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Warhammer 40000 Raven Guard Review

Tags : space marines review raven guard warhammer 40000

Small thumb shrike sep13 feature sh8k3 320x320

Hello everyone !!

Today on pre-orders are 2 new codex supplements for Warhammer 40000 Space Marines Armies. Raven Guard and Iron Hands, this post is about the Raven Guards. I mean who doesn't love Space Ninja?

Introduction

This codex is a thin(80 pages) hardcover book. It's standard GW quality so there is nothing wrong about it.
The 3 main parts of the book are The fluff, the model's pics and the rules!
If iron Hands codex was the hammer this one would be a scalpel ^^

fluff

The first 40 pages of the book are dedicated to the Chapter presentation. It's quite complete with a lot of details on the different companies and units. There are also details on the what happened at isstvan V, Ravenfall, the Genetic Manipulation Corax tried to do and some other stuff. Decent fluff.

Oops


Raven Guards codex rules review preview

Yea sure Precognition


Raven Guards codex rules review preview

It's always hard to swallow that Near Precog Primarch were at Isstvan 5 ^^

An army of Heroes !

In this section, we are shown different Space Marines Models Painted in black ^^

Rules

One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.

Surgical Strike


Raven Guards codex rules review preview

This power is at the Heart of a Raven Guard game plan ! Snipe/take out Aura & buff bot and then clear the rest of the army. it's a sound plan considering the amount of popular buff combo. Still, I am not sure that +1 to hit and wound is enough to allow this plan. But it' a good start !

Warlord Traits

There are 6 extra Traits that you can choose from.


  • No overwatch on the warlord (it's Shrike one)

  • Redeploy one inf unit and infiltrate

  • Buff bubble : Run and Charge within 6"

  • Unmodified 6 deal 1 additional mortal wound

  • Fly when falling back, charge and shoot after fall back

  • Teleport your warlord once per game 9" from ennemy

Off course the Run and Charge is strong but the No overwatch is super handy to tie in strong firebase

Relics

2 list here, one for Raven Guards: Relics of Ravenspire and one for Successor & Raven Guards: Special Issue Wargear.

Relics Of Ravenspire


  • Ebonclaws : ap-3 d3, reroll wounds and one extra attack (replace 2 LC)

  • Shadow armor : Ignore ap if ap is -1 and unmodified hit rolls of 1 2 3 always fails

  • Raven Skulls : One reroll per turn

  • Raven Fury : Jump Pack, run and charge, reroll charge and Mw on 4+ during a charge

  • Ex tenebris : Assault 3 stalker bolter, can snipe, +1 hit, ignore cover

  • Super Knife : s+1 ap-2 d1, 1 extra attack, Damage 3 vs Characters

Raven Guards codex rules review preview

Yea nothing crazy. Still, Ex tenebris is decent to snipe frail target.

Special Issue Wargears

Mantle : 5+ FNP
Artificer armour : 2+/5++
MCW : +1dmg to one weapon
Digital weapon: one extra attack dealing 1mw if hit
Magic Cloack : 3+ invul in terrain ^^

Stratagems

Raven Guard have a good selection of Stratagem ! you are going to need CP a lot I think.

2 pages of Stratagem, most interesting are :


  • Infiltrators 1cp : before first round, free move but must end more than 9"

  • Raven Blade 1cp : Choose one ennemy unit, reroll charge on it

  • Lay Low the Tyrants 1cp : +1 to wounds against Characters or Non vehicule with 4 wounds or more

  • Remain unseen 1cp : Choose one unit, If you didn't shoot with the unit, it get -1 to hit. Kind of cool to hold an objective

  • Ambush 1cp : Infiltrate at the end of the movement phase

  • Strike from the skies1cp : One jump pack unit can run and charge and +1 to charge distance

As you can see you have a large selection of Infiltration and Movement tricks. Can you pull off assassination and stuff with them? it's all about your skill to play the game so in a sense it's interesting.

This Stratagem is going to be great with Smash Captain or JP units going after sturdy target.

Raven Guards codex rules review preview

let check the Umbramancy Psychic table now

Umbramancy Psychic

There is one effective combo here: Envelloping Darkness. Prevent Overwatch and minus 1 to hit roll. Then use Shadowstep to Teleport back to safety, or charge, or do something cool. It's vital if you plan to charge into an Iron Hands bastion waiting for you with a 3+ reroll 1 overwatch salvo.
Raven Guards codex rules review preview

That's it for the Raven Guard rules lets check the unit now!

Unit

Kayvaan Shrike


Raven Guards codex rules review preview

He's a quite strong actually, very good pistol sniping and dealing extra mortal wounds on 6+ (so 5+ against characters). Powerful charge potential, 7 attacks on charge with +1 +1 to hit and wounds vs characters, stack nicely with lay low the tyrant for another extra +1 on wound rolls. As the claw allow wound reroll at worse it's 3+ with reroll.

Chapter Master bubble and Charge reroll bubble help as well.

Conclusion, good stuff & Combo

Target Sighted Stratagem from the Space Marines codex is vital, it will cost 3CP but allow Stalker Intercessor to snipe and deal extra mortal wounds on 6+ (so 5+). It's expensive but with the new Stalker bolt rifle, you will get a lot of value out of it. Don't forget to split shooting if you need to.

Scout Squad with sniper rifles and camo cloak they are not very expensive, they infiltrate, shoot at 36", Snipe, deal mortal wound on 6+, get a 2+save in cover and -1 to hit. If Dev doctrine is up you also get Ap -1

Eliminator Squad Off course Eliminator are awesome with Raven Guards. They are Amped up scout ! At 63 points only per unit they are always a good investment.

To conclude, the game plan for Raven Guards is removing Characters asap and charge in with: Smash Captain, Vanguards, Phobos ....

Any question ? ask away !

/Cheers.
Bob.

Space Marines Review Navigation
Warhammer 40000 Space Marines Codex 2019 Review
Warhammer 40000 Ultramarines Codex review

Warhammer 40000 White Scars supplement codex review

Warhammer 40000 Iron Hands Codex Review
Warhammer 40000 Iron Raven Guard Review

created : 5 days ago

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Warhammer 40000 Iron Hands Codex Review

Tags : review iron hands warhammer 40000

Small thumb feirros sep12 feature 19xk3 320x320

Hello everyone !!

Today on pre-orders are 2 new codex supplements for Warhammer 40000 Space Marines Armies. Raven Guard and Iron Hands, this post is about the Iron Hands, aka the Big Indestructible Gun Line ^^

Introduction

This codex is a thin(80 pages) hardcover book. It's standard GW quality so there is nothing wrong about it.
The 3 main parts of the book are The fluff, the model's pics and the rules!

fluff

The first 40 pages of the book are dedicated to the Chapter presentation. It's quite complete with a lot of details on the different companies and units. There are also details on the demise of Mannus, His friendship with Fulgrim...To be honest I learned a lot of stuff on the sons of the Gorgon in this book. Interesting!

An army of Heroes !

In this section we are shown different Space Marines Models Painted in black ^^ This part was better than the rest of the codex because of all the cyber hands that are looking so nice on these Primaris Marines !!

iron hands codex review and rules
iron hands codex review and rules

Rules

The codex have , One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.

Calculated Fury

This on is Powerfull and was revealed in the Iron hands preview.

iron hands codex review and rules

Reroll 1 and ignore move penalty for Heavy weapons when the Devastator Doctrine is active!

Rerolling one is already good when you hit on 4+ but the combination of both bonuses allow to move forward a still get a 3+ with reroll 1, it's an incredible safety net!

Remember that it stacks with the Iron hands Chapter Tactics from the Space Marines Codex, so each unit in the army have


  • Fnp 6+

  • Overwatch on 5+

  • Vehicle count double life for wounds chart

  • Ignore malus from moving for Heavy weapons during Devastator Doctrine

  • Reroll 1 with Heavy Weapons with Devastator Doctrine

Wow ! what a list ^^

Warlord Traits

There are 6 extra Traits that you can choose from.

1) repair 1 dmg each turn on a vehicle or buff your repair to 1d3+1
2) Deny the Witch 24"
3) Fnp 5+
4) Consolidate 6'' (Feirros have this one)
5) 6 give extra attack on the same target with the same weapon
6)Target Protocol: One friendly unit can: reroll 1 hit, 1 wound and 1 damage roll.

Warlord trait are ok for the most part.

The last one is very strong if you are shooting with one super big gun like a Repulsor Executioner with a Heavy Laser. ie : 4 Shots, rerolling 1, and one free reroll, Strength 10 rerolling one wound roll and Ap -5 ,rerolling one damage roll (D6). It feels this warlord trait was written for this tank lol.

Relics

2 list here, one for Iron Hands: Relics of Medusas and one for Successors & Iron Hands: Special Issue Wargear.

Relics Of Medusas

iron hands codex review and rules


  • Axe :Replace a power axe : S+3 ap -3 D3

  • Primaris only: +1T, reduce wound by 1 to a minimum of 1 (stack nicely with the warlord trait granting fnp on a 5+ for some super tanking ^^)

  • Mind forge : Replace a force weaopn : S*2, ap-3, d3

  • Combi Melta with assault 2 melta

  • Ironstone : Already leaked, reduce dmg by 1 (minimum 1) targeting vehicle in a 3" bubble

  • Gorgon chain : 4+ inv and -1 to wound rolls

  • Helm : 5+ cashback on command point

The ironstone is bonker is you want to play the tank bubble! and you want, but more on this later ^^

Special Issue Wargears

Mantle : 5+ FNP
Artificer armour : 2+/5++
MCW : +1dmg to one weapon
Digital weapon: one extra attack dealing 1mw if hit
Teeth of Mars : Chainsword with S*2 against vehicle (ap -2 dmg2)
Haywire bolt : mortal wound when shooting
Data Spike : Techmarines only, Roll 2 when repairing keep best

Yea better ignore these for the moment ^^

Stratagems

2 pages of them like in any other codex , Lot of good choice here most interesting are :


  • 1cp Double hit on a 6 to wounds

  • 1cp Fnp goes to 5+ on one infantry unit. Choose , when the unit is targeted

  • Machine Empaty 1cp : use it after repairing, you can repair again even the same vehicle (WTF)

  • Overwatch on 4+, and you still reroll 1 ^^ with heavy weapons

So using the Named Forge Father Techmarines you can heal 6 wounds on a Repulsor each turn, interesting ^^

let check the Technomancy Psychic table now

Technomancy Discipline

iron hands codex review and rules

Maybe my favourite Psychic table of the Different Marines Codex !
The 3 super good one are :

1) Blessing: until the next psychic phase target vehicle model get +1 to hit. Last the opponent turn so bring overwatch to 4+ or 3+ rr1 with the Stratagem (Do you see where this is going ?)
2) Psy Armor: Select one unit, +1 armour save (doesn't work on invulnerable save) but stack with cover
3) Reforge: Charge value 5, heal d3 dmg on a vehicle ^^

One tank can be repaired 3 times? ho and he get fnp 6+, and can reduce damage by 1 with the relic and he counts double life for the damage chart. I hope that is all ? (this isn't ^^)

lets check the one unit in the book !

Unit : Iron Father Feirros


Ok there is only one unit, this is not the Chapter Master or a Primaris Techmarines, all this sucks :/

Good news Iron Father Feirros is completely BONKERS !

iron hands codex review and rules

A bit more than hundred points, decent stats, sturdy enough with a 2+/5+ T5 7wounds and fnp 5+ & 6+ (i guess both doesn't stack ?). The buff he grant are very good :


  • Signum array : BS 2+ to one friendly unit

  • Repair at 3wounds

  • 5+ invulnerable at 6''

What happen if Feirros and a Techmarines are hiding behind 2 Repulsor :


  • 5++

  • Reduce dmg by 1 with the stone relic

  • 2 repairs, +1 extra repairs with stratagem

  • 6+ fnp

  • Count double wounds

  • reroll 1

  • overwatch on 5+

  • one of them can get BS 2+

  • Warlord trait granting 1 hit/wound/dmg reroll

Already Impressive but maybe add a Psyker for funsy ^^


  • One extra Repair spell

  • +1 save spell

  • +1 to hit spell ! Also not it's also working with melee attack ^^ Hello DREADNOUGHT !

Honestly, i'll also park nearby a Devastator or Primaris with Heavy Plasma to benefit from the 5+inv getting a BS2+ and reroll 1 for extra fun. Also there is a stratagem that allow nearby infantry unit to shield Charaters that take damage so it's good to have Bodies around.

Don't forget to mix a Chaplain even if it's already overkill ^^ check the Space Marines Codex review for what Chaplain can now do.

Conclusion

It's a strong codex!
Stack buff on tanks, heavy weapons infantry, snipers, Intercessor with Stalkers bolters and watch the enemy Melt ^^
Also from a Meta point of view, if your opponents are preparing for killing Primaris infantry (so good ap and Dmg2) and you spam tanks, yours are nearly invulnerable thanks to the Stone Relic droping Plasma damage from 2 to 1 ^^

Also maybe having 1 or 2 drop pods with Multi Melta devastator inside for removing the biggest threat for your tank is good too ^^

I know I only talked about the Tank Bubble, but there is a lot of room for refining. This is a very strong codex granting a very effective firebase, a lot of tanking and even some melee power-ups.

iron hands codex review and rules

As usual, any question ? ask away !

Space Marines Review Navigation
Warhammer 40000 Space Marines Codex 2019 Review
Warhammer 40000 Ultramarines Codex review

Warhammer 40000 White Scars supplement codex review

Warhammer 40000 Iron Hands Codex Review

Starting on the Raven Guards review right now !

/Cheers.
Bob.

created : 6 days ago

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Warhammer 40000 : Aeronautica Imperialis review

Tags : cute warhammer 40000 review aeronautica imperialis

Small thumb coverai

Hello everyone !!

Today is the review of Aeronautica Imperialis Core set, Wings of Vengeance! This review will be articulated around: The content of the box, the models, and the rules.

Pre order on Goblin Gaming if you wish

Aeronautica Imperialis pre orders

Content of the Wings of Vengeance Box

While content of the box was already revealed some days ago in Wings of Vengeance Content , after listing what's inside I want to give my impressions.

Wings of Vengeance Content

-2x Imperial Navy Thunderbolt Fighters (can be assembled as - 2x - 2x - -2x Thunderbolt Fighters or Thunderbolt Fury Fighters)
- 2x Imperial Navy Marauder Bombers
- 3x Ork Air Waaagh! Dakkajets
- 2x Ork Air Waaagh! Fighta Bommers
- 1x double-sided card Area of Engagement game board (depicting two aerial war zones)
- 1x double-sided card token sheet (70 tokens to help you keep track of all the action)
- 8x Six-sided dice (white with black pips)
- 1x Transfer sheet (for the Imperial Navy and Ork Air Waaagh! aircraft included in the set)
- 2x Quick reference cards (containing the key game rules)

Decent for 70€ as you get a very nice discount on the plane prices (around 82€) and get the stuff you need to play for free. Still, the quality of the elements are not so great so let's talk about the quality of the accessories and rules content.

Wings of Vengeance quality/content (issue)

The Area of Engagement is in gloss paper with very pronounced folding mark. To be honest playing on it is not a fine experience at all. yea i even say pretty shitty for a 70€ game :/ . My first extra buy would be the Rynn Area of Engagement or some mouse pad hex terrain (2") made by a third party.

Tokens
The tokens are really basic, made of very light cardboard they are not as heavy as usual. And yea they look cheap.
Not great, i need acrylic/Metal/Plastic

Bases

Very well made, heavy enough to be stable, the front, rear, right and left are explicitly marked. The wheels for speed and altitude are sturdy and got a hard friction preventing the wheel to spin alone.

My only doubt is not painting the base or painting it without screwing the wheels :/
Aeronautica Imperialis review

Flystand

Excellent ! hold the plan very well and are repositionable !

Maneuvre sheet

Good Quality, the 8 Maneuvre are represented. The sheet feels sturdy and lightly laminated with a glossy varnish. I would have liked a small card format to be included for ease of use.

Rulesbook

Only 34 pages of rules. While it's enough to explain how the game is played. It's the bare minimum, the games modes are absent, the list building is super limited with only a few options per side. But that's not all, there is only ONE scenario in the book: Dog Fight! (simple fight. ). Yea it's light on content for once.

Ok, I understand that I need Rynn World to have the full experience, but a small extra book (5-10 pages) with a mini-campaign rules and a few missions would have been a more honest package.

Accessories review conclusion

This all feels very cheap and minimalist if you exclude the planes and bases. From the get-go, you have to Buy Rynn Campaign and the Area of Engagement to have a nice experience. Still, the Plane deal is good with value for the imperial at 48€ and 36€ for the orcs.

Now that the extra stuff is reviewed let's get to the planes !!!

Aeronautica Imperialis Fighters

If I had some grief for the accessories I only have praise for the Fighters included in the core set: Wings of Vengeance.

The small planes are so cute, full of details and a pleasure to assemble. Also, there are a lot of little missiles/bombs to customize your Fighters. Also, I did found the assembling very clever and well designed. This morning I glued a Thunderbolt and was pleased to discover that Both variants had separate pieces making it very easy to Magnetize.

Details Pictures

Details are crisp and make painting a lot easier. Wings, hulls, tails have a lot of details like : line & armour plate. I am not sure how I am going to paint them, but a mix of airbrush and contrast should look very good for the time spent.

Aeronautica Imperialis review
Aeronautica Imperialis review

Finished model

Seeing them in picture and having them in hand is quite different. They look so cute and cool, they are my new favorites models in all the the GW line. 10 secondes after finishing it was flying it shooting pew pew pew ^^ Sinceriously it's even better than i expected and the Navy Bomber are looking super big !! Can't wait to assemble and paint more !!!

Aeronautica Imperialis review
Aeronautica Imperialis review

I magnetized the plane so I can change the nose/weapons loadout.

Aeronautica Imperialis review

As you can see I glued the magnet inside. I don't know if I'll do it for all the planes but for the Thunderbolt/fury, it was easy enough. I'll do a post later on how to magnetise it.

In the end, the Planes models are incredibly detailed, cute, and the positionable stand is even better.

Gameplay

Now that we checked the accessories and the planes
The game is divided in phase: we both resolve one phase before going to the next.

1 choose manoeuvres
2 Roll initiative
3 Resolve Tail fire
4 Move
5 shoot
6 End phase.

If you want a detailed "how to play video" you can check the Aeronautica Imperialis Rules video . With the explaining of the rules done by Becca, I am just going to focus on some mechanism that I liked.

Generality

The gameplay is quite simple but also very deep. In a nutshell, we both secretly plan our move orders and resolve them in sequence. If you did good you can shoot with your main weapons (nose-mounted shooting in front of you) . If not you have to fall back on secondary weaponry like a turret or rear gun.

Movement Fun

The manoeuvre mechanism really suits the Dog Fight feeling of the game. Positioning your plane is not that hard at range but when you are very close it's a lot harder ! Plane can change position and altitude all the time.

Always engage heavier ship at super close range you can easily stay out of their Las Canon.

The golden goose in the game is Tailing the enemy. That mean you are on his six and at short range (1-4/ 5-7/8-10 Hex). Tailing grant you a free shooting phase next turn before movement phase. But as it's in next turn you still have a chance to be saved if another plane shoots your pursuer.

The initiative is a fun dilemma because first allowing you to shoot first but moving second give better positioning. I'd say it's better to be the first player during engagement and be second during intense dog fight!

Altitude: Always try to change altitude when defending because it's a -1 to the attack roll for each level difference.

Dakka Dakka Dakka

Shooting in this game is like any other GW games. you roll a number of dice equal to the Firepower at the target range. You hit on 5+ most of the time and then do a wound rolls depending on the weapon.

Firepower represents the numbers of dice/attacks a weapon make depending on the range. It changes the effectiveness of the Jet depending on where is the enemy and what weapon is on board

Aeronautica Imperialis review
Aeronautica Imperialis review

If you compare both ships you'll notice that the Dakkajet have 8 attacks at short range (1-4 hex) that hit on 5+ wounds on 5+. While it's strong at short range it loose half of this dakka at medium.
On the other side the Fury only has 3 dices at short range (5+ / 4+) but with double damage on 6+. But at medium, he rolls 7d + 2d for the Boltcanon and Lascano. Notice how the las canon has 0 dice at short range but wounds on 2+ !!!

List building and Fight

Having only received Wings of Vengeance as material I don't have much to review here. To play a game you have to agree on a point level and play. Each side has a few options to customise their Jet.

Aeronautica Imperialis review

As you can see the list is quite short and the effects are limited, the Orc side is very similar but with more offensive options.

Each Plan can equip missiles and bombs. Bombs have no use while you don't have a mission with ground objectives. On the other hand, missiles / Rookit are awesome to add extra Dakka on the important turn! Each shot is 2 dices and one munition! (2pts)

Conclusion

Aeronautica Imperialis is a very interesting game. My testing is limited by the core box but I had a lot of fun playing (3 games). There is a lot of room for mastering manoeuvres and ruling the Sky like the Red Baron!

Even if some components of the core box are a bit lacking it's still good value. I am enthusiastic to try campaign mode, Pilot cards and ground target interaction!

I am Hyped !!! I enjoyed doing this warhammer 40000 : Aeronautica Imperialis review a lot. I hope the game is a success (and i am sure it will be !!)

Pre order on Goblin Gaming if you wish

Aeronautica Imperialis pre orders

Any questions ? Ask away !! :D

Aeronautica Imperialis navigation :

Aeronautica Imperialis Gencon reveal video
Aeronautica Imperialis Prices
Aeronautica Imperialis Wings of Vengeance starter set
Aeronautica Imperialis Open the box
Aeronautica Imperialis Models details
Aeronautica Imperialis How to play & website
Aeronautica Imperialis Eldar and chaos teased
Aeronautica Imperialis Pre orders
Aeronautica Imperialis Eavy Bommer
Warhammer 40000 : Aeronautica Imperialis review
Eavy Bommer preview
Aeronautica Imperialis twitch transcript with Andy Hoare teasing 5 factions in the game
Aeronautica Imperialis : How to magnetize a Thunderbolt Tutorial !! (Like an Ace)

/Cheers.
Bob.

created : 16 days ago

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Warhammer 40000 White Scars supplement codex review

Tags : review white scars space marines warhammer 40000

Small thumb smpreorderpreview aug4 ws codex12knjvre

Hello everyone !!

Following the review of the huge space marines codex (link), here come the white scars supplement.

Introduction

This codex is a thin(70 pages) hardcover book. It's standard GW quality so there is nothing wrong about it.
The 3 main parts of the book are The fluff, the model's pics and the rules!
I book is very small even smaller than the Ultramarines supplement. (https://war-of-sigmar.herokuapp.com/bloggings/4081)

fluff

The first 30 pages of the book are dedicated to the Chapter presentation. It's quite complete with a lot of details on the different companies and units. There are also details on Chogoris, the Khan is disappearance. Some fight between Scares and Red Corsairs. It's interesting but I didn't find any big reveal or anything.

Note: Lots of amazing artworks !!!

An army of Heroes !

10-12 pages of Painted models.
White Marines are beautiful but none of the new Primaris supports the White Scars style! so it's a bit sad :/

Rules

One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.

Devastating Charge

Devastating Charge is a new rule that is added to your army if it has the White Scars keywords.

White scars codex rules review preview

The rule is strong for sure, one more damage per attack on the charge. When Marines already gain 1 attack for charging and White Scars can run and charge you are guaranteed to hit like a truck.

One Marine with a Chainsword with the doctrine up and charging is :
3 attacks, with AP -1, dmg 2.

Best way to maximise this buff? A large number of models generating free attack and extra wounds on the charge. One assault squad with 2 Eviscerators is 172 points only ! and that brings a lot of pain but in turn 3 :/

The main problem will be reaching Assault doctrine while benefiting from Devastator and Tactical doctrine on the previous turn.

Warlord Traits

There are 6 extra Traits that you can choose from.
honestly, they are not that great :/
I think I would always choose Imperium sword from the marines dex (reroll charge dice.s, +1 S&A on a charge) or maybe Master of snares (prevent Fall back on a 4+)

White scars codex rules review preview

Relics

2 list here, one for White Scars and one for Successors Chapter Special Issue Wargear.

Relics Of Chogoris
Mantle: +1 casting spell
eyes: One friendly white scar unit ignore cover
Banner: +1S while withing 6''
Wrath of the Heavens: Move 16" bike with "fly"
Scimitar : +1 -3 dmg2 on a 6 +1dmg
Plume of the runner: +1 run and charge within 6 of the bearer
Khan lance (only for khan on a bike): S*2, ap-3, Dmg d3

Special Issue Wargear

Same as ultramarines with a few difference :
Cyber eagle helm: Overwatch on 5+ within 6
Bolts: one attack S7 ap1 dmg 1d6

Stratagems

There is no stratagem that allows getting faster to Assault Doctrine :/

From the Space marines codex :
Big guns never tire will be useful if you want to do a first turn rush with a Speeder unit (ignore malus to a heavy weapon)

Chapter Master
There is no chapter master option the White Scars codex so you'll need 2Cp if you want one.

2 pages of them and some of them are quite good :

-Born in the Saddle: Run and shoot with bikers
-Wind swift: Move twice (but can't do anything after)
-Hunters Fusillade: Transform heavy weapons and rapid-fire weapon into assault weapons. (very good on Speeder units)

So, in a nutshell, you can first turn transform 2 speeder unit in rush bomb to swoop 20" and shoot without malus.
Then on turn 2, you can transform heavy weapons into assault weapons for benefiting Tactical doctrine on heavy weapons.

let check the White Scars Psychic table now

Psychic Discipline

White scars codex rules review preview

Some cute spell-like Blasting gale (no run and charge with one dice), Storm wreathed protect one unit from Overwatch and deal a few Mortal wounds (with luck),
ride the winds is a bit overkill but allow some super far charge, move 14 run 6 +2 and charge 2d6+2 = for 31" average threat range ^^ (White go Faster now !)

Units

Only 2 units present in the book, no chapter master, no bike squad as troops or some interesting twist on units.

Kor'sarro Khan

Primaris, Not on a bike, Not a chapter master :/

White scars codex rules review preview

Cool "for the Khan" rule but with a 6" move and 6" aura it's pretty hard to apply. Maybe tuck him in an IMPULSOR with 5 intercessors and support real White Scars unit

cost 105 pts

Khan on Bike

Interesting take it's a captain with a spear on a bike. There is no option but the basic setup is nice, +1 SV vs melee, with the right warlord trait and chapter master he should be 7 attacks on charge! '(Nice smash captain !)
100pts

White scars codex rules review preview /> Bike

I don't understand why there are no White Scars bikes units in the codex, they could have a different one (with special rules), or in troop or Elites?
It feels very bland.

Looking at the Space Marines Codex, one bike is 23pts and Assault Bike is 49pts. I am not sure yet what is the best set up but I think you want bikes

White Scars conclusion

I'll be honest this codex feels super lazy, there is nearly nothing in this book :/. It's been a long time since GW made such an obvious (to me) cash Grab.
The codex premise is this Assault Doctrine but there is no option to use it earlier than the third turn, now way to apply it on a unit as Ultramarines do. You are going to need loads of CP but have no good compo to have them.

Maybe I am too hard but I am not impressed by this book at all :/

That's it for the white scars !!
As usual, ask a question here!

Be sure to check The 2019 Space Marines Codex review or the The Ultramarines Supplement codex

/Cheers.
Bob.

created : about 1 month ago

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Warhammer 40000 Ultramarines Codex review

Tags : ultramarines warhammer 40000 review

Small thumb megbattlereveals aug3 smsupplements3uihggcejs

Hello everyone !!

Following the review of the huge space marines codex (https://war-of-sigmar.herokuapp.com/bloggings/4077), here come the Ultramarines supplement.

Introduction

This codex is a thin(80 pages) hardcover book. It's standard GW quality so there is nothing wrong about it.
The 3 main parts of the book are The fluff, the model's pics and the rules!

fluff

The first 40 pages of the book are dedicated to the Chapter presentation. It's quite complete with a lot of details on the different companies and units. There is also details on the how did Reboute fall and some other portions of his awakening (nothing really new).
Tragically the timeline stops at the start of Vigilus when Calgar is on his way. Was the codex delayed? maybe I don't know but no new stuff here.

An army of Heroes !

10-12 pages of blue Painted marines nothing insane ^^

Rules

One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.

Scion of Guilliman

Scion of Guilliman is a new rule that is added to your army if it has the Ultramarines keywords.

ultramarines codex rules review preview

In a nutshell, this ability allow Heavy weapons to move and shoot without the -1 but also give Agressor the double shot, let you double-tap rapid-fire weapons at max range after moving...Yea it's super good.

Sure you have to cycle the Devastator Doctrine but the Rend -1 lost is gained back on the -1 to hit and allow you to move and shoot.

Warlord Traits

There are 6 extra Traits that you can choose from.

One of them feel incredible but has a big drawback.

ultramarines codex rules review preview

Wow !! That means, once per turn you can choose one unit that going to benefit from the Tactical doctrine even if the rest of the army is in Devastator Doctrine.

ie: You have one unit of 3 Landspeeders or 10 Heavy Blaster Incinerator, you warlord is going to use his trait to make them affected by the Tactical doctrine but the Devastator doctrine is still in effect.
Thx to Scion of Guilliman the unit can move (not run or fall back) and shoot without BS penalty and still get the -1 rend from the Devastator Doctrine.

The problem is : This Warlord trait is not available for Guilliman or Reboute only for generic Warlords Telion and Tigurius. Other traits are fine but nothing special.
-Cp point refunded on a 5+ (Calgar trait)
-Fallback and fire without -1 to hit. Doesn't work with Scions so meh !
-6 to hit deal 1 extra MW (Sicarius)
-Inf and Biker can perform Heroic Intervention within 6" (Guilliman trait)
-Heroic Intervention get range 6" (Cassius)

Relics

2 list here, one for Ultramarines: Relics of Macragge and one for Successor & ultramarines: Special Issue Wargear.

Relics Of Macragge

Soldier Blade : s+1 ap-4 d2
Halo : 3++ and deny one per turn
Banner : +1A within 6" and auto pass morale within 12"
note : this one doesn't replace the normal ancient banner so both effect stack (strong !!!)
Terminator Armour : 4++ and halve damage (round up)
Helm : Reroll 1 to wound and hit, add 1 to hit and wound vs CSM and SM (sexy)
Storm bolter: Rapid fire 4 and reroll wounds
Clock : 5++ and regen 1d3 each turn

A few very strong option, the banner, the terminator armour are quite cool

Relics Of Macragge

Mantle : 5+ FNP
Artificer armour : 2+/5++
MCW : +1dmg to one weapon
Digital weapon: one extra attack dealing 1mw if hit
Reliquary: +1A within 6 once per battle (not restricted to ancient)
Seal of Oath: select one enemy at the start, reroll wound and hit against it while within 6" of the seal.
Hellfury bolts: one bolt weapon deal MW on hit
Sunwrath pistol: range 12, pistol 2, S8, Ap3, dmg2

Seal of Oath can be very good against army bringing one super strong lynchpin or Boss. Master crafted weapons is a cute addition to your smash captain hammer.

Stratagems

2 pages of them, most interesting are :

Cycle of war : 1cp reset the doctrine Cycle from assault to devastator again.
Exemplar of the Chapter : Give an extra trait to your unamed warlord. (1cp) , cute combo if you want to do the fall back and shoot each turn.
Squad doctrine : 1cp, select one inf or bike unit and apply one doctrine INSTEAD of the active one. Very versatile but have to use it during the move phase. It's super nice to give an assault unit extra AP
Fall back and re-engage: allow to charge after a fall back for 1 cp. Stack with all the other fall-back buff.

let check the Ultra Psychic table now

Indomitus Discipline

ultramarines codex rules review preview

The gaze is a good CP machine and that's it.

That's it for the Ultramarines rules lets check the units now!

Units

Let's take a look at the 10 units in the book.

Guilliman

350 pts, improved reroll hit (not only miss) but nerf to wound aura to reroll 1 only. Give Heroic intervention to friendly if he's the warlord.
benefit from the extra attack on charge as well and can use the Doctrine Stratagem on himself to bring hand to Ap-4 (like the sword).
for 7 attacks on a charge 2+ 12strengh ap 4 dmg 4, reroll hit and 1 to wounds. Nasty !!!!!

Calgar

No change but like Guilliman he benefits greatly from the extra attack on a charge.

Victrix honour guard

No change, -5 points and benefit from the angel of death as well. Great Deal!

Chief Librarian Tigurius

ultramarines codex rules review preview

130 pt with equipment, grant a -1to hit to a friendly unit (awesome on Guilli or a big tank).
Spell selection is 3 from one list or the other, no mixing from what I can read :(
His hood grant +1 psychic so is a good candidate to Telepathic assault especially if the ancient is near. for a Manifest on 7+ with +1 and 2d6 + 13 - LD mortal wounds on the unit.

Bonus as a warlord he gets the awesome Trait granting Tactical Doctrine to one unit !!

For the price, he is good value but needs a bodyguard in case of sniping attack ^^

Cassius

85, combi flamer , better Crozius (+2-2 2D) and can cast 2 prayers per turn !!!
Transform nearby Ultra in MW bomb: on death roll a dice on a 6+ deal one MW.

Hell yea

Sicarius

100 pts , ap3 sword, grant defender of humanity to one unit per turn.

Telion

65pts, ok-ish character sniper, buff scout (small marines only)
plz, come back when you are Vanguard ^^

Quietus : h2 36'' S4 ap2 d2

Chronus

30 pts, give his BS (2+) to none Primaris tank.
BS NOT AFFECTED BY DMG, regen 1 lives per round

Auto includes with a Land Raider or a Lascanon Predator.
The land raider combo is quite good 4 las canon shoot hitting on 2+ with AP4 on a super sturdy body and can benefit from chaplain buff. Super expensive but do the job and can transport stuff.

Chapter Ancient

Same as any ancient but his banner aura is 9" for Ultra

Chapter Champion

Company Champion with +1A, swap combat shield vs -1 to hit.

Honour Guard

2 body, intercept wound, Power axe.

Tyrannic War Veterans

16pts, Sternguard with reroll hit and wounds vs Nids.
No extra stuff options :(
Very good in a team tournament if you can choose your target.

That's it for the Ultramarines !!
As usual ask question here !

Be sure to check The 2019 Space Marines Codex review or the The White Scars Supplement codex

/Cheers.
Bob.

created : about 1 month ago

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Warhammer 40000 Space Marines Codex 2019 Review

Tags : review space marines warhammer 40000

Small thumb smpreorderpreview aug4 sm codex4ihjvfe  1

Hello everyone !!

This morning I had the pleasant surprise to see UPS deliver the new Space Marine codex 2019 to my doorstep. To be honest, I mostly focused on the Rules part of the book and will do an update with the fluff later if i have the chance (after I have reviewed the White Scars and Ultramarines Codex).

General Rules

The new Space Marines codex introduce a large number of special rules affecting all units.


Angels of Death


Angel of death regroup 3 rules that affect all the units in the codex, yes even vehicles get the Angels of Death benefit.

And they shall not know the fear
Reroll morale dice, nothing new here.

Bolter Discipline
Started as a test rule and now it's part of the codex. The rule allows bolt rapid-fire weapon to make the double number of attack if: Target at half range, Up to max range if shooter not moved, the firing model is a bike, terminator, centurion or dread.
So bikes always get 4 shots now, same as Terminator, or Stormbolter on a dread. Also, note that each centurion have 12 hurricane bolter shots ^^
It's a good rule that helps marines a lot and will have even greater effect with the new doctrine, the Ultramarines mini dex and some other stuff we will look later in the review.

Shock Assault
+1 attack when charging, charged, heroïc intervention. It's good for the Smash Captain and a bunch other of melee units. Again, Shock assault in combo with Doctrines, Chapter traits and stratagem is going to help a lot.

Let's talk about these doctrines then!

Combat doctrines

in our wildest dream, we couldn't have imagined an army-wide buff like this ^^

warhammer 40000 space marines codex review

So with careful preparation (or list building), your weapons get -1 AP when you need it. Off course starting the games with the Devastator Doctrine incite to build an army with loads of heavy weapons to use the Combat Doctrine from the start. Combined with the New Stalker Bolt Rifle (36''/h1/s4/ ap2/ Dmg2) on a very good troop choice it's quite powerful ^^ (did I mention eliminator yet?)

But don't discard the other 2. With bolter discipline and Tactical Doctrine, the amount of Ap -2 dakka that intercessor can do is interesting. Even the Special Issue Boltgun reaching AP3 is great for double-tapping !! Combined with new Chapelain prayers granting +1 to wounds rolls and the sternguard veteran stratagem granting the same it's 3+ to hit 2+ to wounds and -3 save.

The assault Doctrine applies to melee weapon and pistol, I am not sure it's enough, but intercessor charging or being charged are 3 attacks with -1 rend and one extra bolt pistol attack with -1 rend in latter turns. 30 3+/4+ ap-1 are somewhat interesting if you can pull it off (i mean having the doctrine up at the right time). Off course again, the big combo is going to be with the White Scars getting +1Damage on melee attacks if this doctrine is active.

In a nutshell, The Doctrines are awesome!! I really think it going to help get Space Marines army back on the meta with more than a Static Gun line.

Chapter Tactics

Another great improvement is that Chapter tactics apply to everything but servitor if you are battle forged. (even vehicle)

warhammer 40000 space marines codex review

A lot of good stuff here, Salamander looks strong as well as White Scars and Imperial Fist.

Let's take a second to look at the IF Chapter Tactic, you ignore cover and score an extra hit on bolt weapons. With the devastator Doctrine, it's a 33% swing in your favour if your target is in cover. A barrage of Heavy weapons negates so much of the opponent's deployment. Stacking it with Chaplain buff (+1 to wounds or +1 to hit), reroll aura, and stratagem it gets bonker good.

On the Paper the UM feel a bit weak but I guess it's because the ultramarines mini codex is super good ^^

Hot units

Off course this codex brings new rules and new units, so who is a hero now? I am not going to describe each unit in the book (there are too many) but select a few that get interesting in this new dex.

Eliminator

warhammer 40000 space marines codex review

18 per model, las fusil at 15 or bolt sniper at 3 (heavy support).

Las fusil is 36'', s8, ap -3, dmg 3. For 99pts you get 3 of them. Also, you can equip the sergeant with a bolt sniper or carbin to reduce cost and use him as a spotter for +1hit and +1 wound (87points or 89pts with a carbine).
Even the low-cost setup with 3 bolt sniper is good at 63 points. 3 forms of ammo the option to lose one-shot for +1 +1.
Did I mention they get to infiltrate and have camo cloak for a 1+ in cover ^ ^?

Chaplain
No change to his stats
This codex introduces Prayers in the form of a 3+ roll you can make at the start of each battle round. Each Chaplain knows the good old Litany of Hate (so it's a nerf because now you have to roll to use it) + 1 from a list of 6 :
+1 to hit with ranged weapons (one unit)
+1 to wound with ranged weapons if the target is the closest (one unit)
5+ FNP against mortal within 6''
Extra attack on a 6 in melee (aura 6'')
+1 attack, strength, dmg (self-buff)
+2 charge roll within 6'' and pile in / consolidate 6''

it's good because give some buffing to range attack, works on a tank. An HellBlaster Squad with HeavyPlasma incinerator on overcharge during Devastator Doctrine

Troops

Do you remember the time we only had Tac squad and Scouts in troops?
Now there are 5 choices, intercessors are awesome with the Doctrine and the new Stalker riffle.

Infiltrator and Incursor have standard Primaris stat but they bring tech piece that you could need. They also are both Infiltrators that can start on objectives from the start and give serious mobility if you play a static gun line.

Incursor can get one mine for 10pts that deal 1d3 MW and 1d3+1 on a vehicle it's one per unit max. ignore cover when firing and hit roll modifier or BS modifier.

Infiltrator didn't change much, but you can have a comm array instead of a Helix adept. Comm array makes the unit always in the range of aura from Phobos Captain and Lieutenant.

Drop Pods

Still, no Primaris inside, no terminator or dread version but they can drop turn1 in matched play and ignore tactical reserve rule. You have to disembark 9" from enemy now so not in range for a half range Melta shot.
I am not sure it's still good but at least it's an option.

Impulsor
warhammer 40000 space marines codex review

It moves fast, fly, can transport 6 Primaris( no Gravis armour) and allow to disembark and shoot. Price is 79 before options. (options are 18pts).
One of the options is a shield dome granting a 4++. That's a tough nut to crack ^^ (t7 / 11 wounds 3+/4+).
A bit sad you can't transport 10 marines or Gravis but heh :/

Repulsor Excecutioner

Ok, it's expensive(around 300 full fitted). But with Devastator Doctrine nearly all his weapon gain -1 rend. It can transport Gravis armour so it's extra value.
It can move half and shoot twice his main weapon and this is crazy. With support (chaplain, CM, Lieut..) you can get super reliable fire-base that removes threats from very far ^^

Cowboy Dread
warhammer 40000 space marines codex review

90 + 41 for flamer set up or 90 + 46 for autocannons (6shots). For the price it's good, each turn you get 3 heavy bolter shot, 6 stubbers shot, D6 Fragstorm and 6 auto-cannon or 2d6 flamer. With a golden first turn thanks to Concealed Position and Devastator Doctrine.
He gets 5 attacks on the charge S14 Ap -3 D3! move 10" and can start the game 9" away from you.

Thunderfire Canon

No change but Devastator doctrine, Chaplain support, reroll aura and Imperial Fist Chapter trait. All this allow strong long-range bombardment that ignores LOS. All this also apply to Whirlwind!

That Wrap the unit section, but it's not exhaustive. Sternguard benefit from the new doctrine and combined with a stratagem that grants a +1 to wound. Speeder and bike have a lot of nice tricks too.
Also making melee army should be doable (maybe ^^)

Relics / Strat / Traits

A lot of options again

Warlords Traits

-6 generics
-6 for Phobos armour (^^)
-and 8 chapters specific

generics
minus 1 bravery for ennemy within 6"
Reroll charge + 1 S & A
Fnp 6 and 1 wounds
+1 A withing 6 of friendly +1Hit and Wound vs Enemy Character
-1 AP on a 6 (within 6'' aura)
Obj sec and auto pass morale within 6''

Vanguards
Make a free move after shooting
Redeploy one unit
bonus move and charge
Minus 1 to hit
One Friendly Phobos unit gets +1 to hit.
1 Bonus dmg to warlord ranged weapons.

It's funny because Phobos characters have no equipment options (because of models I guess) but have specific Traits.

Chapter Specific
Ultramarines: get commands points back on 5+ (once per turn)
Imperial Fist: +1 Save in cover against AP1 weapons within 6"
White Scars: Mortal wounds on a charge.
Raven Guard: No Overwatch on the warlord
Salamanders: +2S to the warlord (Smasssssh Captain !)
Iron hands: Extra attack on 6
Black Templars: Heroic Intervention 6"
Crimson Fists: Raise dead on a 4+ with 1d3 wounds the first-time Warlord dies.

Relics

15 relics! nothing super original here.
Note there is a Phobos camo cloak that inflicts -1 wound roll.
An assault 4 bolt rifle S5 Ap-1 D2
Teeth of Terra is S+1 Ap-2 D2 and +3 Attacks ^^

Psychics disciple

There is now 2 list available : Librarius and Obscuration
Librarius
warhammer 40000 space marines codex review

Obscuration
warhammer 40000 space marines codex review

Stratagems

As usual, there are loads of them, the novelty is Adaptive strategy allowing to rewind the Doctrine but its once per battle only!
For 1 command point, you can go back 1 step on the Doctrine ladder!

Conclusion

That's it for the review of the Warhammer 40000 Space Marines Codex 2019. It's a good codex for sure, the power jump from the last one is huge. After reading it I feel there is too much stuff. I am sad as everyone when models get removed but yea it's a bit too much right now. My second gripe is the lack of options for the new Primaris range.
Apart from this, the codex is great, loads of options, interactions and cute combo. I am not sure it will be enough for the competitive scene but it should if you are playing gun line.

That's it!

Any questions ? drop it in the comments.

Be sure to check The Ultramarines Supplement codex or the The White Scars Supplement codex

/Cheers.
Bob.

created : about 1 month ago

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Warhammer 40000 Apocalypse: Table size and Warzones Example

Tags : apocalypse review

Small thumb 65160185 417915848795388 6691852350484643840 n

Howdy Guys and Girls :)

In case you ask yourself - what size of table do I need - well, you will need lots of space for Apocalypse:

I'm glad that I should be able to use my table as rough 6'x6', but lets be honest, getting enough space may be the one big problem of Epocalypse.

In other news - the book also has some warzone rules - here's the Warpstorm one as an example :)

If you have any questions, just as in the comments below!

Regards,
Lady Atia

created : 3 months ago

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Warhammer 40000 Apocalypse: The Turn, Army Building and Command Assets

Tags : review apocalypse warhammer 40000

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Hello everyone !!

Today I'd like to do a small review of the Upcoming Warhammer 40000 Apocalypse.

Introduction

The main attraction of the box is the book, but Warhammer 40000 Apocalypse comes also with 6 punch sheets for tokens that include a lot of blast markers Objectives, wounds, orders ...Tokens Quality is standard for board games these days, sturdy enough with a satin finish. The Box also have dices. D12 look a bit cheap but the D6 are super heavy and feel very good.
Cards (400) are also included in the box, very good quality and standard GW size.
warhammer 40000 apocalypse review

The box has cards compartment already made so you can filter them by factions for faster deckbuilding!

warhammer 40000 apocalypse review

All good there, as expected from GW!

For the review of the book, We are first going to see the Turn Sequence, then the rules mechanism, and lastly list building. Finally, we will discuss the cards.
Before starting it's important to say that in Warhammer 40000 Apocalypse, units wounds and attacks are not dependents on the number of models in the unit. So it's important to keep in mind that infantry profile represents blocks of models (5 or 10 or more depending on the race). Check all the free warscrolls on the official website to take a look if you want. Now that clear let get to it!

Turn Sequence

warhammer 40000 apocalypse review

As you can see on the image there are only 4 phases in Warhammer 40000 Apocalypse. let's look at them.

The initiative phase

Super simple here, both player Roll a D12 winner have it and then must play first in the action phase. To be honest after reading the rules and making a few tests it doesn't seem that the initiative is too much important.

Order Phase


This is the Most sequenced phase as it is subdivided into 4 extra small phases. Actually one of these small phases is the real Order phase, the 3 other are Maintenance/upkeep phase.


Mark Unit out of Command

One unit more than 12" away from their commander get a marker out of command. Being OFC is bad as you can lose the unit completely on a missed morale roll.

Set up Reinforcement
Some mission, Assets, army rules allow to have units reinforcing the main army. this is done there.

Generate Command Asset
1 Command Asset per turn + 1 per warlord (Heroes and Detachement Commander). Drawn from your own deck of 30 cards. Maximum size hand is 10 and if you run out of cards you shuffle the discard pile.

Issue Orders

Both players place an order face down next to each of their Detachment Commander. There are only 3 orders in this game :

warhammer 40000 apocalypse review

These orders are very generous on the actions allowed, For exemple Advance allow you to move and Shoot or Fight.

Note that Super Heavy can always fight and shoot when they Advance or use Aimed fire order (with all applicable bonus and malus). So an Imperial Knight can advance, shoot, and fight.

It looks like a very long phase but in reality, it's quite fast, you mark Out of command units, place new troops on the battlefield, draw cards, place orders.

Action Phase

The action phase is where the game happens!! Each player takes turn activating one detachment and resolving the order. It's quite refreshing for a GW game that the holy "Move, Shoot, Charge, Fight" phase was forgotten this time.

Another good innovation is that in Warhammer 40000 Apocalypse damage is not applied in the action phase but in a later phase, the Damage phase!
It gives you the chance to use a model even if it gets destroyed.

Damage Phase

In this Phase, you resolve Blast marker suffered during the action phase.
-If one unit with Blast Marker has an Out of Command Marker, remove the unit (wow it's rough). So it's super valuable to attack a target with an out of command token.
-You roll Armor and each failed roll equal one damage marker.
-You roll more morale and gain a damage marker on a fail! (ouch)

note that you have to start with Super Heavy (as they have a chance to explode.)

warhammer 40000 apocalypse review

Then, at last, the turn is over and you start again. Now that you know how a turn is resolved to let take a closer looks at new gameplay mechanism in Warhammer 40000 Apocalypse.

Rules Mechanism

I am not going to describe all the rules but only the "new-ish" one.

Alternate Detachment Activation


When you resolve an order: Advance, Aimed fire, Assault all the Detachment is affected. Therefore it's a lot better to build specialised detachment instead of Jack of All trade. (more details during army building). Additionally, If both players take turns in activating Detachments it could be beneficial to have smalls detachment to avoid exposing too much of your turn in one action. Also, Considering the Damage Phase in this game. Alpha striking is less important than in Warhammer 40000 so it feels a good idea to keep your detachment small and Focused on one Task.

Move Action

A move action is resolved during and Advance order or an Assault Order, the only difference is that Advance allow shoot or fight and Assault Double Move and Fight only. Don't forget all the Detachment have to follow the same order.
This action is interesting because it includes the move. But also the fall back move if you are engaged and want to run and additionally the Pile in move if you are engaged and want to fight. (works like a pile in in AOS)
Note: During a move action you can remove out of command Marker if a unit ends within 12" of a commander after a move.

Shoot Action

Very classic for the most part. The novelty is that units are treated as a whole instead of a sum of models. So a 10 strong Tact squad have 2 bolters attacks + 1 Heavy weapon attack if you bought one. The range and los are mesured from the concerned weapon. That signifies that it's easier to have range and los with Boltguns as they are equipping all your Tactical Marines. You can split fire with no problem but have to announce it before rolling.

Fight Action

Nothing special here, but as for the shooting phase, the number of attacks is not linked to the number of models in BASE TO BASE (also no reach for weapons.) But only one model needs to actually be in BTB to attack with it. It's worth noting that there is no retaliation mechanism if the enemy already used his order this turn.

Wounds Rolls

Another innovation here, you don't use Strength against Toughness in Apocalypse. All weapons have a SAP or SAT stat. SAT is used against Heavy and Super Heavy target, SAP is used against units with the Light Keyword. All rolls are made with D12.

Blast Marker & Armor roll

When a unit is wounded during a fight or a shoot action you place you place a Blast Marker next to it. Blast markers are of 2 size, small or large. Large represent 2 small mixed into one large. Both still deal 1 damage but armor save against small marker are made with a D12 instead of D6 against Large blast marker.
For example, Space Marines have a 6+ save so a Large Blast Marker is a bad news for them.

Units Profiles

In this game, unit are considered as a whole and have an X number of wounds representing all the models. Only Wounds and Attacks numbers are concerned, So you don't remove models from a unit until it is destroyed and a number of attacks don't change until you remove it.

warhammer 40000 apocalypse review

That's it for rules that are really different from Warhammer 40000. Now let's take a look at the Army Building.

Army Building

As you maybe noticed in this review, the game gravitates around Detachment. So it's no surprise that they are the main building block of your army.

There are 2 types of Detachment, Cores and Specials.

-Cores are not limited in number and all grants at least the faction ability.

warhammer 40000 apocalypse review

-Specials Detachment are limited to 3 per 1 core (lol)

warhammer 40000 apocalypse review

Also you have one joker in the form of an Ad Hoc Detachment

warhammer 40000 apocalypse review

The game use Power Rating points system and you can also Roll one Warmaster trait for you big boss ! (yea it's random only)

That cover pretty much all the game, all that left is talking about the cards.

Command Asset

Deck building


As a reminder before the battle you have to build a deck of 30 cards from :
1 specific faction deck - 15 cards in the core set and more to come with the Apocalypse Command Assets
1 Apocalypse general deck : 26 cards

So unless you play with the Apocalypse Command Assets deck you roughly
take 2/3 for the cards available to you.

Also No duplicate!

Drawing & playing cards


Each turn you Draw 1 cards + 1 per warlord on the terrain. Max hand is 10 and you shuffle the discard pile if you are out of card to draw.

Playing cards is quite easy, each card specifies when you can play it . Only limits are: Cards can't be played during an action or during the resolution of a card. Apart from this, it's read an play.e it's written on it.

Cards are super powerful and can change the flow of the battle, to be honest, the rules are a bit light on how to use them. Concepts like a priority or effects pile are not present and it's quite troubling. The method offered in the book to resolve effect timing is roll & alternate resolving card (kind of weak). Although, I don't think it's super important

Conclusion

It's an interesting new take on Apocalypse. To be fair I never really liked the super large games of 40K. Ok it's fun to see how cool is the table, but the actual play is boring and slowwwww as shit. For larger battle, I really prefer to play Epic!
But now the tables have turned, this new version of Apocalypse is really fun and deceptively strategic !! Ok a few General Assets are a tad too strong so it could be a problem on the long run but i am quite optimistic for this game.
Really, the damage & the Order phase change the game completely from what 40k is. So in the end, if you have the money and the models it's a good buy.

created : 3 months ago

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Fireslayer Battletome review

Tags : review fireslayer aos

Small thumb fscover

hello there!

After a few weeks of chaos I finally set up my computer in a room and I have some internet (2mbs oO). Anyway here a small review of the Fireslayer Battletome. I know it's super short but to make up for it I will answer all questions in a comments this evening from 9pm to 1am (paris time).

Introduction

The new FS Battletome is going out next week and add lot of extra rules and content.
More fluff, More arts, 3 endless spells, 4 Chapter rules, Traits, relics, Special terrain.
The book is hardcover and is 88 pages.

Fluff

Fluff cover the first 33 pages of the book and was pleasant to read. I learned a lot of new info on the FS and it makes more sense to me. I don't remember first book fluff and as I have not unpacked everything I can't compare with my old book. Anyway lot of details added to the FS and their relation with other Duardin and Overlord. The amount of information and details about the race is greatly improved.

This time the fluff is very clear, Fireslayer are Spartan Dwarf ^^ and to them War is everything !

Forces of the Fireslayers

FS was one of the first AOS codex and really needed an aos 2.0 version

Allegiance Abilites :

6 runes to use, each one is Once per game. All rune have Enhanced effect on a 6+.
ex : Rune of fury : Reroll 1 until next hero phase, enhanced us : +1 attack per melee weapons.

Lodges :

4 Lodges that grant different power : (on passive , one command, one trait, one relic)
ex Vostarg :
Abilities : +1 charge roll and run 6(first turn),
command : +1 to hit on a hero and wholly within 12",
Trait : run and charge wholly within 12 of the general,
relic : +1 rend and +1 dmg on a 6 to hit on one weapon.

Command Traits :

Only for runefather and sons, 6 options :

+1 Charge roll WW 18" of the gen
Autopass morale WW 12" of the gen
Enhanced rune pass on a 5+
Double pile in + fight once per battle.
+1 sv
+1 dmg on all weapons.

Only for Runemasters and Runesimters

-1 to hit gen
+D3 command
+1 Bravery ww18"
1 extra prayer
+1 rend all melee weapons
Once per game, reactivate the same rune.

Artifacts

Bunch of options but i really like : Draught of Magmalt Ale : double attack for a single phase. For a Runefather doing 12 attack in a phase with a 3+ 3+ latchkey

Prayers
There is a list of 6 Prayer each priest know one from the list + the one on their warscroll.

6 options :
-Improve magmic summon (endless spell)
-debuff -1 to hit until next hero phase.
-+1 sv
-Run and charge (zerker only)
-target hero pile in and attack now (not on a magmadroth)
-target magmadroth reroll wound unitl next turn.

Battleforge

One free battleforge, must be deployed within 6 of a priest (so you need one)
+1 to prayer roll for priest within18" (but you need one priest within 6 of the forge to activate)
+Once per battle reroll sv 1 but can't use the forge for anything more (meh)

Summon

Same as endless spell but leave battle on a 1-3 each turn.

Firewall : block los, and RR sv1
Flamespiter : pick a target within 24", roll 12 dice, on a 6+ = 1 mw, +1 to hit on 10+ models unit, +2 on 20+ models
Infernoth : mw on 6+ for units within 3" of the Model. +1 bravery for FS ww 18"

Warscrolls

-All hatchet went from 4+ 4+ to 5+ 5+ (what a nerf ! 11% of wound down from 25%)

-GW added the Fjul and the chosen axes from Shadespire and the Doomseeker from Silver tower

-The big change is off course all infantry units getting an extra wound. price are now : 160 for 10 vulk and 120 for 5 of the other 2.

Vulkite lost beard save and full unit discount.
Hearthguard are now beast
Auric can take dmg for nearby hero.

Check their new profiles here :

https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Vulkite_Berzerker_EN.pdf

https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Auric_Hearthguard_EN.pdf

https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Fyreslayers_WSCards_Hearthguard_Berzerkers_EN.pdf

Big buff on the Grimwrath with 2dmg and -2 rend !! cost 100 and he's not a leader ! (so cool)

Latchkey are 3+/3+ now and it's super good good !

A very welcome update for the Fireslayers !

/cheers.
bob.

created : 5 months ago

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Genestealer Cults Codex Review

Tags : gene cult review

Small thumb gscult cover final

Hello everyone !!
Second review of the week with the Gene Cult codex!

I'd like to review this one starting with a few arts and fluff then I'll do the rules (army rules, Factions rules, unit, stratagem). The book is a hardback 120 pages of pure infestation that comes with a punch sheet of ambush token and a 9" ruler.

Art of the codex


Lots of very good arts ! (to me at least)


Still a lot more to see in the book!

Fluff

Fluff is around 60 pages of the codex and explores new aspects of the Cult life. What happens when the hive fleet arrives, can different sort of worlds spawn different cults ?. What size, a cult can get to, what happens on Necromunda. It's a really interesting read and if you like 40k fluff it's a very good read.

My favorite part is the description of the contact beetween the hive fleet and the cult ^^

Hot take: After reading the cult fluff, I'd love the cult to be the main force in the fluff and rarify the Tyranids/apocalypse thing

Rules

Army wide powers
"Cult" keyword offer 2 abilities already spoiled by gw :
Unquestioning loyalty and Cult Ambush.

Unquestioning loyalty: models with this rule can take a wound for a nearby cult character on a 4+. Note that one model is slain each time!

Cult Ambush: Huge rule that allows to deep strike any infantry or bike units. You spawn them 9" from an enemy at the end of ANY of your movement phase.
Also instead of deploying a unit, you can instead deploy an ambush marker During the first movement phase of the game, you replace ambush tokens with units. You do it at the start of your movement phase if it's your turn and end of the movement phase if it's an enemy (and he couldn't get closer than 9").
The hidden deployment part is nuts as you can decide who is who, and who is in deepstrike. Basically, the game start is played blind by your opponents.

Detachment special rules

-Brood Brothers.
-Troop get objective secured
-Only one of each character in a single detachment
-Broodlord must be warlords
-Cult creeds : (6)
*+1 charge and run rolls
*reroll hit in melee if charge, charged, or Heroic Intervention.
*halve loss on moral and can shoot if fall back(with -1)
*6+ invul or +1 invul save, also inf move and shoot heavy weapon w/o malus
*+1 save vs rend 0 and bike ignore malus for moving and running.
*+1S +2run rolls (scary pure breed)

Units
Note that IG units don't have the cult keyword but the brood brother one, meaning they don't get the chapter tactics.

QG :
Patriarch: No change
Magus: No change
Primus: No change
Acolyte Iconward: added a reroll 1 for FNP (aberrant)
Abominant: Melee Beast, fnp on 5+, reduce dmg by 1, score 2 hit on 6.
Jackal Alphus: 2+ sniper, +1 to hit marked target effect. Auto include.

Troop :
Acolyte Hybrids: a few weapons change but nothing spectacular.
Hybrids: Lost Heavy weapon team
Brood Brother: IG guard, get the weapons team, don't have a cult bonus but have Unquestioning loyalty.

Elite :
Hybrid Metamorphs: no change but 4 points discount
Aberrants: Super Aberrants every 5 with more attacks and super nasty weapons. fnp +5 and reduce dmg by 1
Genestealer: cheaper
Clamavus: Boost charge roll within 6" (good for ambushing)
Locus: Baddass ninja bodyguard, Heroic inter from 6", always attack first, take dmg from other characters, good melee.
Sanctus: Assassin ninja, 5 attacks 2+ 2 -2 2D and get a 2+ sniper rifle.
Kelermorph: Mc Creed in Cult, shot up to 12 times at 2+ with a s4 -1 d2 pistol, can snipe characters.
Nexos: Gain command points, redeploy unit.
Biophagus: Was already leaked, still, buff aberrant

Woaa this section is super full of choice, keep in mind that you can only one character of each type in one detachment :/

FAST ATTACK:
-Achilles Ridgerunners: Good anti-tank with 1d3 s9 ap3 D6, ignore cover, can get extra range and get a scout move. (75pt) scary when combined with the ambush.
-Bikers: -1 to hit them, each must take 2 different weapons. can get 1 quad every 4 bikes (up to 12 bikes and 3 quads !). Move 14"! feel a bit bland but the models are so good and they can deepstrike ^^
-Sentinels (armoured and scout),
-Leman Russ (multiple canon options)
-Heavy weapons squad (like IG)
-Goliath Rockgrinder No change
-Goliath truck: fewer weapons, cheaper, transport 10 (patriarch count 5^^)
-Chimaera: can only transport brood brother :(

A lot of good choices, multiple points reduction across the board, scary melee potential, lot of mini HQ with a good bonus. Feel like a complex army to play, maximizing the use of all the tools the cult get is going to take some practice.

Discipline
-Mass hypnosis: target unit can't OW, fight last and with -1 to hit.
-mind control, shoot or attack with one enemy model.
-Psy blast: one or 1d3 mortal if you beat LD value.
-Mental onslaught: roll 1d6+ld vs 1d6+ld to inflict 1mw, continue until you fail (ouch)
-psychic stim: run and charge + fight first
-Might from beyond: +1A and 1 for one unit (inf or biker) very good if you equip biker with power pick (s, -2, d3), overkill if you cast it on purestrain ^^

Relics, traits, and stratagems

-Relics :
14 relics. One I like is :
Dagger of swift sacrifice to replace the Sanctus one. Still, 2+ 2+ -2 2D but also inflict 1d3 mortal on a character once he finishes his attack. Note each character hit take 1d3 MW.

Traits :
Generic
-Friendly cult inf and biker can Heroic inter within 6 of this model
- minus 1to hit wl
- Attack and Strength +1 (holy shit patriarch !)
- minus 1 damage on your warlord
- +3" range on aura power
- Always fight first

Cult :
- reroll 1 dice per game + 1d3 CP at start
- reroll 1 to hit while within 6
- Choose one unit at the start, reroll to wound within 6" of a warlord.
- if you roll 6 to wound while within 6" of the warlord -1AP
- +2 to Loyalty roll for saving your warlord! (OMG)
- warlord weapon dmg +1

Stratagem: As usual there is 3 pages of stratagems, here a few examples :

-Meticulous Uprising: Before revealing up to 3 ambush marker move them 12", no closer than 9", only cost 1 (it's crazy)
-Counter Spell: Yea spend 3 cp to counter a stratagem played by the other player (2+) ^^
-Aberrant unit fight again (3cp)

That's is for the Cult codex review. This is a very cool codex, I am not sure where it is going to end on the power scale. But the ambush ability seems to have a very high skill ceiling so. Other than that deepstriking and charging with melee unit is going to work well. Also using ambush marker for perfect positioning of heavy weapon team sound super nasty specialy with the alpha jackal grating +1 to hit ^^

Very cool codex with incredible models so much win in this one!

On pre order today ;)

/Cheers.
Bob.

created : 8 months ago

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