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Topics - Arguleon-veq

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This was to be our second tournament after a great showing from our guys at our first [1st,2nd,5th,13th out of 36].

We went into this event putting a little more pressure on ourselves thanks to the results we managed at our first event and for me obviously anything less than first would be a backwards step!. I did make a few minor changes to my list though after some pretty heavy losses in some warm-up games to a rebel swarm consisting of 3 X-Wings and 2 Y-Wings.

Here is what I would be taking -

Obsidian TIE;
Obsidian TIE;
Obsidian TIE
Krassis; Heavy Laser Cannon

So I had dropped the Recon Specialist on Krassis for extra pilot skill on my regular TIE's. I figured that with the amount of low pilot skill rebel ships around [3B2A etc] that I would be better served with that than the extra durability that the Recon Spec usually provides Krassis. Of course it would be a total waste of points if coming up against a whole list at PS4 or above, so I really didn't want to be facing Bloody Daggers. Some of the guys stuck with their lists, some mixed it up, here is what we took.

Dan -

Rookie X;
Rookie X;
Dagger B
; Fire Control System, Heavy Laser Cannon

So Dan was sticking with his 'Plan B' list.

Ste -

Storm Advanced; Cluster Missiles
Storm Advanced; Cluster Missiles
Captain Jonus; Assault Missiles, Seismic Charge

Ste had really gone for a change, this list had actually done really well for him in practice games though, beating my Blue Thunder rebels [which I had never lost with] and pushing my usual list very close.

Adam -

Chewwy; Draw Their Fire
Rookie X;
Proto A;
Gold Y

Adam was struggling to settle on a list and so decided to go for the reliable Falcon and a bit of everything else.

Simo -

Obsidian TIE;
Obsidian TIE;
Obsidian TIE;
Obsidian TIE;
Advanced Sensors, Engine Upgrade

Simo had done pretty well in his practice games with this list, it had only really struggled with my list thanks to Krassis usually taking out Howlrunner early on him.

::Game 1::

Dagger B; Fire Control, Heavy Laser
Dagger B; Fire Control, Heavy Laser
Proto A;
Proto A

I was pretty worried about this squad as it had the potential to take out Howlrunner really early with those B's and I figured I would struggle to get a good bead on those A's late game.

Luckily for me, my opponent split his force into A's and B's and had the A's facing off against my entire squad at the start of the game. Thanks to this I killed an A in the first engagement before the B's could swoop into range on the flank. I then let his second A get away in order to hard turn into those B's which killed one for the loss of an Obsidian. In the next turn we K turned and faced off again which seen me take down his second B for a bit of damage on Howly and after that it was just a case of chasing his last A down and finishing it off.

::Game 2::

Bounty Hunter; Proximity Mine
Lambda[PS2]; Heavy Laser
Academy TIE;
Academy TIE;
Academy TIE;

I wasn't too worried about facing this list, there was a lot in it but nothing that really scared me.

He deployed spread out right across his own board edge which would let me isolate pretty much whatever I wanted and gang up on it before he could bring his whole squad to bear on me. Things started off pretty terribly though when the Bounty Hunter at long range [with no focus as it evaded] killed Howly despite her focus, 3 hits, 4 blanks. Despite this I still put quite a lot of damage into his Shuttle.

I took out his shuttle next turn and then started working on his TIE's as his Bounty Hunter was still slowly trying to get into the fight fully thanks to being deployed quite wide. I started killing off his TIEs but lost another of my own and Krassis had taken a bit of damage.

Once I engaged his Bounty Hunter I lost a full, undamaged TIE to his Proximity Mine which was pretty frustrating. By this point though the time was running down and I was pretty sure I wouldn't have time to kill off his Bounty Hunter which was all he had left. So with this in mind I just kept Krassis and my last TIE out of range for a few turns.

Coming into the last turn Krassis still had 2 hull and my opponent managed to just squeeze into range of him with his Bounty Hunter but this was range 3, through an asteroid and I had a focus. He gets 3 hits, I get 4 blanks again, killing Krassis and the game ends in a full win for him as I only have 1 Obsidian TIE left.

A frustrating loss but I had to laugh about it. That Bounty Hunter of his was definitely man of the match!.

::Game 3::

Red X;
Red X;
Dagger B
; Adv Sensors
Dagger B; Adv Sensors

This was exactly the list I didn't want to face but it would be an interesting challenge.

We started out very slowly dancing around on opposite sides of the asteroids before we engaged, Krassis did very poorly over the first few turns and just wasn't getting any hits. He was taking some fairly heavy fire in return and his first hull damage was a critical that lost him that Heavy Laser re-roll.

Once we got in tight and ended up with a bit of a crash in the middle of the table it was always going to be an uphill battle for me against those Sensors, the B's having actions in amongst these crashes proved pretty decisive and my TIE's fell away pretty quickly.

Krassis still wasn't putting out enough damage but I had taken down a B and an X and had his other B down to one hull, but his final X had only lost its shields. Krassis was down to a couple of hull against his final two ships and although I just couldn't get the hits to finish his ships off, Krassis did lead a charmed life on the defence for a few turns getting double evade after double evade, even getting a triple evade at one point. In the end though Krassis didn't manage to do any more damage at all and his hot evade dice finally ran out, giving me my second loss of the day.

::Game 4::

Han Solo; Gunner, Marksmanship
Gold Y; Ion Cannon Turret
Gold Y; Ion Cannon Turret

A pretty solid list but Falcons aren't really something that tends to trouble my list too much so I thought I had a good chance in this one.

As it turns out my dice were very lucky this game. In the first engagement I took Han down to 1 hull and I had also managed to get a critical through on him that meant he wouldn't be shooting next turn. Han did kill a TIE in that first exchange though and he managed to Ion Krassis. After my crazy dice in that initial engagement though there wasn't too much my opponent could do, I finished off Han next turn and then it was a case of slowly hunting down the Y's with my squad although he did manage to bring Howly down in the end too.

::Game 5::

I was drawn against Simo for my final game and as we both stood on 2 wins, a win for either of us would give us a decent shot at making the top 8 cut. I was pretty confident though as our lists had faced each other 4 or 5 times and I'd won them all thanks to Krassis' extra firepower being able to take out his Howly early.

Obsidian TIE;
Obsidian TIE;
Obsidian TIE;
Obsidian TIE;
Advanced Sensors, Engine Upgrade

Simo deployed his Shuttle out on a flank and got a really nice block in with it on a couple of TIEs and Krassis for our first engagement. This should have given him the action advantage in our initial shoot off but he decided to barrel roll to try and get out of some of my arcs. He did get out of a few but it left 2 of his TIEs still in arc of everything so I just focused my fire on those and was taking less damage in return thanks to him losing some focus for his barrel rolls.

Again my dice were pretty good here and his were pretty poor and I come off much better in this firefight. Krassis as usual did enough damage on Howly to allow my Obsidians to finish her off. After this it was a lot of dogfighting but with him losing his ship advantage and his Howly re roll it was pretty one sided as I could ignore his Shuttle for a few turns once it had done its early blocking action. By the time it was back in the fight I was just about finished with his TIEs and could just stay on its tail to finish it off.


Ste hadn't done too well and only managed a single win, and Simo's two wins wouldn't be enough to see him make the top 8 cut. Me and Adam both sat on 3 wins each and Dan was in the lead going into the cut with 5 wins out of 5.

In the end me and Adam both missed out on the cut. I finished 11th, Adam finished 12th, we had missed out on strength of schedule.

Dan would go into the cut though and cruised through his round of 8 with a big win against a triple Interceptor list. In the semi final he come up against;

Wedge; Swarm
Blue B;
Blue B;

Some nice early moves from Dans opponent gave him a commanding lead which Dan struggled to come back from and so Dan finished 3rd/4th in the end.

All in all though our results weren't too bad as a group, although that was certainly helped by Dan's good finish!. So in the end we finished;

Dan - 3rd/4th
Me - 11th
Adam - 12th
Simo - 16th
Ste - 24th

Non-GW Games / Chaos in the Old World [Boardgame Review]
« on: June 08, 2014, 12:59:38 AM »
Recently I have started to play a lot of different board games. For a long time I really wasn't keen on the idea as I had always been a miniature gamer and casual card game player. What first got me into it was the Gears of War board game and even that was only because I really wanted the models you got with it!

What really pushed me over the edge was a growing disillusionment with Warhammer/Warhammer 40,000 thanks to some [in my opinion] crazy decisions on GW's part in so many aspects of the hobby, from the glut of downloadable expansions to D-Weapons in regular games and even with the fact that you can now only buy White Dwarf at GW stores.

In order to maintain my miniature gaming fix I resorted to playing Star Wars X-Wing by Fantasy Flight Games. This was a pretty straightforward call for me and our gaming group as we had tried and enjoyed the Gears of War board game which was also by FF[Fantasy Flight]. We are all into Star Wars and importantly for us, the fact that the models come pre made and painted! as nobody in our group really enjoyed that aspect of the hobby [it was just something we endured in order to be able to play at tournaments].

With us all falling for this game so quickly and the fact it was FF's second game we had tried and really enjoyed we decided to try a few more. We got hold of a truly epic game called Twilight Imperium [which can take 12 hours to play!] and all loved that too.

I was starting to miss Warhammer a little though, not so much the game but all that rich background and the fact that we had invested all those years into the game made it really hard to totally cast off. So when I discovered another FF board game called Chaos in the Old World I thought it would be a great way to stay at least partially invested in Warhammer but without having to put up with so many rules that I don't agree with, but of course it would come down to how good this board game actually is.

This is a game where you and your mates literally get to be Chaos Gods, summoning cultists, daemons and even greater daemons across the oldworld in order to conquer and corrupt it.

Chaos in the Old World

The first thing you notice about this game and with all Fantasy Flight products for that matter is the quality. The box, artwork and card quality are all to a very high standard, much higher than you find in many board games.

I personally really like the playing pieces, things like banners on them can be a little bendy but that means that they are never going to break on you.

Some painted minis from the game.

The thing I like most is the map/board itself, although one small complaint is that it can be sometimes hard to tell where the borders are for some of the different regions at a glance.

The dice are nice and once you have popped all of the tokens out and put them in those little plastic bags which you NEED if you are a board game player [or a drug dealer I would imagine!] you can get started on the rules.


Im not going to go too deep into what the actual rules are as that kind of thing never really comes across well and its much better to learn as you play yourself. I found 1 read through of the rules enough to get a good feel for the game and was confident enough with that 1 read to try the game out with friends. It should only take you 10-20 minutes to read the rules and even if they don't become totally clear at first, you will know exactly how everything should work within a couple of turns of your first game, which is also a nice endorsement for a game.

The game only works with 3 or 4 players [5 with the Skaven expansion which we will be picking up soon].

The aim of the game is to conquer regions with your models but also to start to corrupt them with your cultists until they are totally ruined. Both of these things net you victory points and you need 50 to win. Each god also has a threat dial and each god has its own specific way of advancing this threat dial, a second way to win the game is to advance your dial all the way to its victory setting. I was pretty sceptical at first about these two different victory conditions being balanced with each other.


*You each start by picking a god, once you pick a god you will receive a playsheet with lots of handy references on, your models, a deck of magic cards and some upgrade cards.

*You then take some of the tokens from the box [these include things like peasants, nobles, warpstone etc] and these get randomly placed in each region of the map, all the way from Norsca to the Badlands.

*You make a deck of 'Old World' cards.

*Then your ready to start the game!

Game Play:

Each turn starts with an Old World card being drawn and played, and these can very often spell doom for your followers as they can range from things such as a holy crusade in which loads of hero tokens pop up around the board killing your models to the rather pleasant cards where hordes of peasants show up across the map for your daemons to kill and feast on [and if the right cards show up, for you to gain points from!]

Each Chaos god has energy/mana that they can use each turn, this is used to place/summon models, to move them or to cast magic cards. You can only place 1 model/cast 1 spell before your opponent gets to do the same, this sequence goes around the table until nobody has enough energy left to cast anything else.

Your initial followers can be placed anywhere but once you have a model on the map, subsequent models must be placed in adjacent territories. In each territory 2 magic cards[but only 2!] can be placed each turn and these cards will often be the way in which you win the game or at the very least ruin your opponents day!.

If you end up with followers of two different gods in the same area when the battle phase comes around they fight. You fight simply by rolling dice equal to the attack value on your models. Each model also has a defence value, if you equal their defence value you with your hits [you hit on a 4+, with 6's giving you an extra roll] you kill the model.

Once you have ran out of energy and done all your fighting you get to the most important phase. This is where you work out which regions you have dominated and how much you have corrupted each region.

Domination is quite simple, each region has a resistance value [For example, Tilea has 2], you need to beat this score with your conquest value to claim victory points for it [equal to its resistance value, so in this case 2]. Your conquest value is simply the number of models you have left in the region at the end of the turn+the energy cost of any spells you played in the region this turn.

The more interesting part is corruption. At the end of every turn, you place a number of corruption counters in a region equal to the number of cultists you have there. This does nothing initially but when a region hits 12 corruption counters it is ruined and this is where you get big victory point rewards based on who has the most corruption in the region when it is ruined.

Whilst you are battling out for victory points you are also trying to advance those threat dials. Each god has its own way of doing this;

Khorne - By killing models in different regions
Tzeentch - By putting 2 corruption counters in a region with 2 magic or warpstone counters in it
Slaanesh - By putting 2 corruption counters in a region that contains a hero or noble
Nurgle - By putting 2 corruption into a 'populous' region [Kislev, Empire, Brettonia, Estalia]

Every time you manage one of those above criteria you put a counter on your threat dial, at the end of the turn anybody with a counter on theirs moves their dial up by 1, the player with the most counters moves theirs up by 2. Each move on the dial gives you a reward and when you get it all the way around you have won the game.

The other 2 ways for the game to end besides 50 victory points and threat dials are if you run out of Old World cards or if 5 regions are ruined. If either of these happen, the winner is the player with the most victory points.

So how is it to actually play?

Honestly, its one of the best games I have ever played. As I said, I was sceptical about the two different win conditions and the balance of the 4 gods but it is one of the tightest and most balanced systems I have ever played. As an example, here are how our first two games finished;

Game 1 - Khorne, Slaanesh and Tzeentch all within 2 advancements of winning the game by threat dials [so attainable in 1 turn] and Slaanesh and Tzeentch both within touching distance of winning by victory points.  It comes to the last turn [ran out of Old World cards] and Khorne just sneaks it with a threat dial win, Tzeentch and Slaanesh are both within 5 points of 50 victory points and both 1 dial advancement away from a dial win!

Game 2 - Early finish thanks to 5 really quick ruined regions with Nurgle getting the win by victory points but even though it was an early finish Slaanesh was 1 dial advancement away from the win and could have won by victory points next turn and Tzeentch could have also won by victory points next turn!

Not only is this game brilliantly balanced but each god 'feels' right. The magic cards, advancement criteria and daemon stats all work perfectly for how each of these gods should be played. Slaanesh has you manipulating heros with your magic to get them to kill enemy models, Nurgle has you throwing down loads of corruption with a horde of cultists and plaguebearers, Khorne makes you play in a hyper aggressive way thanks to his advancement criteria and lack of cultists so you are constantly going around and killing things for your dial rather than bothering to corrupt whilst Tzeentch gets extra magic cards and is constantly ruining your plans with a well timed card play.

Its a game that will have you in fits of laughter between cursing your opponents for ruining your plans, it never gets boring and your always interested in what everybody else is doing as it will ALWAYS have such a big effect on you. You will be running around trying to kill an opponents last cultist in a region to stop him ruining it before you can get your own counters in there, you will be playing magic cards that stop their troops conquering a region for a turn to deny them those all important victory points. You will be legging it away from Khornes bloodletters to stop him getting ANOTHER advancement counter on his dial.

That last thing that is really refreshing about this game is that it doesn't go on too long, games usually take between 1 and 2 hours which is just about perfect in my opinion.

So all in all a pretty great game, highly recommended!

Non-GW Games / Star Wars X-Wing
« on: January 17, 2014, 09:34:04 PM »
Got into Star Wars X-Wing in the past few weeks, great game. I have dropped about 130 quid on it in a fortnight BUT that has given me two competitive tournament sized squads, one for rebels, one for Imperials with ships to spare if i want to mix it up. For that I have gotten;

2 Boxed Games, so all the dice/templates/rules, 2 X-Wings and 4 TIE Fighters,
Slave 1,
Lambada Shuttle,
TIE Bomber,
2 B-Wings,
An extra TIE Fighter.

The biggest bonus for me though is that they are pre made and painted and still look great!

Non-GW Games / Your X-Wing Squads
« on: January 13, 2014, 08:24:25 PM »
I have really gotten into this game in the past week, Ive got the starter set and plan on ordering some more models tonight. What squads are any of you X-Wing players running?

Me and my group plan on running 100pt Squads with the aim of attending some tournaments in the near future.

I am thinking this as the base of my Imperial Squad;

Krassis Firepsray; Heavy Laser Cannon, Recon Specialist.
Academy TIE,
Academy TIE,
Academy TIE,
Howlrunner TIE


Luke in X-Wing; R2D2, Extra Shield,
Blue Squad B-Wing,
Blue Squad B-Wing,
Rookie X-Wing.

Non-GW Games / Gears of War the Board Game
« on: December 30, 2013, 07:35:27 PM »
I got this the other day and I have to say it is fantastic. The models that come with it are great quality and for us 40K players provide some nice alternative models for us to use in some of our armies. Every part of it is very high quality though, from the cards to the playing tiles.

The rules work great although I think you will need to read the rule book a couple of times as the rules jump around a bit in there so its hard to get a clear picture first time through. Once you get it though the game is simple enough but nice and tactical with a lot of replay value from what I can see so far.

Its a great game to sit around with some mates and have some beers.

I thought id make a thread to recommend it to all of you guys, if you have a spare bit of christmas money then spend it on this [you can get it for around £40 on Amazon at the minute], it will work for you of your into dungeon crawlers like quest, regular board games or 40K.

General 40k and Expansions / Your 'unmade' Pile
« on: December 08, 2013, 12:10:53 AM »
So after sorting through all my 40K stuff because I wanted pics so that I would have an easy to refer to record of what I actually have when it comes to working out mega battles, I come across all the things that have just gathered dust and never actually been made. Here are the more major ones for me, how about yours?

2 Vindicators,
Land Raider,
Valkyrie+FW Vendetta Conversion Bits,
Leman Russ+FW Vanquisher Conversion Bits,
20 Orks,
3 Deathkoptas,
5 Terminators,
2 Drop Pods,
5 Space Marine Captains!,
Zombie Dragon [there is a whole other Fantasy list  like this but I bought this guy to be a nurgle Helldrake so he goes here],
50 Napoleonic French Grenadier models I am going to use as my second Blob Guard squad,
Baal  Predator,
20 Space Wolf Grey Hunters.

This is just a list of things that never even got made, there are plenty of things which I need to fix but they dont count. Which is crazy as that list come to quite a lot in terms of money, and im poor!  :P, still couldnt sell any of it though, I will  just stick to not being able to afford to put my heating on haha. Things like the Land Raider and Rhino are at least 10 years old.

General 40k and Expansions / The Armies/Collections of Second Sphere
« on: December 07, 2013, 12:23:39 AM »
I thought we should make a thread in which we can all show pics of our collections alongside perhaps a little background info and any noteworthy victories they have had. Once we get a decent pool i'll collect them into a thread and sticky it. It doesnt matter if some of your stuff needs fixing or painting, its just fun to see what other people have in their collection!.

This is most of my Guard although I have a lot still to be made, I havent really settled on fluff for them but I do want them to be 'Mixed Arms' Regiments, designed to be able to operate alone and without the aid of dedicated Armour/Artillery regiments etc.

There are 8 Special Weapons teams on the right, no idea how I ended up with that many special weapons, 4 with 3 Melta, 2 with 3 Plasma, 1 with 3 Flamers and 1 with 3 Snipers.

Each infantry squad has a Flamer and Autocannon and there is a Lascannon team and a Missile Launcher team at the back.

Storm Troopers/Ogryns/Rough Riders/Psykers on the right.

2 Salamanders, 2 Basilisks, 2 Chimeras, 1 Demolisher, 1 Exterminator, 3 Leman Russ, 1 Vendetta.

Its all seen game time, my faves being the Ogryns and Sentinels although they dont get as much use as they should because they really dont cut it. The elements that are actually painted are from my Wolf/Guard alliance army I took to a tournament but I only finished mid table with it as by the time I had it ready to take to a tournament the meta had passed by and the list was pretty much invalid thanks to Tau! Still Guard are one of only 3 armies I have used at tournaments [the others being Space Wolves and Eldar].

General 40k and Expansions / YOUR Infamous Villains and Famous Heroes
« on: November 29, 2013, 06:49:58 PM »
So, after reading Jeremy Vetocks lovely little article in this months White Dwarf about his fave personal character from his years of gaming [his was a Goblin Boss on Wolf called Groff Dogbreff] and recounting his famous victories and failures it got me thinking about my own and wondering about other peoples.

Mine is a classic Ork Nob with Powerclaw, Slugga, Pirate Hat and Cigar [Boss Pole, Bionik Body...the cigar has stimms in!] called Gnarkill Necksnappa. In my first 5-6 years of 40K this guy never EVER died, this must have been at the very least 50 games and to never die despite only having 10 boys and truck to keep him safe was something special. He almost always took out enemy characters/monsters. My early games were mostly against Space Wolves, Black Templars, Nid, Chaos and Dark Eldar. I lost count of the amount of Logan Grimnars, Rangar Blackmanes, Emperors Champions, Nurgle Lords, Hive Tyrants and Archons he killed.

It got to the point with him that people would actually try and take him out despite how the game was going.

I think what makes him stand out for me even more though is how he first died. His truck blown away by Fire Warrior Pulse Rifles, he and a lone boy stagger into combat with them next turn and are both killed in combat, by Fire Warriors!.

I dont have a camera anymore but this is a picture of the model [not my one];

So how about your famous characters? let us know!, include a pic if you can.

Enemies of the Imperium / Deathmarks, now viable?
« on: November 24, 2013, 08:07:11 PM »
Deathmarks have always been pretty rare and people tend to get caught up with the silly ability they have to deep strike in your opponents turn which most of the time is just a bad idea.

With the introduction of big monsters like Wraithknights, Riptides and Nids on the horizon I think there is now a serious place for them in competitive play. We have a unit with rapid fire sniper rifles wounding on 2's against a chosen target on very durable bodies.

Against Tau your not going to want to deepstrike as you will lose the whole unit to intercepting Riptides but against Eldar? If you drop in a 10 man squad they strip 5 wounds off a Wraithknight with their rapidfire and then they kill it with their overwatch as it charges them. Against Tau you still have an effective 30'' range and they will need to close to be killing your AV13 reliably.

I really do think this unit has a serious place in todays meta. Anybody had much experience with them?

General 40k and Expansions / 14 Years of White Dwarf, what has changed?
« on: November 15, 2013, 03:33:12 PM »
I have been reading White Dwarf magazine for over 14 years now and I am finding that more and more older readers are no longer buying or reading it because of a lack of content in later years. I have been thinking the same thing myself although when you have every issue for the past 14 years its hard to just stop. So I thought I would have a close look at 8 issues spreading the 14 years and with 2 years between each. I have started with a Feb issue as by that time we have passed the whole christmas buildup and come-down.

14 Years of White Dwarf

Year: 1999
Issue: 230
Cover: Head and shoulders of a Chaos Space Marine Terminator. Not the best art but a fun picture.
Freebie: Weapons Reference Card Sheet
Price: £3.50
- We start out with a two page contents overview.
- 5 Pages of news and rumours, this even includes pictures and info about upcoming armies, we also have job adverts for within the company and a list of new releases.
- 2 Pages about the new Skaven Clanrats, a lot like we see these days showing sprues and images of the new models but we also have a little feature about an impressive Screaming Bell boat that somebody had built with a picture and a little bit of info on what he used to make it.
- 6 Pages about collecting a Skaven army, talking about themes, what units are best to start with and a sample list with a picture of the sample army. It then goes into more detail about the specific units in the army and why we should include them and then a small painting guide on one way to paint a clanrat.
- 2 Page spread of a Skaven army in all its glory and in action.
- 4 Pages of a players guide about how he collected his lovely looking Skaven army including bits of his own fluff.
- 2 Page spread of his Skaven army in all its glory and in action.
- 2 Pages on how this player paints his clanrats.
- 4 Page comdey article by Mike Walker on how to deal with Skaven with your own army.
- 2 Page advert of the new Warlord and Slave models but we also get some original fluff 'a day in the life of a slave'.
- 4 Page tournament tactica and list building advice by the Skaven player featured earlier.
- 3 Page comic about Skaven.
- 5 Pages about the new units out in that months Chaos Space Marine Codex release, even including full rules from certain units from the Codex!
- 2 Page spread of a Chaos Marine army in action with some more fluff.
- 2 Page advert for the new Codex.
- 2 Pages of fluff, info and pictures of the 4 Greater Daemons.
- 1 Page Citadel Journal advert.
- 10 Pages of that years Golden Daemon winners with pictures.
- 1 Page career page.
- 2 Page store locator.
- 4 Pages of new store opening info including money off vouchers and get one free vouchers for those new stores. Also info on the events these stores will be doing.
- 2 Page 'Army of the Month', a Skaven army from Reading.
- 1 Page BA Honour Guard advert.
- 7 Page Chapter Approved with full rules for Necrons and Scenario to use them in!.
- 1 Page Q+A.
- 1 Page of rules for using Cult Terminators.
- 4 Pages about the a new Dogs of War unit including full rules to use them in your games.
- 2 Pages about converting a metal Bloodthirster.
- 1 Page Inferno advert.
- 1 Page Dark Eldar Grotesque tactica.
- 2 Page Mailbox.
- 1 Page GW HQ advert.
- 18 Page Bat Rep.
- 12 Pages of Mail Order.

You are getting a lot of good content, various tacticas, brand new rules for fantasy and 40K units for free! including a whole army. They even show you rules from the Chaos Space Marine Codex which they try to avoid doing now in case you go and play a game before buying the Codex. There are some original fluff pieces and the Mail Order section was a must really as it was before the Internet had taken off for them.

With Skyshields now getting banned fairly often and my inability to roll Fortune even with a pair of Farseers in more than half my games meaning I cant trust a Bike Council I am left with some choices to make with regards to my regular Eldar list. Here are the 3 list options, I have no idea what will work best;

Farseer; Bike, Spear, Mantle
5 Avengers;
5 Avengers;
5 Avengers;
10 Guardians;

Wave Serpent; Cannon, Holo, Scatter
Wave Serpent; Cannon, Holo, Scatter
Wave Serpent; Cannon, Holo, Scatter
Wave Serpent; Cannon, Holo, Scatter
3 Bikes;
3 Bikes;

3 Knights, 4 Serpents and 3 very annoying scoring/contesting units in the Bikes and Mantle Seer. Without the Skyshield though are 4 Serpents really durable enough? [I would have to buy a Wraithknight]

Spirit Seer;
5 Avengers;
5 Avengers;
5 Avengers;
5 Avengers;
5 Avengers;
5 Avengers;

Wave Serpent; Cannon, Holo, Scatter, Mantle
Wave Serpent; Cannon, Holo, Scatter, Mantle
Wave Serpent; Cannon, Holo, Scatter, Mantle
Wave Serpent; Cannon, Holo, Scatter, Mantle
Wave Serpent; Cannon, Holo, Scatter
Wave Serpent; Cannon, Holo, Scatter

So I lose a Knight and the Bikes for 2 extra Serpents, I also lose the major psychic support from the Mantle Seer but the Spiritseer can give one of my Serpents Conceal. [I would have to buy 2 Serpents]

Spirit Seer;
Spirit Seer;
5 Wraithguard;
5 Wraithguard;
5 Wraithguard;
5 Wraithguard;

Wave Serpent; Cannon, Holo, Scatter
Wave Serpent; Cannon, Holo, Scatter
Wave Serpent; Cannon, Holo, Scatter
Wave Serpent; Cannon, Holo, Scatter

Less of everything but it has much more durable scoring and all those Wraithcannons make a real mess of enemy monsters and tanks, also two Spiritseers means that I can have 2 concealed Serpents which should make those two virtually unkillable. [I would have to buy 10 Wraithguard]

In terms of what I would need to buy for each list none of it is a problem really as it would cost pretty much the same amount of money to complete any of these lists so its down to how well each list would do really.

So which do you think?

General 40k and Expansions / Army Rankings based on Tournament Results
« on: November 03, 2013, 09:40:50 PM »
Now, i know some people dont like these things for whatever reason and I dont want this to be about that. So its just for people that like stats and things like this  :P. This is based on a worldwide ranking system and it takes each armies best 30 tournament scores [these are the UK ranks]. How do you find your local area matches up to these rankings? do you have one of the lower ranked armies dominating your local meta with an interesting list?

1. Necrons
2. Eldar
3. Daemons
4. Tau
5. Tyranids
6. Chaos Space Marines
7. Grey Knights
8. Space Marines
9. Imperial Guard
10. Space Wolves
11. Dark Eldar
12. Blood Angels
13. Orks
14. Dark Angels

Im actually pretty shocked Necrons are at the top although when I think about it they have been finishing well at the tournaments Ive been going to [not placing in the top 3 but a fair few top 10's]. I think what we will see is Necrons drop off more in the next 2 months because after 12 months a score becomes invalid, Necrons were still pretty dominant about a year ago so a lot of their best results could be from then.

Just for a comparison, here is the table from about 10 months ago;

1. GK
2. Necrons
3. SW
4. Guard
5. BA
6. Orks
7. DE
8. Nids
9. SM
10. Eldar
11. DA
12. Daemons
13. Tau
14. CSM

Which shows a pretty massive turnaround, only really Necrons have retained a similar position.

General 40k and Expansions / A different game type - Slayer
« on: November 03, 2013, 09:26:07 PM »
Just thought Id put this out there, me and my friends often play a comped version of 40K called the Slayer format, named after a series of 1 day tournaments that used this rules set. We've found it to be a great way to get in quick games, get people back into the game or to try out specific units for your bigger army as it gives the unit an environment where it can be used and not really risk getting blown away turn 1 without doing anything.

Here are the rules;

600 Points

1 HQ
2-6 Troops
0-1 HS OR FA
0-1 Elites

No special/named characters.
No flyers.
No fortifications.

4x4 Table

LoTR and other GW Games / 28mm Inquisitor
« on: October 29, 2013, 08:20:27 PM »
Inquisitor is always a game I've wanted to play properly but it was always hard getting the terrain right for it without a lot of work and now its very hard to get the right sized models, have many people on here ran it at 28mm by just cutting the ranges on everything in half?

It lets you use 28mm models which are cheaper and much easier to get hold of and importantly it lets you buy ready made terrain that works perfectly.

Me and a mate tried out a practice game a few weeks back and it worked pretty well, an Inquisitor each, a Guard Vet with Heavy Stubber and an Arbite with Cyber Mastiff and Shotgun.

I am planning on using the Zealot Minis Warrior Priest as my Inquisitor and may make him a radical Xenos Inquisitor so I can use the Dark Eldar Slyth model and a Kroot.

Ive been noticing that with a lot of the newer Fantasy kits that allow you to build multiple units you are actually getting quite a lot for your money.

Take the new Couldran of Blood, ok its £45 but it is pretty big!, if you decide to use it as a Couldran with Death Hag you will also get Hellbron [Special Character] and a Medusa. Your looking at a special character being about £10 on its own and a stand alone monster like that costing at least £15 so really the Couldran is only costing you about £20 if you wanted those other models anyway.

I noticed they did a similar thing with the new Terradon Riders, allowing you to make a chieftan or the special character from the regular kit.

Although they do something thats pretty good value like this and then charge £35 for 10 Witch Elves! I think we are going to see a LOT of people using Dark Eldar Wyches as Witch Elves as you get enough parts in the kit to not give any of them pistols anyway.

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