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Warhammer 40000 : Review of the Mission pack & Secondary Objectives

Tags : 9th missions review warhammer 40000

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Hello everyone !!

Today review is the third examining the Indominatus Box if you want to read the two previous reviews (book & terrains) check here

I prefer to focus this part on the matched play mission because it's "usual" standard you expect when you play a 40k game.

Introduction

The core book comes with the Eternal War Mission pack. Each mission pack is a "Meta" with a specific theme. We can expect future mission pack (a new one is coming with the matched game companion on release day) that could change particular rules.

The book includes rules for four games size: 500/1000/2000/3000.
The review will focus on 2000pts games setup, the mission and the scoring to determine the victor.

Missions Set up

There are 13 steps before the battle start!
Step 14 is the actual start of the game.
Step 15 & 16 are "ending" and determine the victor.

    Road the Battle the fourteen steps!


  1. Select Battle size

  2. The First step is choosing game size: 500 / 1000 / 2000 or 3000. You usually agree on points before you show up at the table. For the review, we are going to choose 2000 pts.

  3. Musters Armies

  4. Each player must use a battle forged armies. All units in each detachment must have a common keyword, but it cannot be: Chaos, Imperium, Aeldari, Ynnari or Tyranids unless it's a fortification Network.

    warhammer rumour

    Note Use Roster Changing Stratagem now!

  5. Determine Mission
  6. Agree or Roll it's up to the players. For the 2000 points level there is 6 missions :

    warhammer rumour

    The theme of the Eternal War Missions Pack is Capture and hold. All missions revolve around keeping some objectives.

    In this case, imagine we rolled a three we would play the Four Pillars Mission.

  7. Read Mission Breafing
  8. warhammer rumour

  9. Place Objectives Markers

  10. Set up Objectives markers.

  11. Create the Battlefield
  12. You set up terrain as explained in the terrains rules 266-269. Not that in Matched play, terrain feature serving as an example on page 264-265 is mandatory. So all woods have the same rules in Matched Play, same for ruins.

  13. Select Secondary Objectives
  14. You can secretly select three and (more details later), but you can also choose from the mission.

  15. Determine attacker and defender
  16. There is no mention of attacker or defender in the missions ??? the winner of the roll-off choose to be attacker or defender.

  17. Choose deployement zone
  18. Defender chooses his deployment zone first.

  19. Declare reserve and transport
  20. A crucial step, you must decide who to go in reserve before rolling for initiative & it's the same for transports.
    No more than half the army can be kept in reserve.
    After turn three if they have not joined the battle unit kept in reserve count as a loss!

  21. Deployement
  22. Alternate deployment until you deploy everything.

  23. Determining first turn

  24. Roll-off, the winner chooses if he starts or go second.
    Weirdly, the initiative has no link to the Attacker roll at step 8.
    I hope for a FAQ or clarification as it seems weird...

  25. Resolve Pre Battle ability
  26. Use all the before battle start rules and stratagems. Note that stratagem modifying the roster (like transforming a unit into veterans.) are not allowed now.

  27. Begin Battle !!

  28. Start first turn

Playing to wins

In the 9th editions, Primary objective Worth up to 45 pts and each secondary up to 15 pts. The last 10pts depends if you painted your army!

Note that this is only true for the Eternal War Mission Pack and we don't know how the next Mission Pack manage points.

Your max score from play is 90 pts. Each Primary Objective can score up to 15pts a turn (max 45), you can then reach max points from Primary Objective in 3 turns. The game lasts five rounds, and each mission has ONE primary Objective.

Each Secondary Objective scores up to 15 points, and you can choose 3 (List at the end of the post). There is a large variety of Secondary Objectives, and you pick them during Step 7 of the pre-battle phase.

That Mean you already have some info on your opponent's army, terrain, missions at this points in time. Choosing the right Secondary will be VITAL if you want to wins games.

Also, having no models on the table doesn't count as an instant loss. It just means that the surviving army can play until round 5 without opposition. But with the scoring limits per turn, it's imperative to start scoring ASAP or prevent easy scoring and then crawl back...Imagine getting tabled end of turn three after focusing on getting full points. With two turns left and only 30 pts to score on the Primary Objective, maybe you already won. The Secondary scoring is harder to predict, but it's 3 to 4 per turn up to 15 per Secondary.

>What is important in this mission pack ?

Objective Secured, durability and movement these three stats are the most important in this mission pack. All six missions Primary Objectives are about securing objectives; of course, Objective Secured ability is essential.
Most of the time, there are multiple objectives to hold at the same time, so you probably need MSU (multiple Small Unit)to perform well.

warhammer rumour

Without Objective Secured units on an objective, the opponents can just come and take it with one model ^^

Choose Secondary Objectives

Choosing Secondary is going to be tricky and exciting (I think). Off course I don't know what the Secondaries of the next mission pack are going to be. I hope they are the same for this season. It's hard knowing 25+ secondary and their interaction this early in the 9th.

Anyway, there are five categories!

  • Purge the Enemy


  • warhammer rumour

  • No mercy No respite


  • warhammer rumour

  • Supremacy


  • warhammer rumour

  • Shadow Operation


  • warhammer rumour

  • Warpcraft


  • warhammer rumour

But that's not all, each mission offer a secondary that you can select :

Four Pillar Secondary Objectives


warhammer rumour

Purge the enemy, and other Objectives that you score automatically at the end of the game are from my experience the most desirable unless you have a particular plan. (it's like any Recent Euro Boardgame, scoring at the end of the game is regularly the top strat if it allowed you to play other objectives during the games)

Secondary Objectives needing actions are ok if you have units that don't have great weapons like five space marines or Necron. But if you only have super kill-ly Eldar units or Elite stuff better use these actions on attacks. In that case, don't choose the Secondaries Objective that uses the new Action Mechanism.

Conclusion

I am Hyped to try Warhammer 40000 competition, more than in many years. This Mission Pack Meta seems excellent! Can't wait to try it with: new small board + points updated + terrains + all rules updated for 9th!

Off course this is only the matched aspect of Warhammer 40k, and there is much more to do!

This Post is also added to the Indomitus Review Mega Thread here

/Cheers.
Bob.

created : 1 day ago

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RedGrassGames new mini Handle review !

Tags : review painting hobby redgrassgames

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Hello everyone !!

Mini Handles have been multiplying these last 5 years. I remember a time when I used champagne cork and it was already an improvement over using my hand ^^ Now the market has a large number of options from 3D printed version, to the RGG Handle and off course the GW one.

I am already a big fan of the RedGrassGames Handle first edition. Ergonomic handle, 360° turning cap, Thin so you can easily paint under. I don't like how the GW handle is so large and make it hard to paint under the model.
Still, the first version had a few aspects that could be improved: stability of the handle when on the desk and the ability to swap models fast if you have one handle and multiple models to paint at the same time.

Now, RedGrassGames announced a new Handle and a Kickstarter campaign starting on the 21 May. They sent me the new Handleversion and some extra cap to test the product and do a quick review on it.

ps: I am not paid and have no obligation saying the Handle is good.

The new Handle

To me the first Handle was good. With only 2 problems but the first one bothered me a lot: the Stability of the Handle. A few times I bumped and made the Handle fall with the model still attached. I can attest the mounting putty holds very well even during a fall, but damn ! hated that.

RGG seem to address the problem with a magnetic base for this new version. I decided to do some test to check if that works out.

Stability Improvement

The Handle is now magnetic and delivered with a small metal plate with Strong Double tape under it.

rgg Handle

Great idea huh? but does it achieve stability? I tested this setup and I admit it works very well, the magnet is quite strong. the Tape under the metal base is insanely powerful. I tested it and nearly broke my nail removing it ^^ So think before sticking it somewhere.

Note the image is a bit misleading, the Magnet is NOT the metal plate but inside the Handle. It's ideal as you can use a tiny thin sheet of metal, if the small round metal plate is not enough or if you want an extra spot to magnetize the handle. In my case, I am going to set a small metal sheet (20cm * 20 cm) on the desk in front of me and probably cover it with a paper sheet (the magnet is strong enough to do this)

You could also stick the metal round plate to the cover of the wet palette and use it as a base when you open the palette (Neat !)

Truly, it's a great idea, the Handle is still thin and agile, but now super stable. Also, I can now stock my Handle(s) on my painting lamp.

rgg Handle

Note: I compared the old and the new handle and there are the same weight 45 Grams (the Gw one is 56 grams)

Honestly, this magnetic solution is awesome. It's elegant, don't weight more, hold very well. To me, it makes the RGG handle the best option on the market right now.

Now let's check the problem 2, Model Switching when batch painting multiple models with one Handle.

Model switching

The difficulty when you use Putty to hold models on a Handle is switching them. Attaching the model to the handle with putty takes a lot more time than the GW springs mechanism, and removing the model takes as long. So unless you have one handle per model it's not an option for Batch painting.

RGG appear to have addressed this problem with a removable cap :

rgg Handle

The cap is easily removable but also don't fall off if you turn the handle upside down. Even with a metal model attached to it!

rgg Handle

yea don't try this at home but notice how the magnet is strong enough to hold on the edge of the Lamp frame with a 40mil metal model (and a big fat one).

Also, note that once removed, the cap is very stable and there is no chance to have falling models.

rgg Handle

Conclusion

The new RGG handle is without contest my favourite. Now that the bottom of the handle is magnetized and the top is removable and still360° orientable it's near perfect!

I don't know the price of the new Kickstarter but if it stays in the same prince range (10€) it's a great improvement. Also, they plan to sell metal bases and top cap pack, so we will have to wait on the price too. Ideally, I would like one handle and 10/12 caps with putty on it for around the same price of the GW handle

Check their website for more info and if you have questions you can post them here, I'll ask them for you.

Kickstarter of the 21 May, note you can also get a paper version of their free painting book by Angel Giraldez if you do the Kickstarter.

https://www.redgrassgames.com/

Cheers.
Bob.

created : about 2 months ago

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Warhammer 40000 Psychic Awakening : The Greater Good, Genestealer Cults Review

Tags : review genestealer cults the greater good psychic awakening warhammer 40000

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Time for a Cult review !

Following the article on the Tau (here ). We'll review today the Genestealer Cult rules section included in the Greater Good book of the Psychic Awakening series.

Only 10 pages of the Greater Good or so are allotted to the Genestealer Cults. They get Custom Cults making, new stratagems, and a psychic table for each named broods from the codex. Also included, the ambush and Brood brother rules, amended by the different ERRATA.

DIY Cults

Instead of the 6 cults included in the codex, you have the option to build your own Cult! The Cults from the codex are all fine choice as you can see (included the one from the codex for comparison purpose.) but if you want some variety or want to try some special tactics list you can toy with the new options presented in this book. Before that check the old one so you know the competition ^^

genestealer cult review

Now the if you want to build your own cult, choose 2 powers from a list. 11 options to choose from. some goods, some bad. Build the Cult you need for your list or make a Cult enabling new optionsn, your choice! This comes at a price, as the powers presented here are weaker (even when you take 2). Also, the new Psychic Powers are reserved to the 6 Cults.

The best one are :

genestealer cult review
genestealer cult review
genestealer cult review
genestealer cult review
genestealer cult review

These 5 abilities are the best in the book IMO. Are these strong enough to change the average GC list? i don't know but I hope we'll see new variation!

I'll include the full list but truly, the one lefts are not that great :/





genestealer cult review
genestealer cult review


Stratagems

Units specific stratagems are the theme of the one included in the book. These new stratagems open new list options as you can count of a bit more on certain units. Strong but limited in scope as they only affect one specific unit or one character each time.

for example :

genestealer cult review

Evasive Driving is cool if the opponent doesn't have High PA weapons at the ready. Also, the timing of this stratagem is a nice trick, as you can force the opponent to use a lot more firepower than he originally planned.

genestealer cult review

Sanctus threat extender is good too if you want to get those pesky support characters, heavy units or even tag an objective.

note : With the number of Stratagems, it's going to take a lot of practice as a player to keep all those in mind and use them at the right moment. Rewarding decision making during the game is a good thing !!

For reference the full list

genestealer cult review
genestealer cult review

Psychic Powers

6 new Psychic powers, but restricted to named original cults.

genestealer cult review

Undermine : The spell is very strong as you can really "fuck up" the enemy plan. Still with a warp charge of 8 it's risky to count on it !
Synaptic Blast : Waaaaagh ! not very good but look fun ^^
Undying Vigor : 5+ feel no pain ? and not limited to infantry ?
Decay : -1 save against an enemy vehicle is good !
Last Gasp : meh :/
Mutagenic Deviation : Target limited to infantry, range is 12" only, and for melee attack. Still if you can make it work it's awesome !!

4 of these spells are good and can be built upon, it's a strong incentive to play with a Named Cult...

Conclusion :

That's it for the Cult review. Custom Cult making seems a bit weak to me unless you go Yolo and build all the list around what you get. Still, I think it's a better option to take a Named Cult to get et extra Psychic Power.

The second review of the Book is done now. All that left is the Imperial Guard that I'll do tomorrow. in the meantime you can check the Tau review here

/Cheers.
Bob.

created : 5 months ago

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Warhammer 40000 : For the Greater good, Tau review

Tags : review tau warhammer 40000

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Hello everyone !!

UPDATE : GW forgot Shadowsun points in the book.

here we are, again, doing a review on a Psychic Awakening chapter. This tiresome series of books that has been running for far too long. But at last, we are close to the end! This chapter focuses on Tau, Imperial Guards and Genestealer Cult, but mainly on tau as the blue aliens occupy half of the book ^^

The book itself is of very good quality (as usual) with a hard and beautiful cover depicting Commander Shadowsun in her new suit. Yea lovely image I hope they make a wallpaper out of it.

for the greater good warhammer 40000 cover

Tau Fluff

Fluff about the Tau is the good part of the Greater Good Chapter. It explains (briefly) the launch of the Fifth Sphere Expansion, how they miraculously connect with the survivor of the Fourth Sphere of expansion. Only one-quarter of the fourth survived the dive into the Warp, with survivor incapable of explaining how they escaped it. No human auxiliaries were found alive and all Tau that survived really hate humans now and commit war crime on them regularly. Some stuff must have happened in the warp but GW didn't expand on it ...
Also in the Nem'yar atoll, an immense Death Guard armada engaged the Tau Fifth sphere. The situation was so bad that Shadowsun decided to send a call to arms to the Tau Empire in case they were destroyed. But suddenly the Death Guard fleet ran away....(yea they learnt they were not in this book so...)
All the action happen in the Chalnath Expanse, a new random place in the Ultima Segmentum. Nothing really interesting about this war apart from the Cult forced to act because they see Tau as direct competition. Authors insist on the Fourth Veteran massacring human. Shadowsun is leading the war with great success but has some trouble with Emperor Faith accomplishing miracle through Priest and turning human Auxiliaries against them!
Not much to say about the fluff and as usual, my favourite part is the Echoes of Awakening, look at the next two images and see what you can make of it!

Warhammer 40000 for the greater good Echoes of Awakening

Warhammer 40000 for the greater good Echoes of Awakening

Tau Rules !!!

The greater good brings new tools and options to the Tau as :


  • A Tau Name Generator !

  • Commander Shadowsun new profile

  • Sept Tenets : allowing to create your own Sept

  • New Prototype weapons

  • More stratagems (of course ^^)

  • The Eight

  • Farsight Enclaves !

Commander Shadowsun

Shadowsun get a new model with a new XV22 Stalker Battlesuit and off course a bunch of new rules ^^

Warhammer 40000 for the greater good Echoes of Awakening

is it I or this Datasheet is super crowded? Shadowsun gets a lot more dakka with 3 extra weapons. Still, it's sad that High energy and Dispersed fusion are not the same weapons with 2 shooting profile :/ Also shield drone get a 4++ instead of a 3+

Sept Tenets

In line with the different codex that got the option, you can now build a customized Sept by choosing 2 powers from the list below. There are 10 options. Some bad, some good, one auto-include like Stabilisation Systems, Battlesuit withs this options ignore the -1 to shoot with Heavy weapons after moving.

Warhammer 40000 for the greater good Echoes of Awakening
Warhammer 40000 for the greater good Echoes of Awakening

yay more min-maxing ^^

Prototype weapons systems

Instead of giving a Signature weapon to a character you can give a Prototype Weapons Systems a unit. For example :

Warhammer 40000 for the greater good Echoes of Awakening

Off course the combination of the Tenet previously mentioned and this weapon is interesting, to say the least. But I also like this Riptide Ion Accelerator ^^

Warhammer 40000 for the greater good Echoes of Awakening

A lot of fun stuff, as you can equip whole units, with a prototype weapon.

Moaaar Stratagems

Modulated Weaponry was already leaked buy GW and it's quite possibly the most powerful stratagem in the book. But maybe Coordinated Engagement could help Crisis being played again ^^

Warhammer 40000 for the greater good Echoes of Awakening

Warhammer 40000 for the greater good Echoes of Awakening

it's funny there are so many stratagems available these days but it's always the same that are played ^^

The Eight

The biggest Datasheet in the world !!!! still at 1120 points, to be honest, I have no idea of what changed with the CA version.
Used with a super auxiliary detachment that gives -3cp and using 8th prevent you from giving any Signature System.
Bad presentation and massive datasheet really make it hard to read it unless you have very good knowledge of the Tau Empire Codex ^^

Improvement : Kayvon is reroll hit roll instead of failled roll (good for fishing 6).

Fartsight Enclave

Greater Good campaign book also includes updated and improved rules for playing Farsight Enclave. The section is short with only a few extra options.

first : All unit in the army gains Aggressive footing buy can't use more than 2 commanders per Detachment.

Warhammer 40000 for the greater good Echoes of Awakening

Second : 6 extra Stratagems in case you didn't have enough ^^
These 2 seems very good :

Warhammer 40000 for the greater good Echoes of Awakening

Conclusion

Another book that doesn't change anything...The story or setting didn't change, the additions to Empire Tau codex are fine I guess but that's it...
At least we did get a new Shadowsun model!

Review of the Genestealer Cult rules

You can pre order all this already :

Element Games - Wargaming Webstore

/Cheers.
Bob.

created : 5 months ago

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Ritual of the Damned : Grey Knights Rules review !

Tags : psychic awakening review ritual of the damned grey knights

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Hello everyone !!!

Following the fluff review of the campaign sourcebook: Ritual of the damned (Psychic Awakening 4 or 5), here comes a quick review of the GK rules update.

Introduction


Grey Knights are notoriously considered bottom tiers when it comes to competition, so this update was much than anticipated by the player base.
Still, note that since the Chapter Approved and the points discount GK placed 3rth place at the Grand Tournament final ! . So maybe they are not that weak since the points update. Still too early to draw a conclusion but keep that in mind anyway ^^

Army Rules

Gk gets a new rule completing the now standard tryptic of Marines armies: bolter Discipline, Shock assault, doctrine. Previously they were excluded from the doctrine abilities and now they get their own with: Masters of the Warp.

grey knights new rules review

It's a new concept, a bit like doctrines but warp focused. And you can change the tide with one psychic power. Note you can start the turn with Tide of Escalation and at the end of the Psychic Phase use Warp Shaping to switch to another one.

Off course Tide of Escalation attracts the eye with the extra mortal wound.

Combining the tide of convergence with Psybolt Ammunition stratagem makes some interesting dakka ^^ (40 storm bolters shots S6, ap1, Damage 2 ). Also if you have a bunch of Psycanon (cost 7) it becomes S8 D2 with the tide and S9 ap -2 Damage 3.
I am not sure it's enough but that's a start! but I think Draigo is even more important now. Because you really need to reroll those Psycanon shots hitting on 4+ (with -1 for moving).

Stratagems

Still, no stratagem for infantry to ignore the Movement malus with Heavy weapons :( But! Terminator a get a stratagem grating +1 to hit any phase! They get big guns never tire, Steady advance for maximum Dakka with bolter discipline. A few new tanking stratagems. Honestly, the Stratagems are good!

grey knights new rules review
grey knights new rules review

Psychic Discipline

6 New powers to play around, it's very important considering the number of psyker you have.
grey knights new rules review

One extra command point is good and nearly free, Armoured resilience is strong combined with tide of shadow and one of the tanking stratagems for super sturdy infantry.

The shooting rerolls power is really strong too, even if you have to be within half range.

Special note: Edict Imperator, seem weird at first but if you want to play the skirmish it's awesome. Also useful to use after a deepstrike, shoot and move back on the objectives.

Good list!

Chaplain Litanies

grey knights new rules review

AT LAST ! Intonement for guidance, ignore hit and ballistic modifier when shooting !!! Work on 3+ and must use it at start of the turn but still better than nothing.

Prayer for Fnp 5+ is also very good if you want to mitigate Mortal Wound spam. Maybe there is something to do with Tide of shadows, Redoubtable defence, armoured resilience and Litany of faith. Place 10 terminators in an important position, stack the buff (360 pts with 2 Psycanons) and profits ^

Still, even without this silly combo, the list of prayers is very good. Hard to go to war without a Chaplain now!

Conclusion

Without being too optimistic the GK supplement is nicely done! they are a lot of good synergies and units that are not as expensive as before. I am not sure if it's really strong but I could see myself playing them...

/Cheers.
Bob.

created : 6 months ago

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Psychic Awakening : Ritual of the Damned review (Fluff Part)

Tags : review ritual of the damned psychic awakening

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Hello everyone !!

Today, Ritual of the damned, last instalment of the Psychic Awakening series goes on pre-order. This book regroups fluff and rules for Dark Angels, Grey Knight and Thousand sons.

Introduction

The book is hardcover, 86 pages, usual GW quality. 20 pages of fluff, 30 pages of dark angel rules, 10 pages of GK and 8 pages for thousand sons.

his review will focus on the stories present in the book. one part for the setting and one for the event presented in the Ritual of the Damned.

Setting

We are still after the emergence of the Great Rift off course and the book present the situation for the 3 factions in the book

Thousand sons

Magnus got Prospero back, rediscovered treasure hidden there and started to rebuild the city! He's hellbent on doing the right thing this time and help the human race tap in her psychic potential and achieve it's potential !! Also, the Cicatrix Maledictum multiplied the number of psykers everywhere.
Also Sortiarius planet is still under Magnus control, it's a Daemon world with tides of chaos energy everywhere and protected from planetary assault by hidden rituals.
With Prospero and Sortiarus united, Magnus took control of " multitude of worlds across several systems". He also asked the Rehati (Thousand sons most powerfull) to summon all TS sect to him. 12 responded other not. All sect leaders were assassinated by Magnus( so he keep control).
Then a make a Warp Call to all psyker in the universe, promising safe haven for his fellow psykers. Then they will be accepted and instructed to form a society Magnus envisioned 10 000 years before.
Also even if the number of psykers is increasing at an alarming rate, this is not enough for Magnus as he wants to make a super cool ritual to speed things up. Btw : the ritual need 999 volunteers for sacrifice ^^

ritual of the damned

Grey Knights

-Stretched thin since the Cadia fall.
-Lots of planets too tainted to save.
-They feel bad because they failed to prevent Magnus return.
-GW know that allow Magnus to operate in real space is too dangerous.
-They intercepted the Magnus calling to all the psykers.
-Built an investigation forces : Stern + 3th Brotherhood + paladins + purifiers.
-Internal debate about contacting the Dark Angels and asking them for help.
-Choir of Titans most powerfull psykers sacrifice themselves to send a message to the DA.
Edit forgot the most important thing : Increase in the number of Psyker mean a increase in the number of recruit GK are doing
That seems interesting and could be used to increase the size of the GK forces.

Dark angels

They were scared that Guilliman would find their big secret. Then the Primaris posed a security problem, even with Gene-seed from the Lion without initiation about the DA secrets it was problematic.
Azrael faced the nagging question of when one would be initiated into the inner Circle. In the end the First Primaris in the inner circle was a Deathwing member that crossed the Rubicon.
Then they received the GK calls for help and decided to send the 5th + Deathwing and Ravenwing support.

The events in the book

While the setting was somewhat interesting the events narrated in the Ritual of the damned are a bit dull.

Magnus start a ritual that could destroy the galaxy with the human race becoming a Psychic Race !
Gk and DA are going to storm Sortiarus (with 2 company wtf ?) and prevent this to happen.
Plan is DA drop first outside of Tizca(Tizca town that was TP to Sortiarus as some point in the timeline) and draws daemons to them. The landing zone is near a temple that seems to source the magic planetary defence. Once the DA draws enough attention, the GK learn by stern drop inside Tizca and destroy the ritual.

Battle happens in a familiar Space Marines way, desperate time, lots of enemy, trickery, Kaldor Draigo teleporting to save the day, Dark angels extracting too early and abandoning the Grey Knights ...ok it was a Tzeentch trick.
When everything is lost, Kaldor, stern and last GK make a warp beacon and ask for an orbital bombardment on their position. Everything goes boom, Person of interest on both side survive.

That's it for the storyline ...a bit weak and bland but heh...

"Echoes of Awakening" transmission

Maybe my favourite part of these PA books :

ritual of the damned
ritual of the damned
ritual of the damned

Questions ? just ask
Will try to do small review on the rules part.

/Cheers.
Bob.

created : 6 months ago

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Kharadron Overlords Review Part 2 : Code, Aether Gold, cities

Tags : review kharadron overlords age of sigmar

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Hello again!

Welcome to the second part of the Kharadron review now focusing on the special rules the army get.
If you want to read the first part of the review click here

Kharadron Overlords Army Rules

The faction has 2 specials rules, the Code and the Aether Gold!

Kharadron Overlords Code

The code is the first army-wide power they have. When you build your army you get to choose 1 article 1 amendment and 1 Footnote from a list of 3 each time.

First you need to choose an article :
kharadron overlords rules changes

Maybe it's me but they are pretty weak ^^ I think that I always pick Settle the grudge allowing me to focus one problematic enemy.
Once the Artycle is chosen you get to choose an amendment :

kharadron overlords rules changes

Hmm, number 3 is trash, second is ok but with the new" fly high "rule for the Skyvessel, it's not needed. I think the number 1, even if random is the best! As we are going to see Aether gold is super good!

All that left is choosing the footnote :

kharadron overlords rules changes

Footnotes are once per battle abilities and are very good !! Choose the one that fit the best your army or play style. Number 2 is my favourite but that is just me!

Kharadron Overlords Aether Gold !

kharadron overlords rules changes

Aether gold has a lot of potentials!, each hero, skyvessel and units with 10+ model have one share! (that's why I prefer the amendment number 1 to give aether gold to ballon units ! )

The limit is one unit from your army per phase. Note it doesn't specify "Your phase" so you can use it during enemy turn !! Each time you use one you lower your bravery by 1 and get the benefit from a Triumph.

Triumph are in the rules :

kharadron overlords rules changes

Note: I took the list from the pitched Battle but as nothing is specified in the Battletome maybe a faq will change this.
Note 2: The once per battle part of the Triumph is ignored if you pay with Aether Gold!

Honestly, it's a bit cumbersome to use as you need tokens for Aether gold, Triumph effect, Bravery debuff but the effect are quite good !

Each Skyvessel can once per game do a salvo with reroll hit or wounds. You can even choose to use Aethergold during the enemy attack to reroll save. Imagine the Ironclad rerolling save !!!!

Each hero can use a Command ability free and it's super good for An Admiral !!

The rule is very good but the bigger the battle is the more limiting the once per phase is.

Kharadron Overlords SubFactions

Kharadron Overlords can choose from 6 sub-factions, each one imposing the code, the General trait and the first relic.

kharadron overlords rules changes

Barak-nar


kharadron overlords rules changes

Extra command points and very good at dispelling Magic, Barak Nar is a good Meta Pick!

Barak-Zilfin


kharadron overlords rules changes

Extra Endrinwork is good, the trait is ok and the footnote is interesting.
Not my favourite choice but it's not a bad city.

Barak-Zon


kharadron overlords rules changes

My favourite City! The trait is awesome, the relics is very good too. The ability give Skywarden a charge with +1 to hit and wound rolls that's very good if you can combine it with an aether gold for a reroll to hit! by bringing a max size unit ! (12 for 400 points)

Barak-Urbaz


kharadron overlords rules changes

Urbaz is another good choice but the Mandatory Endrinwork hurt a lot :( but if you don't have an Ironclad and don't need the fly high Endrinwork it's a good choice as you can spam use aether gold all game long without the bravery debuff.

ps : The fly high Endrinwork is a ship trait for ironclad that allow to embark 25 models and still use fly high and disengage. I think it's Mandatory ^^

Barak-Mhornar


kharadron overlords rules changes

Relic is fun, but other powers are not good :(

Barak-Thryng


kharadron overlords rules changeshttps://i.imgur.com/oONJJjM.jpg

Mixing Duardin is kind of neat but the Stubborn power only work on Skyfarers. Another bad city but maybe someone will find a good combo.

That's it for the second part of the Review, all that left are traits and Relics. I will add them to this part I think in the evening.
Will do Tzeentch tomorrow I think.

Kharadron Overlords points and Roles


kharadron overlords rules changes

Multiple-way to get alternate Battleline to fit your army!

Traits, Artifacts and Endrinworks

Admiral, Edrinmaster, Navigator and Khemist have access to specifics traits and relics. That's a lot of options so let's see what is good or not

Admiral


A general Admiral gets 6 traits options and 6 relics.
-One extra aether gold
-+2 wounds
-Double dmg against a specific hero choose at the start
-One free fly high before the game
-Extra command points on a 2+ each turn
-Extra footnote.

The extra Aether gold or the Free command points are the best choices as the Admiral wants to keep using command ability while on a ship.

On the other hand, relics are kind of bad. The only good is the Proclmator Mask Hailer granting a free command ability once per battle round.

Endrinmaster

The Endrinmaster share the same first 3 traits with the general. The other 3 choices are: +1 repaired wound, +2A with Grungni gaze, free "I have my eyes on you"
Nothing fancy here :/ but the 2 extra Grungni gazes are cool.

On the Artifact front, it's divided into 2 lists of 3 options. Sadly the best option "Monolens" give an extra 9" range of the gaze and combo perfectly with the general trait is limited to non-flying Endrinmaster. Still, a general with the traits and relics riding a ship can do 3 shots per turn at 18" (3+/+2/-1/D3)
The "Luck" option for the Endrinmaster with a balloon is the "Bomblets" : Once par battle, choose a target within 6", on a 2+ deal 1 mortal wound and roll again. Keep rolling until death or roll of 1. Scary ^^

Navigator

Share the 2 first with the other 2, third is a reroll on the tempest, fourth is a +3" on the ship he's embarked upon, the fifth is +1 dispell/unbind, sixth is interesting: Choose one terrain or objectives, while wholly within 12'' of it don't roll for battleshock. I see little interest in having a General Navigator but in that case, I'll try to synergize the last ability with a drop infantry list.

Only 3 relics choice but there is a dispell scroll so it's useful.

Khemist

Khemist is trash don't pick him and don't make him general. Honestly, the only point of the Khemist is giving him the relic: Spell in a Bottle. This artefact let you cast 1 endless spell per game of your choice (any one) 100% success and can't be unbound. My first idea would be Cog for the +2 charge if you want to do a drop and charge list. Or maybe a perfectly placed pendulum. Still, you have to pay for the spell and it's once per game...

Endrinworks

Endrinworks are mount trait but for Skyvessels. Each size of ship have a list, you get to choose one trait for free and get extra for each Battalion.

Most interesting are for the Ironclad are the : extra armor (+2 wounds) or the bigger engine (allowing to fly high with more than 16 models). IMO there is no choice here, 25 models + 7 hitchers on the same Ironclad is so much threat!

/Cheers.
Bob.

Kharadron Overlords Review Navigation :
Kharadron Overlords Review part 1
Kharadron Overlords Review part 2

created : 6 months ago

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Age of Sigmar : Slaves to Darkness Ravagers Legion review

Tags : review slaves to darkness age of sigmar

Small thumb 68d67b50 320x320  1

Hello everyone !!

Ravagers is the first Legion in the book, it's supposed to be the basic Slaves to Darkness army. Multiple Heroes and units with a focus on Marauders and Cultist.

As usual, let's start with the battle trait

Glory for the taking


slaves to darkness battletome review legion Ravagers

This is the one passive power granted to the Ravagers Legion. Daemon Princes are excluded (+Be'lakor). That mean Archaon or Gaunt benefit from the ability.
Glory for the taking allow up to 5 heroes to get a command trait and they can use them even if not general. It's a neat ability, sadly there is only 6 Warlord trait for the Ravagers (no list for casters, warcry monster ....) . Also while the options are limited some are interesting.

As we are speaking of the Ravagers command traits let's look at them.

slaves to darkness battletome review legion Ravagers


  • +2 wounds is ok

  • Free command ability but need to target cultists, also it's not gonna help them that much

  • +2/-2 on the eye of the gods is quite cool on a Chaos Lord on Manticore

slaves to darkness battletome review legion Ravagers


    Rerolling wounds and Hits against order is very good, especially on a Karkadrak lord. Also Order is the most common army
  • extra mortal on 6 to wounds, okish if you take a lord with a flail

  • behh :/

As you can see the Warlord traits are not the best but there some good options.
The Second benefit of Glory for the Taking is General Switching ^^ It's a neat trick allowing to move the general bubble around the battlefield. But with the Aura being wholly within it's going to take a lot of training and positioning to get value out of it.

The ravagers legion also offer a command ability.

Rally the Tribes


slaves to darkness battletome review legion Ravagers

This is the strong point of this Legion, you can summon 10 marauders each turn if you a command point.
Marauders are a good choice as you can appear wholly within 6'' of an edge and then charge at least 8'' (and 11" average) with boundless ferocity and drummer. That's 14-17" from each board edge under the threat of a Marauder rush.
Still, it cost one command point per turn and if you play 5 heroes you may want to use their command abilities as well.
As the power is limited to once per general you also have to switch your general and that start to make a lot of moving parts in this scenario.

It's a fun ability but kind of hard to capitalise on it considering the cost.

Relics


slaves to darkness battletome review legion Ravagers
slaves to darkness battletome review legion Ravagers

Ho my god, they are bad :(. Seeing all this shitty relics I wonder if the lists from Malign Sorcery are changing soon...On the other hand, it would be weird as they just sold the Mini Gaming Book with all the relics inside. (very handy book).

That's it for the Ravagers Legion !! only one left.

/Cheers.
Bob.

Slaves to Darkness Battletome review navigation :

Slaves to Darkness Warscrolls & Points review
Slaves to Darkness Allegiance and spells review
Slaves to Darkness legion host of the everchosen
Slaves to Darkness Despoilers Legion review
Slaves to Darkness Ravagers Legion review

created : 7 months ago

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Age of Sigmar Slaves to Darkness : Despoilers legion review

Tags : review slaves to darkness age of sigmar

Small thumb 85e3606d 320x320

Hello again everyone !!

Part 4 of the Slaves to Darkness review with this time the Despoilers Legion. The despoilers focus on Daemon princes and Monster.
This is a weird one, to be honest, Daemon princes are now very strong but quite expensive at 210 points. Also they lack the "Mortal" Keywords preventing them from benefiting from most of the Buff / Commands in the Battletome.
But the special rules they have are very nice, so let's check them out and see what we can do with it.

Sacrilegious Might


slaves to darkness battletome review
The first power is Sacrilegious Might. Grant an 18" Aura bubble for the general. Excellent, but you have to share the same Chaos Mark to benefit from the extra 6" range. It's not that big of a deal as you can deploy units without the right mark closer if you need to. Note this power is not limited to a Daemon Prince so any chaos lord can get it.

The second part of this power only works if the General is a Daemon Prince. Grant FNP 5+ and it's very strong so play a daemon prince general in here.

Blessed by the Unholy


slaves to darkness battletome review
50% Healing chance for Daemon Prince and Monster during your hero phase. It's not incredibly strong but can mitigate a bit of ranged damage. Also your general is super important if you want to benefit from the Big bubble so everything help.

Twisted Dominion


slaves to darkness battletome review

It's one of these powers that you don't realise the strength of it until you use it in-game. It's not limited to once per turn so multiple Daemon Prince can use it to block LOS just by staying in a terrain feature. Also Depoiler Monsters ignore the rules so you can still shoot with your Soul Grinder if you have one. Keep in mind that Twisted Dominion is a strong counter vs Spell Gun Line as you can easily block LOS from important spell caster.
Ie : You can fly a Daemon prince into a big terrain feature curse it and use the Daemon Prince Khorne command to prevent charging and run ^^

That's the 3 rules you get when playing Despoilers. With the updated profile to the Daemon Prince, I am interested to try this Legion. Something like 6 Daemon Prince 2 soul grinder + friends.
Daemon Prince always strikes first so having 6 of them improve the Alpha effect. Also with a bonus to hit on charge and bonus to wound with Khorne mark you are sure to deal a lot of damage.
Besides, you have some control with the Khorne Command ability halving charge and run distance.
I am not sure it would work all the time but damn it feel scary. Also, I always loved the idea of a Daemon Prince Flock !!

Also don't forget that DP don't have eye of Gods !

Warlord Traits


Warlords traits are not great, my first choice would always be Bolstered by hate to gain +2 wounds on my so important General!
10 wounds with 3+ and fnp 5+ is not so bad considering that in a pinch I can run him in a terrain, block los and use the command ability to protect myself.

slaves to darkness battletome review
slaves to darkness battletome review

Relics

Again nothing really good here, I think I'll take the Ethereal Amulet for a 3++ and 5+ fnp ! Another strong option would be Sword of Judgment that on a 6+ to hit deal 1d6 mortal vs heroes and monster it combo nicely with the +1 to hit from the charge. The setup creates a very strong Heroes Hunter.

slaves to darkness battletome review
slaves to darkness battletome review

Conclusion

That's it for the Despoiler legion. There is not too much stuff to use but the quality of the Monster and the new Daemon Prince really help this Legion. It's super sad that no Warscrolls Battalion was made for this sub-faction. Also losing the eye of Gods is damn sad :/

/Cheers.
Bob.

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Slaves to Darkness Warscrolls & Points review
Slaves to Darkness Allegiance and spells review
Slaves to Darkness legion host of the everchosen
Slaves to Darkness Despoilers Legion review
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created : 7 months ago

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Age of Sigmar : Slave to Darkness Host of the Everchose Legion review

Tags : review chaos slaves to darkness age of sigmar

Small thumb t l chargement  16

Hello again everyone !!

As seen in the previous post when building your Slaves to Darkness Army you get to choose 4 sub factions called legions. One of these is "The Host of the Everchosen". Yea that's Archeon Subfactions, Off course he can be played in other sub factions and you can plan this legion without Archaon but trust me, combine them profit ^^

In this Legion, there is no warlord trait and no Relics so if you have an unnamed general you lose the trait and have use Realm Relics. Anyway a Karakrak lord with Ghost amulet for a 3++ with reroll from a sorcerer lord is still a good choice.

The first battle trait is :

Exalted Grand Marshal Of the Apocalypse

Even if the name is a mouthful the effect is pretty simple. Archaon Mark aura is 18" if he is the General. Considering his base size you cover a pretty big area.

archaon host of the everchosen review

Note: Archaon have to choose a Mark when the list is created, the default choice is Khorne for +1 to wounds roll and rr1 to hit, but decide that by yourself.

Fearless in his Presence

Do not take Battleshock test without range limitation, simple and effective ^^

archaon host of the everchosen review

The Wil of the EverChosen !

Unlimited range support with this one. Choose one ennemy unit, from now you reroll 1 hit / wound in melee against it. It's very handy if Archaon is busy and want to help on the other side the battlefield ^^

archaon host of the everchosen review

Dark Prophecy :

I already made a post when gw spoiled it earlier this week. We need a faq to use it in tournament and to resolve 2 Archaons Fighting. Still it's fucking Busted ^^

archaon host of the everchosen review

The Eight Circles of the Varanguards

With this power we learn that Varanguard are in fact intern and they get a spot in one of the 8 Circle once they have completed 8 tasks ^^

In game when you choose this Legion you give one Circle Keyword to all Varanguard in the army. So you can choose any circle from one to 8th. Each one grants an extra power.

First Circle


archaon host of the everchosen review

Free re-setup before the game start. Neat in some Battleplan.

Second Circle


archaon host of the everchosen review

Improve the Bravery Bomb and add 1d3 to the numbers of the models that flee. With Archaon already giving -2 you are on -3 + 1d3 on bravery test.

Third Circle


archaon host of the everchosen review

Interesting but would need a large number of Varanguards to justify it. but if you go full Vanranguard it's not bad.

Fourth Circle


archaon host of the everchosen review

The range is really short but if you are camping a cover with your cavalry it's nice.

Fifth Circle


archaon host of the everchosen review.

Now we talk! full reroll against heroes and Monster is damn good.

Sixth Circle


archaon host of the everchosen review

My choice! The plan is simple, Charge, pile in, pile in a second-time Problem solved.

Seventh Circle


archaon host of the everchosen review

You need to destroy a unit not a model to trigger it. Sure it's not hard to destroy stuff with Varanguards..still, it's not that great.

Eight Circle


archaon host of the everchosen review

Classy ! and with small units you can easily fly over defence line and charge where it matters.

With the 8 Circle of powers, you have a bit more options for your Varanguards and it's cool. Still, some of them are not that great...

Warscroll Battalion : Overlords of Chaos

Overlord of Chaos is a Warscroll Battalion costing 120 points requiring 3-6 vanguards units. So it's 900 points + 800 for Archaon +120 = 1820 points for 10 models. The reward is that you can have a second Circle Keywords for flying & +1 dmg when charging Varanguards ^^

That's it for the Host of the Everchosen !! Some strong powers and a completely broken Command ability ^^At least we have now a good excuse to play Archaon ^^

/Cheers.
Bob.

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Slaves to Darkness Warscrolls & Points review
Slaves to Darkness Allegiance and spells review
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