strike force:
An interesting FOC, essentially you get 1-2 HQ choices from either Captain, Chaplain, Librarian (and Karlaen) and must be in terminator armour. The remaining 2-16 slots are ALL elites choices, chosen from terminators, assault terminators, vanguard, sternguard and Furiosos. The squads are limited to 10 maximum in any combo and the Furiosos to 6 maximum. Command benefits include rerolling Warlord trait and, importantly, the ability to reroll all failed reserve rolls for deep strikers and only scattering D6" rather than 2D6". If you wanted a minimal strike force this would be a great way to add in some elites to your force and improve their chances of arriving safely. 

Flesh Tearers:

The one many people have been waiting for, Seth's lads get their own supplement of sorts. 

Relics:

Bones  of Baelsor - a dreadnought (any type) counts crew stunned as shaken and also counts penetrating hits from certain Tyranid weapons (plasma-based and venom cannons) as glancing. Bit of an odd one this for the cost of a power weapon. 

Slayers Wrath - alternative gun which is a master-crafted poisoned 2+ boltgun for the cost of a meltagun. Essentially the old SM Captain hellfire shells. Reasonable I guess.

Shield of Cretacia - melta-bomb cost, effectively power armour that's immune to poisoned attacks. Well worth it Vs Dark Eldar, not so sure normally. Though it is pretty cheap. 

Warlord traits:
1 - Incandescent fury - Warlord and his unit have hatred.
2 - Savage rage - Warlord has rampage.
3 - Avalanche of destruction - Warlord and his unit have hammer of wrath.
4 - Unstoppable momentum - Warlord and all Blood Angels in 12" have crusader.
5 - Beserk fury - Warlord and his unit have rage.
6 - Blood mad - Warlord has feel no pain.

All of these are semi-useful traits, no real stand-outs or stinkers from what I can see. Very thematic and fluffy for the Chapter also. 

Fleshtearers Strike Force:
Now this is interesting. The Flesh Tearers detachment has a compulsory HQ, Troops and Fast slot, but has a maximum of 4 Troops slots and 6 Fast attack slots, effectively allowing Blood Angel players to reclaim access to lots of assault squads should they wish to. As well as having the usual re-roll to Warlord traits, explosion of bloodlust grants each unit rage if they roll 10+ for their charge distance. Pretty fluffy and very useful for an assault-heavy army. 

 Formations:

Archangels orbital intervention force:
3 terminator/terminator assault squads in any combo. They must all be held in deep strike reserve but then all arrive together on the same roll. Karlaen is useful here as he can be used to manipulate reserve rolls. They can also then run and shoot the turn they arrive. The running and shooting will only really be of limited use as assault squads gain no benefit and it will only be of limited help to the regular terminator squads. 

Archangels Sanguine Wing:
2 10-man jump-pack Vanguard squads, a 10-man Sternguard squad and a Stormraven. This formation is amazing in principle but you'll need a lot of vanguard models. The sternguard must start in the Stormraven and the Vanguard in deep strike reserve. Again, a single all-or-nothing roll is required to get everyone in at the same time, but this can be rerolled. Now for the big one that is likely to make this formation a  popular one. Each Vanguard veteran can have a power weapon or lightning claw for free. Also, any Sternguard veteran can have a storm-bolter or combi-weapon for free. Yes, so even though your formation may cost 1000 points on it's own, you get 400 points of free wargear! I can see this one being potentially popoular amongst players, but again it will rely on having reliable reserves manupulation. 

Archangels Demi-company:
A captain, Captain Karlaen or Chaplain (terminator armour mandatory on each), plus 2 Furiosos and 5 squads chosen from the 4 veteran squads. The entire formation gets stubborn plus the same command benefits from the Archangels Strike force, which although useful, does seem rather redundant seeing as you can build the same army using the Strike force (admittedly without stubborn).

The Archangels:
Effectively their answer to the Battle company (and again a bit redundant looking at the Strike force and demi-company entries), this formation must include a Captain/Karlaen, a Chaplain, 4 Furiosos and 10 squads chosen from the 4 veteran types. The whole formation gain stubborn, the same 2 command benefits from the Strike force and in addition can roll for reserves from turn one. If you were taking this formation then it's well worth including Karlaen for the reserves perk. You can pretty much ensure arrival of units when and where you want them making it pretty potent. 

Blooded demi-company:
Effectively a way for you to field half a battle company, this formation must include a Captain/Chaplain, a dreadnought, 3 tacticals, 1 assault and 1 devastator squad (any size). If a Chaplain is taken you must take a Furioso, whereas a Captain mandates a Command squad. This formation grants you both a reroll to Warlord traits (if it's primary) and gives all units the red thirst same as the Battle Company, giving you the +1 initiative boost. Pretty useful if you're planning on taking those units anyway, but I see no benefits of taking this formation over just taking a regular (and less restricted) Baal Strike force. Kind of pointless. 

Strike force mortalis:
A Chaplain, 3 death company squads, 2 DC dreads and a Stormraven. These chaps all benefit from the crusader rule and all models without rampage gain an extra attack if outnumbered during the assault phase. This does not apply if a disordered charge is made. A few nice perks to an already beastly unit, so long as you were planning on taking a shedload of death company anyway. 

Dante's Avenging Host:
The only reason for the blooded demi-company it seems is to include it here. This formation includes it (the Chaplain must be taken) plus Dante, Mephiston, a Librarian, Sanguinary priest, Sanguinary Guard and 3 Stormravens. If units do not have jump packs or are not travelling in the stormravens then they must take drop pods. In addition to the demi-company benefits, the army gains storm of angels (the re-roll for deep-strike reserves and D6" scatter) AND all units (non-vehicle) gain objective secured. Now, despite the hefty price tag for this army I can see it being a useful formation as all the units are pretty useful in this incarnation of the codex. It's a great way to get obsec and the perks of the red thirst, as well as getting lots of characters and transports in there. Still, the points alone will come to around 2100 at the very minimum so the chances of using this in regular games are slim. 

Flesh Tearers Vanguard Strike Force:
Three Tactical squads, one Assault, one Vanguard and a Furioso. All these chaps have the red thirst and so long as the Vanguard are alive the whole formation ignores disordered charges and has stubborn. This could be pretty big for multi-charges to be fair and so I think it's a pretty decent formation. 

Lysios relief force:
Seth, a tactical squad, a vanguard squad, a Baal predator, regular predator and Stormraven. They all benefit from crusader and all come in from reserve on a single roll. If not deep striking they must be in a transport vehicle, though they may not be in drop pods. It's another all or nothing reserve roll formation. I think Vanguard without packs in the Stormraven with Seth would be useful, though the fact none of them benefit from red thirst or any other rules makes it a bit of  a mismatched formation.

The defenders of the Cathedrum:
A terminator squad, death company squad, assault squad, Furioso and 2 tactical squads. The whole formation has counter attack and stubborn reflecting their defensive role nicely.  Works well for the tactical squads while the more assault orientated squads will still benefit from furious charge/rage etc.

Strike Force Razorwind: 
Essentially the above two formations combined but with added perks in the form of being able to roll for reserves from turn one and all non-vehicle units within 12" of Seth gaining fearless. Using both Formations in concert means they will complement each other quite nicely, but again it'll all come down to that one reserve roll.  

In conclusion I'm very happy with this purchase, every bit as much as the codex itself. I think anyone who felt dissatisfied with the Codex or who is a lover of Blood Angels/Flesh Tearers should consider investing in it as I doubt you'll be disappointed.




Goodbye 2014 and hello 2015

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Greetings folks and a very happy new year one and all. Disruptions over the festive period have meant I haven't posted the usual festive messages but I will atone now with a joint retrospective and prospective post. 

2014

Games Workshop did a decent job throughout 2014 IMO. We kicked off with Tyranids (who also got a wave release, dataslates and campaign later in the year) followed shortly by an amazing Imperial Knight release. Imperial Guard got a rebrand and a special ops spin off. Then we were hit with the sudden and unexpected release of 7th edition 40k which, for better or worse, set 40k off on a new path with psychic phases, detachments, maelstrom of war, unbound lists etc. This was followed by an explosion of codexes and campaigns, leaving Orks, Space Wolves, Grey knights, Dark Eldar and Blood Angels updated all in the second half of the year. And we can't forget the steady stream of FW releases, mainly 30k, which have given us more legion models, Primarchs and admech units to salivate over.

I just had a look back through the posts I made in 2014 to see what this past year had all been about. In terms of blog articles, I posted a lot of rulebook reviews last year, including all the newly released codexes but focussing in the most detail on Imperial Armour 2, the Badab War books and the Blood Angel releases. I also posted a few other hobby articles focussing on painting guides and tips. I also got myself a decent lighting setup for photography this year allowing me to post better galleries of my finished models - a damn worthwhile investment IMO.

A good deal of my hobby work doesn't make the transition onto the blog to be fair. There's a lot of stuff I do in the background and my posts tend to focus a lot more on finished rather than WIP stuff. Perhaps this is something I should look to change this year and actually a more regular blog update simply showing what I'm working on would be a good idea. However, this year did allow me to expand my fully painted Iron Hands army with more completed models, paint a decent chunk of my Crimson Fists to completion and a Deathwatch team also, as  well as completely finishing several character pieces from various armies. My Xenos armies also got some love with a large Ork project nearly completed and my Tyranids being painted fully to tabletop standards. All other armies that got codexes this year got updated with both new and existing models being assembled and basecoated.

2014 was certainly the year of commission work for me. I built and painted an Eisenhorn and Cypher conversion, Tempestus squad and command squad plus 2 bike Chapter masters for Matt. Thanks to selling my other Cypher conversion on Ebay, I also made friends with Gary who I subsequently did a lot of commission work for, namely Azrael, a DA command squad and 20 veterans, a Fire Raptor and 2 Imperial Knights. My brief stint in commission painting and modelling has been fun and a good source of income in tough times, but now I'm no longer a student I find I don't have the time for it anymore and need to focus my spare time on my own hobby stuff.

Looking back on my similar post from last year, it seems that most predictions came true in terms of the GW release schedule. Sadly though, I didn't achieve many of the things I set out to hobby wise. This is a shame but isn't to say I wasn't busy hobby wise. In fact, with the commission work I did in 2014 I actually achieved a heck of a lot, just not necessarily what I had originally envisaged. Which leads us nicely into what next year will hold....



2015

Well we start off the new year with the Blood Angels project halfway through. This was less of an army expansion and more of an update. I think the only net gain was to add in a new Sanguinary priest and 5 sternguard, with the majority of changes being simply to replace 30 older BFM/AOBR models with newer ones. This project has been a whopper and I will post the final outcome in a few weeks time. I am tempted to use a stormraven I have sitting unassembled in a box as part of the BA force, however, and will likely add a further 5 sanguinary guard, some bikes and a Mephiston conversion (sold my old one) to the army over the next few months.

My overall hobby plan for 2015 is one of consolidation over expansion. Although my armies are legion, I have relatively little that needs doing to them as most are assembled and at least basecoated with the details coming at my leisure. This is great as it allow me to just pick a painting project as a when I choose and gradually chip away at the remaining models usually with a monthly assemble-fest as new releases come along. I consider about a third of my armies as being completely finished, with another third in need of a model or two and the remaining third being still in the project stage - this year will focus mainly on the latter the idea being that in 2016 I can finally tackle the biggest project of them all - chaos. Ideally, this time next year I will have no army left with anything unassembled save for chaos.  

As for starting new armies, I would be all over a Sororitas release should it ever happen, but at the moment my only plans are to delve into the realm of Admech should a Skitarii release come along. The conversion potential plus the FW models make it a highly appealing modelling project. As well as picking up the occasional random release , one army I did hope to expand somewhat is my Tyranids. So many gorgeous sculpts have come out since I finished the army to tabletop standard and I feel that it would be nice to get the army updated. A gargantuan creature wouldn't go amiss either!

I have a week off at the end of January which should allow me to get on top of a few outstanding projects. This will include finishing of the gork/mork-anauts for the Orks and some Boyz/kanz to make the Ork collection complete. I also have some SoB Tyranid bits to finish up but I've already sorted most of them already in spare moments. Flying bases are another project I want to tackle in this time as I have some nice ideas of how to make them more interesting and want to develop this further. The last major project to get underway in this period is the heroes of Badab. As well as the few bits mentioned, some AM infantry and Luna Wolves, this is the only army needing major attention to make them viable. I've been gradually picking up all the models I need for this army and so it's now a case of cracking on and assembling them. It's been a long time in the planning and so I'm very keen to finally see it come to fruition.

One element to my hobby which has deteriorated of late is gaming time. Though hobby time is easy enough to squeeze in, gaming is becoming less and less of a priority. There is hope though as Dan and I are greatly enthused by the Shield of Baal campaign as it features our principle armies and as such we are hoping to work our way through it in the first quarter of 2015. I also hope to get in some gaming time with Alex and Matt, though have no plans to attend any tournaments in 2015 so far. I am also parting ways with warhammer visions. I think it certainly had a place and is nice to pick up off the shelf, but after a year of subscribing I just don't have any enthusiasm for it as such and so can't justify the £65 annual price tag.

Who knows what the new year will hold for 40k. Necrons are a dead cert, tho I suspect that it will be more of a grey knight style release with very little added to the model range. Now this year was always likely to be brimming with 40k supplements as opposed to codex releases, partly due to fantasy taking the lead this year and partly due to the fact all the codexes are relatively new. I dare say a couple may sneak in updates later on in the year as well as a couple of campaigns hitting us. Speaking of which, the campaigns are an ideal way to sneak in wave releases for exisiting armies. And would it be a complete surprise for the rumoured dark vengeance follow up campaign to be flanked by DA/CSM codex updates?

The ones to watch out for though are the rumoured admech, harlequin and deathwatch supplements. Also, we all secretly hope for a plastic sisters range and hardback codex - who knows, this may be that year. Let's not forget forgeworld either, who may well start having goods sold on the GW website and will hopefully continue to put out the same high quality sculpts (including a few more Primarchs) this year. In conclusion, I'd like to thank GW for a rollercoaster year full of releases and here's to hoping 2015 is equally exciting.   

Blood angel army update complete

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 Hi folks.

Time has flown by recently. I've not had a s much hobby time as I've wanted in the past month but I've tried to be as efficient as possible with the time I've had. Two projects have dominated the past month: blood angels and my badab war project. The badab war project is progressing really nicely and I'm hoping to do an update post next weekend. In the meantime, on to blood angels.

When the new dex hit I grabbed a couple of sets of death company and captain Karl from deathstorm, as well as a priest, termie lib and new terminator box. Effectively I pulled apart half of my battle company and mixed and matched parts to make them all much more blood angel specific, seeing as a fair chunk of the company were monopose marines from older boxed sets.

I used the new terminator set to make my 7 assault terminators into 10 and add in a chaplain plus standard bearer. I also doubled my sternguard to 10 and swapped a few sergeants between squads. A spare rw bike became a sanguinary priest and a cheap set of dv bikers became ba bikers. A few of my special character conversions got makeovers and I magnetised all my vanguard/death company and sergeant arm options. As an afterthought I went all out and upped my sanguinary guard to 10. I also grabbed a second priest (first one ended up as corbulo) and between that and a finecast model converted a librarian and a special character who will have his own spotlight later this week. (see if you can spot him in the pics)

 So, as it stands now my army is Finito. What you see in the pics plus 6 dreadnoughts, 6 Rhino chassis, a land raider and stormraven (with another still to be assembled) represents my largest and proudest army. Now they're where I want them to be I aim to chip away at them over the next 2 years a squad at a time, rebasing onto 32mm and painting up as I go. One assembly project down, now onto the next. Look out for the special character feature this week and badab project next weekend. Cheers.
























Mephiston: Lord of Death. Conversion finished and painted.

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Hi Guys,

Later than promised but here is the Blood Angel character conversion I've been working on this past month. I had hoped Mephiston would get a new model with the codex release and had made a pact with myself to sell my old metal model and convert one if he didn't get a release. My starting point was a piece of second edition artwork which has always been the iconic Mephiston art in my mind:


When compared to the mephi model, this chap is obviously much more dynamic, with the cloak flowing, head repositioned, right arm sans pistol and raised and left sword arm lowered. I had oriinally thought about using astorath as a basis for the conversion, but then along came the sanguinary priest model and I knew I had to use that as the basis for the conversion.



So, effectively what I did was chop mephis head off, removed the right arm at the shoulder and painstakingly cut out the entire of mephis legs while leaving the cloak intact. The head was replaced with one of the new fanged sergeant heads, and guitar wire used to attach the psychic hood cables to his head. In the case of the right side I replaced the entirity of the cable with guitar wire, the left only the part inside the hood. I later GS sculpted some hair to flow in the direction of the wind blowing the cloak. I also decided that as well as a BA backpack he needed a banner to later have his heraldry displayed on.



As for the cloak, I heated the finecast in warm water and made it appear to be flowing more towards the right as if blown in the wind. Between removing the legs and heating the cloak it did split a bit so I had to fill the gaps with GS. The legs were replaced with a painstakingly shaved down set of legs from the priest model. I was tempted to try and seal up the gap at the front and make it more like the original image, but decided I quite liked it with the parting and so saved myself a job. The left arm was repositioned using a bit of generic space marine elbow and greenstuff. Likewise, pretty much the same was done for the right, with the hand modified to look like mephi is about to lick the blood (to be added later using technical paints) from his fingertip, with the plasma pistol presumably holstered. 




 As for painting, I went with a similar colour scheme to the Mephiston model in the new codex, with dark red robes/gauntlets and a black cape. I'm very pleased with the conversion (which stands slightly taller than a Space Marine) and although it's not my greatest paint job it still does the model a decent amount of justice. Cheers.




Heroes of Badab army mega WIP update

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The dream is finally starting to become a reality. Save for a Stormtalon and some FW tank crew I have all the parts I need for the army finally and have gotten everything assembled. Most things are undercoated and a about half the army has basecoats, although as the pictures reveal I am playing around with colours on many of the models still. To recap, this is a themed Space Marines army which will be played as Ultramarines but includes members of each of the loyalist factions from the Badab war. So for example, One tactical squad belongs to the Minotaurs while another is Howling Griffons.

In terms of the models they are a polarised mixture of bargains and salvaged models alongside Forgeworld models. In gaming terms, most things will simply run as Codex Marine equivalents despite appearances although it would be nice to use some of the Imperial armour rules for certain units in friendly games. Here's a rundown of which units are included in the army with a bit of rationale thrown in for good measure:

Red Scorpions: I wanted to use a Red Scorpions Commander as Culln Seemed to be prominent within the Badab war in terms of overall command. The gorgeous FW boarding Captain was a perfect choice, along with the canonical MkIV amroured chaps (including a FW apothecary) to make up a command squad. A bargain Razorback from EBay with FW doors was the icing on the cake. 

 


Minotaurs: quite the undertaking, these chaps I wanted to convert extensively and so picked up a box of hail Caesar Spartans from my FLGS. I added crests, javelins and shields to each model to make them very distinct and used the Games Day Champion with a Space Wolf Axe as the Sergeant. The Rhino has FW doors and a couple of extra shields. The main challenge with these guys now will be finding the right shade of bronze to paint them.




Howling Griffons: A uniformly codex chapter, it seemed only fitting that they be represented by the ubiquitous tactical squad. An old Metal Sergeant is the only stand out model here, with the exception of their ride which is a FW Deimos Rhino with some WFB Griffon heraldry.




Raptors: Nothing says Raptors quite like a sniper squad and so sniper scouts were a must here. A small squad made up of salvaged old metal scouts and abused plastic ones made for a cheap squad that just needed some TLC.



Exorcists: No particular reason for the scout squad here except that the background states somewhere that they make extensive use of them. Mostly these are old metal scouts except for the converted Sarge who has a RT power fist. The colour scheme incorporates lots of hexagramatic wards.



Novamarines: Having lots of suits of terminator armour made the choice for the Novamarines a simple one as I love the Tartaros kit.



Salamanders: Instead of copping out and using a Dreadnought from my Salamander army, I went full on a bought a FW Contemptor kitted out for flamer/melta duty. I went to town on the base, with a wounded Astral Claw firing up at the Dreadnought as it closes in for the kill. I can always steal the drop pod from my Salamanders to give it a bit more utility and run it as a venerable dreadnought.



Carcharodons: Initially I wanted to run a 5-man Vanguard veteran squad but when I couldn't decide between cool-looking weapon options I upped it to 10-man, using a variety of weapons and even some more hail caesar shields. Naturally, Vanguard veterans are suited to the brutal, overwhelming attacks the Carcharodons are famed for.




 
Sons of Medusa: I love the look of the Javelin Speeder and figured that it could be run as a normal typhoon as well if I equipped the missile pods. The Green paint job looks great on it and an Iron Hands successor should of course have access to all sorts of archeotech.


Marines Errant: The missing piece of the puzzle, the Marines Errant don't have their model as of yet but a Stormtalon seemed well suited to a Fleet-based Chapter that make extensive use of aerial/naval assets.


Fire Hawks: They make extensive use of vehicles such as Vindicators and so the FW vindi seemed perfect for the fire Angels. I still need a FW crew member to man the hatch as I hoped to be able to paint at least one actual marine from each Chapter.


Fire Angels: These guys love predators and so a Deimos predator (magnetised) was the obvious choice as again it's a beautiful model. I converted up a couple of rapier crew to represent a Sergeant Chronus counts-as model, who is the only special character in the army. (though I was tempted to run a counts-as Telion for the Raptors)



Star Phantoms: Last but not least, these guys have a plasma fetish and so a devastator squad with several plasma weapons in seemed fitting.


And that's all for now. My aim for the immediate future with these guys is to basecoat all the models and finish all the bases so at least from a distance they'll be decent to look at and recognisable. I also hope to get ahold of the Stormtalon in the next month or so to complete the collection. Cheers.


Into the unknown - what this year holds for GW releases

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Hi folks. This post is yet another one of rampant speculation based on what we have heard rumour-wise in the last few months. It's a somewhat unique situation in that all of the codexes have now been updated to 6th/7th format within the space of two and a half years. Not only that but there's also been an edition change, several campaign supplements and also codex supplements and even new mini-race codexes. What then does that mean for the rest of the year and beyond? First, let's step back and take a look at GW as a whole. 

The Hobbit finally concluded end of last year and with no new material to release I wouldn't be at all surprised if it goes to direct only and becomes effectively what the old specialist games were. Speak of the devil, all the specialist games have either disappeared or found popularity as video games or fantasy flight spin-offs, save for space hulk of course which even saw a second wave release with some tweaks. Dreadfleet sadly taught GW a lesson - all the marketing, fancy models and good gameplay in the world won't necessarily shift a product if there isn't demand in the first place. Whereas Space Hulk already had a following and was cross-compatible with 40k, Dreadfleet died the death. I hope this hasn't put them off trying to release other independent games as, let's face it, classic games re-envisioned (Epic, Gothic, Necromunda, Blood Bowl, Man O War) would likely do very well to differing degrees. We shall see.

Now on to the more mainstream GW products: Fantasy and Horus Heresy. Fantasy seems to be at a similar stage to 40k in terms of updates and model ranges (well, except Bretonnians) but GW decided to do something rather brave and introduce the end times to fill an otherwise disparate release void. Awesome, large models and story progression seem to have breathed new life into Fantasy. Still, from what I've read it still sells nowhere near as well as 40k and rumourmongers are claiming it is likely to have its shelf space reduced and maybe even re-envisioned as a skirmish game.

Horus Heresy on the other hand seems to be doing very well for itself. From what I've read product demand is high and armies such as the Mechanicum are doing particularly well sales wise. The release rate of books and characters is about right and we're probably about halfway there now in terms of legion-specific models with plenty more scope for expansion. This leads us nicely  back to what the future may hold for 40k.

Rumours have suggested recently that 30k may become plastic and mainstream, which would IMO be a great move. It would allow 40K players access to cross-compatible models and encourage interest in 30K as well as 40k. Forgeworld would return to its roots providing specialist models (such as legion specific parts and rulebooks) allowing it to focus more on other projects, such as Imperial Armour releases.

While this would be a good complimentary system for 40k, what are we expecting from 40k itself? After an unprecedented schedule of both codex and model releases, we are as I say in uncharted waters as to where we head next. There's no edition update on the horizon (although that's what we all thought when 7th came along) and who knows when the first 6th to 7th codex updates will come along? Some rumours pointed to a Dark Angels Vs Chaos release over the Summer in the same format as the Stormclaw/Deathstorm releases. The box would likely be similar in contents to Dark Vengeance from the Dark Angels perspective, but in terms of the actual codex releases flanking it there's conversely a lot of (Chaos) and little (Dark Angels) potential. I say that as IMO Dark Angels need no models and a simple FAQ to adjust some points costs would make several of their issues defunct. Chaos, however, need a lot of attention both in terms of models and in terms of expanding the rule sets for legion/cult marines instead of being codex: renegades.

And what about these new mini-army codexes we've seen over the past year. Knights broke the mold on that front and, although somewhat redundant, the Tempestus book (now back in softback - yet another change of direction) certainly made making Inquisition armies a lot more fun. Then there are the digital codexes and dataslates; Inquisiton, Legion of the Damned, Assassins to name but a few. I much prefer paper codexes and really wish they'd release all the WD and smaller digital material in compendium format to make life easier. As for Sisters and Inquisition, I wouldn't be at all surprised if updated rules, codex and models are due in the next 18 months. For now thought we've been treated to not just a Harlequin codex, but also a long-anticipated 40k AdMech book in the form of Codex Skitarii as well as the first proper chaos God book in the form of Khorne Daemonkin.

There are of course some issues with the codex formats in that the 6th edition books lack some key features. No datasheets/formations/detachments/missions, the lack of lords of war and datacards etc. It's a shame that GW doesn't simply release some WD issues with formations, detachments and missions plus release datacards and an FAQ to rejig which slots DTs and Lords of War fall into. Might happen but doubt it. Another issue with the model range is that some models still in use (looking at you Ragnar) are two decades old and in desperate need of an update.

In conclusion, whereas this time last year we knew pretty much what there was to come in terms of books needing a hardback update, the way forward is now clouded. While in one sense GW have brought about a sense of uniformity to the game, by adding in codex supplements, digital-only dataslates and codexes, mini-army codexes, WD dataslates and campaign supplements, the game is more all over the place than ever before. This makes it even harder to predict whether or not GW will stick to an established pattern or once again go off on a tangent as far as releases are concerned. Will we only get model updates for armies with campaign supplements from now on? Will codexes be updated from 6th edition any time soon? How many new mini-army codexes are due? Will Sisters and Admech finally get the love they (and we) so badly need? With WD release schedules we literally are venturing into the unknown on an almost weekly basis now. The next codex may only be a week away for all we know, but with such uncertainty comes speculation and excitement (and a bruised wallet) like never before. Kudos to GW, they certainly know how to push our buttons.

Heroes of Badab hobby update

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Well, here's a moment I was never quite sure would be reached. The Heroes of Badab are assembled in their entirety. I added in the missing Stormtalon/tank crew and have painstakingly painted up half the bases in anticipation of basecoating every member of the army to stand upon a finished base. I'm extremely proud of both the concept and execution of this army and am hoping to get the other half of the bases done and everyone basecoated in the next few weeks. I  have high hopes that now I'm on the final stretch with it that it will be finished completely by the end of this year, pending a short break to pursue other things. 

The Marines errant contingent

Last batch of bases underway

The infantry all awaiting bases

Although some already have them sorted

Minotaurs gunner

Fire Angels spotter

Red Scorpions crew

Shameless plug for my other blog - Skitarii and Daemonkin codex reviews and more

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Hi folks,

This is a purely self-indulgent post to give some advertisement to my other blog, Codex Imperialis. Where Index Astartes covers all hobby, painting and musings on Imperial Space Marines, Codex Imperialis covers the wealth of other armies out there. As this seems to be ever expanding lately and my hobby work is more focussed on them of late, naturally my blog posts have been more frequent over there. For those who haven't visited there ever or of late please drop by, have a browse and comment if so inclined. I get the feeling that a lot of my attention will be focused there in the coming months. Here are some quick links. Cheers.

Skitarii review part 1
Skitarii review part 2
Khorne Daemonkin review
Harlequin overview
Hobby update - orks
Hobby update - Tyranids


Fluffageddon tournament - please read

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Hello folks. While Alex at From the Fang is old Hat at tournaments (now being on his 9th and most populous to date) our friend Matt has always been more of a tournament attendee (and occasional winner) than host himself. That is of course until now. While those who have faced his filthy Grey Knight, Eldar and Necron lists would hardly think of him as a fluff player, the self-confessed most miserable man in 40k (as 40k radio will confirm) has decided to turn his hand to hosting an event that is, ironically, all about the fluff and balance in 40k. Joking aside, I will hand over to him to explain more far more eloquently than I could.



Hi Everyone, it’s Matt here. I’ve never posted on here before, but Jamie has kindly let me advertise my first 40k tournament:

Fluffageddon

Fluffageddon is my first 40k tournament that I will be running on Saturday the 5th of September at the Northwest gaming centre in stockport (same venue as blog wars if you know of that).

As the name suggests the tournament is partly about the fluff (background of 40k and its armies and representing that on the table), but its more about creating an event where everyone can come and hopefully have some enjoyable games of 40k with different people, well I suppose it’s also about winning since it is a tournament….

Anyway what makes this different?

Read the tournament pack to find out

But basically its 3 different games of 40k in a competitive setting with certain restrictions to army lists and some slight modifications to rules.

The army limitations are intended to prevent the typical competitive lists from being present and instead should encourage people to think outside the box a bit and bring something a bit different and a bit more varied (maybe even a bit fluffy!)

There are loads of prizes on offer, some for coming top and some for coming top of the fluffy lists (seriously read the tournament pack). But also some mystery prizes that certain players will receive for round specific goals, revealed on the day.

I really hope people will give it a go and if it is a success I would like to make it a regular event that of course will get tweaked based on feedback I receive from people who have attended.

Hobby pledges for second quarter 2015

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Hi folks. we're partway into quarter 2 of 2015 and so I wanted to jot down exactly what hobby targets had been achieved so far in 2015 and what I was hoping to achieve by the halfway point this year. A look back through the blogs tells me that so far this year I've managed to update my largest army (Blood Angels) for the new edition including a much beloved Mephiston conversion. This entire project was in itself no mean feat as there was so much to do. The next major hobby progress was finally getting the Heroes of Badab project underway and to a stage I could be happy with. I consider this more or less achieved, with all the models purchased, assembled and basecoated and all the bases underway separately. Some smaller projects have also cropped up, such as an update for Tyranids (Warriors/Broodlord/Carnifexes and Prime Conversion), some Necron painting and little bits and bobs here and there, such as putting together some FW Legio Cybernetica and starting with the final assembly hurdle for my Orks. Also worth a mention is some work I did on the Eldar and Harlequins painting-wise recently, which I will post about in due course. All in all a fairly busy and productive 3 months so far.

Now we move onto what needs to be achieved in the next 3 months, which we're already a few weeks into. I've decided to put two of the armies needing attention on the backburner, namely Luna Wolves and Imperial Guard, until such time that an update makes them top priority. (In the case of Luna Wolves the Age of Darkness boxed set will be their time) Which leaves a couple of other armies needing minor work and after that everything should be up to date. Here's my schedule for the next 10 weeks, after which I will be taking a much needed 2 week holiday in the Sun before returning to the painting desk.

Necrons - assemble 20 warriors, 5 Immortals, 5 deathmarks, anni barge, 5 Lychguard, 3 wraiths, 5 bases of scarabs and 5 characters. Make some bases separately before undercoating them all and then basecoating the rank and file in chrome and the upper echelons in brass. This is quite an undertaking TBH and I suspect that given there is so much else to be done not all of this will be completed in time and thus will spill over into July. I already made a start on the Crons, however, by assembling and undercoating a Triarch Stalker and 3 Tomb blades.

Orks - assemble and undercoat 20 boys, 2 converted buggies, 8 nobs, 1 converted Gorkanaut and 1 fighta-bomma. I'm halfway through the Ork stuff now and so have a good momentum going with everything out on my desk . In fact, I hope these guys will be done by end of this month.

Eldar - while I will be sure to blog about the new Codex and release, I will likely not get any of the new models for quite a while. There are more than enough things to keep me occupied and TBH money is short with the GW release schedule and I have no desire to stock up on jetbike cheese. I hope to give Eldar/Harlequins some love later in the year with maybe a couple of purchases but for now nothing.

Heroes of Badab - these guys have gone from strength to strength in the past few months and I hope to now enter the final phase. All the bases need doing (nearly there!) in their entirety and I'd like to basecoat all the models before putting them on the bases. Fairly achievable so long as I keep chipping away at them I think.

Skitarii - I couldn't help but get a box which are to be assembled as 5 rangers and 5 vanguard. I actually picked up some Legio Cybernetica stuff a while back and have half assembled the robots, having 1 Vorax, 1 Castellax and a Thanatar fully assembled and undercoated. (leaving 2 Vorax and 1 Castellax). These guys will proxy quite well as dragoons, Ironstriders and Onagers I reckon. Though not a priority I'd quite like to get this little allied army assembled and maybe even basecoated (I'm thinking Ryza Orange) if not now then at the start of Q3 as a priority.

Blood Angels - I took it upon myself to spray 160 32mm bases in Mournfang Brown and so now these chaps are awaiting rebasing. I think I will gradually start to wade through this with no particular timeframe in mind, though I would hope that by the end of this year the whole army are updated from 25mm to 32mm.

Tyranids - Though they're all assembled etc and I basecoated the entire army some time back, there are now a few newbs that need basecoating and also some models that need transferring onto the new 50mm bases. Not a priority but still something I'd like to do ASAP, especially with a game coming up next month and a few units being bright white still!

Horus - OK, I finally did it. I bought a Primarch and have just finished assembling him. Although I said I wouldn't do anything with the Luna Wolves he's the one exception and I hope to start painting him ASAP. My intention is to paint one Primarch every 4-6 months as a background project.

Odds and ends - there  are several projects which may get attention in the next few months or, more likely, spill over into next year. I have a stormtrooper squad for the Inquisition to assemble, 10 Templar Honour Guard, a Deredeo dreadnought for the smurfs and a Captain for the Imperial Fists.

Upcoming releases - the other side of things is how upcoming releases will affect my hobby allocations. So far I've been reasonably good this year, focussing more on books and cards while passing over the temptation to buy more plastic crack. The exceptions to this being the Heroes of Badab and Necron releases, though to be fair I already had plans to give these guys love anyway. The Assassins rumours are pretty cool and I think I'll have to pick up that set despite having a set of assassins (mostly painted) already. We'll see what they have to offer over the next few months. I will revisit this post in 8 weeks time and see how epically I've failed to achieve anything!

Cheers. 

Execution Force review

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Another surprise release from GW comes in the form of execution force. While people either love or hate these kind of releases, I have to confess I really love this one for a number of reasons that I'll explain below.As an aside look out on my other blog for a post that'll be coming in the next week with all 4 of the original assassins painted - I will likely be selling them on if anyone's interested.

1. The WD in the week prior to release not only came with a painting guide of sorts but also with an 8-page pull out in the middle which is effectively Codex: assassins. I already have the dataslate (which is near identical) but the paper version is so much easier to read. Plus it fits the current format and has great pics of the new models.

2. Box contents - I heard lots of complaining about the lack of box contents compared to SH, which while it is a fair comment has to be put into perspective. The 4 assassin models you get in the box are new, exclusive and probably would retail at £15 each if released as clamshells - that's £60 of the £75 already spoken for. Plus you get a Chaos Lord, 15 cultists and 3 Chaos marines - at worst you could offload those on Ebay and break even considering the above. Then on top of that you get a whole game which is effectively better than free considering the above, at which point I;ll move on to the next point.

3. The game is a cracking little release in itself. Simpler and much quicker to set up than space hulk, while it may lack the complexity and variety of its predecessor it does have a couple of distinct advantages. Firstly, the use of event cards and random room placement will ensure a different game each time. Add to this the abilities possessed by each Assassin which are under your command to choose when they are used. Secondly, it's not one on one like with Space Hulk, and this is where I think Execution force really shines.
Several times I've played Space Hulk with someone new to the game only to see them disheartened as their Genestealers are continually mown down and then before they know it, they've lost the game. With execution Force the game mechanic means you will always be playing against the game, whether it's you playing a game on your own, with a friend or as a group of 4 controlling an assassin each. IMO this makes for a much more interesting approach as there will never be a clear winner and loser - you're all in it together trying to beat the game. Lastly it's worth noting there are slight variations on the game to keep things interesting, such as trying to achieve the win without losing a single wound or using a single ability.  

4. Backtracking a bit let's talk about those gorgeous models. They take less time than you may think to assemble and can be assembled with or without the scenic bases should you choose. The Vindicare is pretty similar to the existing one in terms of proportions and static pose. The Callidus has a much better synskin suit and is way more lithe and dynamic than the old model. The Eversor likewise is a bit improvement with lots of detail given to small parts and a great pose. The real winner I think though is the Culexus, who is much better posed/proportioned, has a much larger and aesthetically improved animus speculum and also sports a choice of two different faceplates. Overall, a fantastic little addition to the GW range and hopefully they will release them all at some point later on to allow people to bolster their collections.




On to talking about the actual gameplay a little, it's a pretty easy ruleset to get used to and as mentioned you play against the game itself rather than a flesh and blood opponent. The idea is for you to use your 4 assassins to navigate around the corridors of the Astropathic Sanctum, your main goal being to reveal the 12 hidden rooms until such time that you discover the control panel and teleport chamber to move to the final game board. On the way of course you will encounter a host of bad guys on patrol, who will follow preset patterns until such time that you alert them, at which point they will actively seek you out. Once you have access to the teleport chamber and move to the final game board you will become able to slay the enemy Sorceror Lord. If you achieve this before the end of turn 16 then you win. If all your assassins die or you run of time, game over.

Each of the Assassins can perform two of five (non-duplicated) actions per turn. Move 6, Sprint D6, Melee, Shooting or heal a wound on a 2+. Each Assassin has it's on wargear which will influence its melee and shooting attacks and modifiers, plus abilities (i.e. the Eversor gets a 5+ feel no pain and can also make the same action twice in a turn) plus tactics, each of which has 3 duplicated one-use only tactics and an omegon tactic which is a single one-off use. Again using the Eversor as an example, his frenzon allows you to make another additional action per turn and his omegon tactic explodes him wounding all enemies in an area on a 4+.

After the Assassin turn, we get the renegade turn, which the players control. It is broken down into 5 phases. The first progresses the turn by moving the Chaos familiar along a scale. Next, we get to action all the patrolling chaos models. Thirdly, we turn over an event card, which is 1-4 per turn depending how many renegades are 'on alert' - as these cards generally favour the Chaos side it's better to use more stealth and have as few on alert enemies as possible. Next, you get to move/attack with the on alert models using a flow-chart protocol. Lastly, you raise the alarm, which may put even more enemies on alert for next turn.

Overall I found my first run through a really fun experience and can see that while it isn't as varied a game as Space Hulk there is still plenty of scope to have a different game every time. As mentioned, it also has the benefit of being a solo game as well as co-operative. A nice touch from GW and a move in the right direction after the questionable release that was Dreadfleet. It definitely pays to have cross-compatibility with 40K on your side and I hope we get to see more 40K releases twinned into unique stand-alone games in future. Cheers.

Heroes of Badab infantry finally based and basecoated

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Hi folks,

FINALLY, I have managed to basecoat and base all the infantry in the army. Effectively that means I can have them on the tabletop and actually game with them now. They're by no means finished, however, and the vehicles still need to brought up to the same standard (aiming for this time next month with them) but this is still a significant milestone. The Heroes of Badab project is truly on the way to being fully finished in 2015. As an extra at the bottom there is a pic of some other models just assembled but unrelated to this army: Salamanders tarantula, UM Deredeo and Draigo. Cheers.










Codex Space Marines pre-release thoughts

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With the new codex release only a week and a half away, now seems like a perfect time to relay some thoughts about what may be on the horizon. Through the joy of leaks and weekly release schedules we already pretty much know what is coming model-wise, which I'll briefly touch upon, but what we have very little info on is what is coming rules-wise.

Models really started rolling out with the release of the space marine command tanks exclusive to warhammer world. I personally hate the idea of these exclusives which, while a relative pain for people like myself to get ahold of (an hour away and no discounts) are near impossible for gamers globally to get without paying ridiculous prices to ebay scalpers - anyone who wants one let me know and they can have it for cost plus shipping next time I go. The assault squad is a relatively mediocre release which, while an improvement over the previous incarnation, brings relatively little to the range. 

Now things start to get interesting. The SM transfer sheets are amazing. Pricey, but worth it for all the transfers you get, especially the Dark Angel ones which (coming from someone who has commission painted the sacred standards) will make life a lot simpler! There's also a new plastic Librarian, who seems like a reinvention of the wheel for the most part, but still OK. (won't mention the DA Chaplain here). Then on to the other goodies. The devastator squad looks amazing, with a rumoured 2 of each weapon (including the new grav cannon) and redesigned old school legs, these are sure to be a hit with players old and new. Last but not least, the upgrade sprues, which are a long-time awaited and most-welcome addition to the range. My only hope is that they continue this trend to encompass the other first founding chapters (and Templars) before applying the same to Chaos Marines. 

I'll cover the models in more detail when the actual release comes about, but suffice to say a mega-Marine fan like myself will be hard-pushed to resist the temptations on offer. The rest of the release seems like pretty standard fare - regular codex (bigger than the last but same price), 7 limited editions (same as last time) plus datacards, which will include battle doctrines or something like that - apparantly these will be in addition to chapter tactics which makes things interesting. 

So what would I like to see from a new codex? Well, there are several things TBH that I think need changing and several that I would hate to change. I'll talk about the latter first. There were rumours of honour guard disappearing, which IMO would be a bitter blow to the codex as I use them in several armies and think they have a particular place.  They also do actually have models, albeit for either ultramarines or red scorpions. The next thing is Templars, which are also rumoured to be disappearing. Double-edged sword really - they were shoehorned in to the last codex and just about fit in. They really need their own book though IMO to make them shine and if indeed they are gone from the book they will either be getting their own book immediately after (still a couple of weeks for them and Templars before Fantasy lands) or they will have gone the way of the Dodo. Former is infinitely preferable to the latter. 

Now onto change, and change is often for the better. Some units need to be improved, such as assault squads, and I think that rules changes rather than wargear or points tweaking would work better here. Centurion spam in drop pods needs addressing, but not without giving marines the ability to form competitive lists. Chapter tactics worked really well last time around and I hope they continue to build on this to make Chapters even more unique. Specific formations / detachments will also aid this. I would also hope (but hope is fading) to finally see my beloved Iron Hands get the same rights as the other first founding Chapters and get a special Character, at the very least an Iron Father. They made a mockery of the fluff last time around and the fact we've seen no models at this late stage makes it a foregone conclusion really but one can always hope. 

Lords of war (thinking Calgar, Kantor and Lysander) will also be good, but in addition I'd be interested to see if they add in generic Chapter Masters as LOW to stop the Chapter Master spam tactics. Don't get me wrong - I think the addition of the Chapter Master ruleset last time around was a good thing, but 2 running round at the same time goes against fluff completely. Also, we need to work out how to build whitescar lists if HQ bikes no longer make them troops - presumably with some sort of formation / detachment? A specific addition I personally hope for is a small clause in the armoury section for heavy flamers stating 'may only be taken by sternguard veterans or models with access to the heavy weapons list and Salamanders Chapter tactics' - why blood Angels get them and not sallies baffles me. 

That's about all the random musing I can muster for now. Suffice to say I'm highly anticipating the direction they take and hope it's somewhat reminiscent of the Eldar Craftworld codex, just without the bittersweet overpowered units. We shall know in 10 days or less. Cheers.
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