Thursday, 23 May 2013

Back In The Zone - Zone Mortalis Tactica

Hey everyone, today I am going to discuss the mind-set, methods and tactics you should consider when playing the Zone Mortalis encounter missions, this is something you won’t find much information on due to the high price of Mortalis tables making them a rarity but I am lucky enough to own 20 tiles so me and my friends get to play Mortalis quite often.

If you are not familiar with the rules for the Zone Mortalis mini game then head over to Forgeworld and download the free .pdf and have a read otherwise a lot of what I am going to talk about won’t make much sense.

Here are some changes that are worth taking into account when playing Mortalis, failure to do so will end in disappointment and frustration.

Cover Saves
I will talk about this in the context of what cover we often use on my board, so barrels/oil drums are a 6+ and bulkhead corners are a 5+ so that means hiding half of your models round a corner will not give you a 4+ cover anymore, only fortified structures give you a 4+ now.

Firestorm & Shrapnel
Blast and template weapons are given the shred special rule so they re-roll to wound due to the confided nature of the Mortalis terrain but in addition if your weapon already has the shred special rule it gains a +1 strength also OUCH!

Blind Panic
If while falling back a unit passes through over or within 1" of another friendly unit that unit must take a moral check which will cause them to also fall back if failed.

Reaction Fire
This was overwatch and snapfire before 6th Edition coined the phrases overwatch or snapfire and used to work the same as what we now know as Overwatch by using snapfire but in the latest update reaction fire changed and got way more on if you dare......reaction fire is carried out just like overwatch BUT! the unit being charged must roll an initiative test at majority value needing equal to or under as usual to pass, if successful the unit shoots at full BS......FULL BS OMFG!!!! if failed you revert to the normal BS1 of snapfire.

Nowhere To Hide
The victorious side in an assault may re-roll their sweeping advance result OUCH!!!

Jump Pack infantry who move more than 6" in the movement phase take dangerous terrain tests, non-walker vehicles treat all of Zone Mortalis as both difficult and dangerous terrain at all times.

The secondary main missions Slay the Warlod and 1st Blood are now included in Mortalis along with night fighting but this is considered to be power interruptions rather than weather.

There are three encounter missions Search and Destroy, Capture Ground and Invasion

Search and Destroy
This mission represents the vicious struggle to control the Zone Mortalis through brute savagery and attrition, destroying the enemy’s forces in detail. Kill points are used to determine the victor, with one Kill point scored for each enemy unit, Independent Character or Walker destroyed. At the end of the battle, the side with the highest tally of Kill points is the winner.

Capture Ground
The two forces must control the area of the Zone Mortalis and drive out the enemy. This mission goal uses five objective counters. The first of these is deployed as close to the centre of the table as possible, while each side places two additional objectives each anywhere on the table so long as they are not placed within impassable terrain, or less than 6" away from the table edge or within 6" of another objective.
Control of the centre objective is worth 3 Victory points, whereas control of the other objectives is worth 1 Victory point each. The side in control of the most objectives at the end of the game wins.

When playing on a larger table (such as a 6' x 4' Zone Mortalis), increase the number of objectives to seven.

The two opposing forces seek to fight their way into enemy-held territory, slaughtering as many of the foe as possible.
For every scoring unit within the enemy deployment zone at the end of the game, the owning player gains 3 Victory points. For every destroyed enemy unit, the player gains 1 Victory point. The player with the most Victory points at the end of the game wins.

After playing a great many games on the Zone Mortalis board I have come to appreciate the fact that you really need a solid plan for each unit that you include in your list ahead of time. The labyrinthine nature of the Mortalis terrain means that you will usually only get one chance to achieve anything with any given unit, if you try to backtrack or change direction you will quickly find that the game is over and your units are still not in position and may not have even engaged the enemy.

With random game length you need to play like turn 5 is the last turn of the game every time and sometimes it will take a hard aggressive push each turn just to have a few rounds of contact with the enemy before the games ends.

Your List
When building your army list you should consider the three missions carefully and make sure you select units that can achieve specific tasks and objectives within each of them then you will be able to face each of them knowing that you have including something to help you in each instance.
So kill points feature in two of the three missions so it’s worth taking full units for resilience obviously taking into account the unit size restrictions in Mortalis and loading up with special weapons like Plasma Guns to insure maximum damage is dealt during your turn while also presenting a threat to any would be assault units through reaction fire.
The need to reach and hold objectives is also important as it features heavily in the Capture Ground mission, as Elite and Troop units count as scoring in Mortalis you should consider taking at least one good solid elite unit like Terminators for example who have the firepower to attack an objective and the resilience to then hold it.

Lastly you need to find a way of getting at least one scoring unit into your enemy’s deployment zone in case you roll the Invasion mission, this is basically Line Breaker but it can be scored by multiple units and awards you 3 victory points each time. This mission can be hard for slow infantry units to achieve as the deployment zones are 6” deep in Mortalis rather than 12”. You will often find that you have no chance of reaching your enemy DZ through walking and running alone as just one enemy engagement no matter how fleeting might slow your advance enough to put you out of the running by turn 5. Try to think of a devious way of increasing the early turn mobility of one or more of your key units so you can get some extra trigger time with the enemy as Mortalis is a savage and unforgiving little rules set so the sooner you start the killing the better it will be for you late game.

A good place to start would be looking at the units in your codex that can infiltrate or outflank as this can sometimes mean a unit starting the game in the enemies DZ or walking into it from reserves via outflanking, also fast units like bikes should be considered just expect to be taking a lot of dangerous terrain checks when boosting.

Let me show you my Dark Angels list, it has been built to tackle all of the missions and I will explain why I have taken each unit and what I hope to achieve with each.

Army List – 996pts

Mastery Level 2
Bolt Pistol
Force Sword
Power Armour
Forcefield Generator

This guy is a force multiplier and should be used to buff your units as often as possible while avoiding danger at all costs so you don’t go giving away Slay the Warlord. Your Warlord Traits will be coming from the codex and from what I can see they are all good so no worries there. A note on wargear I have included the Forcefield Generator to help increase the survivability of any unit the Librarian joins.

Deathwing Terminators x5
Storm Bolter x4
Power Sword
Power Fist x4
Assault Cannon

This unit should be held in reserves and should arrive via Deathwing assault on turn 2, they will arrive ahead of the rest of your army as close as is possible to really give you enemy something to worry about, you should aggressively pursue objectives with this unit as their ability to shoot as twin-linked the turn they arrive should encourage you to drop them in hard and heavy.

Scout Squad x5
Boltgun x5

Infiltration is the name of the game in objective missions with this small unit while outflanking will be your best option in invasion, in a kill points game you should try to place this unit somewhere safe so they won’t give away their points.

Tactical Squad x10
Boltgun x9
Plasma Gun

Tactical Squad x10
Boltgun x9
Plasma Gun

These units should be used to expand and hold your front line while using the threat of mass reaction fire to ward against enemy assaults, in conjunction with the Librarian and his buffs these units will prove very useful in a Mortalis environment, a word of warning though keep them away from enemy Plasma Cannon’s at all cost.

Ravenwing Black Knights x3
Korvus Hammer
Plasma Talon
Locator Beacon

Zooming is the name of the game with these guys, you want to get them moving forwards as far as you can turn one and have them hold up with their locator beacons in a position that the Deathwing can take advantage of when they arrive in turn 2. Keep them safe until the Deathwing arrive then have them weigh in with their Plasma Talons.

Devastator Squad
Plasma Cannon x4

You will soon find that a Plasma Cannon that has the shred special rule can deal with almost most anything you are likely to see in Mortalis and if you are skilled in their placement at the very least you will deny a whole section of the board to your opponent.


This image shows an example of a table setup I played on recently and how I would deploy my Dark Angel list. You have seven units in total and in Mortalis you must split your force and deploy half at the start of the game while the rest are kept in reserves, this is another reason why you should have a clear idea in your head as to how each unit will act as deployment order is very important. The last thing you want is for your forward until to find themselves stuck in reserves where they will have no chance to cover the distance needed to reach the enemy lines before the games end.

I would start with the Ravenwing Black Knights on the table as they need to be in place come turn 2 so the Deathwing can deploy without the danger of scattering. I would also place the Devastator Squad on the table from the start in a good denial position then one of my Tactical Squads covering a flank with a good line of fire. So that’s three of my 7 units on the table so as we generally say that half rounding up can start in reserves I will place the Librarian on the table and then put the last Tactical Squad in reserves along with the Deathwing who will enter play via deep strike and then have the scouts arrive via outflank.

So that’s four units on the table and three in reserves, now if this was a Kill Points game the scouts would remain in reserves and walk on from the back line and if it was invasion you would infiltrate them somewhere close to the enemy DZ or have them outflank.

This deployment gives you plenty of options to push forwards and advance your front line while taking advantage of the distraction the Deathwing Terminators will cause when they arrive. You have speed in the form of the Black Knights so once the Deathwing arrive they can break off and go for the end zone in invasion or go off hunting targets of opportunity playing the midfield and staling any enemy units hoping you break through your lines.

I think you can apply this method of list building for Mortalis to most if not all armies, I am going to take this list out for a spin myself in my next Mortalis game so I will let you all know how it I think about it my next game will likely be Vs the new Eldar codex so that will make interesting reading for that reason alone.

Well that was a very long post so I am going to leave it for now.

NEWS - Faeit Returns

Great news Faeit is back up why not pop over and spread the word.

Tuesday, 21 May 2013

Rapid Strike 2013 – My Other Army Is Drop Pod Space Wolves

Hey everyone, I attended my 1st ever tournament over the weekend along with a friend of mine so I thought I had better write a post about how it went.

So my list was Cult of Speed Orks which is a heavy assault army that I developed way back in 4th edition when I go back into 40K, they performed very well during 4th and maybe even better moving into 5th but eventually I moved on to other more shooty armies and the Orks got shelved.  By the time the new DakkaJet was released I had not played a game with my Orks for nearly 4 or 5 years so I bought three DakkaJets and another Battle Wagon to re-invigorate my interest, then 6th Edition landed and I got busy making changes to my Imperial Guard and Space Marine armies and then built a 6th Edition army in the form of Space Wolves so the Orks were on the back burner again.

Eventually I was done making changes to my other armies and a few other projects had come to an end so in light of so many new codex updates being released I figured I would paint my new Ork units so that when they too got a new codex I would have everything ready to roll on day one.

I painted one of my three DakkaJets and the BattleWagon and then I heard about a local tournament in my area that I wanted to attend, I spent ages trying to get together a 1500pt codex Space Marines list but I could not decide on what to take as I had no idea what everyone else would be taking.  I then decided instead to take my oldest army, an army that has served me well across two editions and was as yet untested in 6th Edition…….VOOOOOOOOOMMMMMMM! enter the Cult of Speed Orks.

My List

Mega Armour
Attack Squig

Mega Nobs x5
Battle Wagon
Big Shoota

Ard Boyz x10
Big Choppa
Boss Pole
Big Shoota

Ork Boyz x10
Big Choppa
Eavy Armour
Boss Pole
Big Shoota

Ork Boyz x10
Big Choppa
Eavy Armour
Boss Pole
Big Shoota

Ork Boyz x10
Big Choppa
Eavy Armour
Boss Pole
Big Shoota

Ork Boyz x10
Big Choppa
Eavy Armour
Boss Pole
Big Shoota

Ork Boyz x10
Big Choppa
Eavy Armour
Boss Pole
Big Shoota

Fly Boss
X3 Supa Shootaz

Battle Wagon
Deff Rolla
Big Shoota x2
Kill Kannon
Ard Case

I knew I was going to be totally off meta here as pure assault is considered dead in 6th Edition but I was sure this army would be fast and fun and so off topic that I would get a good sense of the local metagame from using it while truly testing just how pure assault units manage in the face of overwatch fire and challenges.

I turned up at the event a little before 9:00AM after a night of heavy drinking and not nearly enough sleep but I had stuck to dark Rum for most of the night so it was nothing some eggs and bacon topped with maple syrup could not fix.  After registration I went and downed a few cups of sweet tea and was ready to go face the first of my three games.

My first opponent was playing Codex Space Marines and it was clear that he was expecting triple Helldrakes or other flyer heavy builds like Cron air, he was packing the Aegis and Qaud-Gun along with a unit of three Hyperios Missile Defence Platforms.

Deployment: Dawn Of War
Mission: The Scouring
Result: Space Marine Win 9/4

I seized and got the first turn, I moved all my Trukks and Wagons 12” and then boosted the Trukks another 12” and the Wagons 6”, my opponent then got to shoot me, I lost one trukk and another was damaged so I gave up 1st blood but otherwise things went better than I had expected.  Turn 2 I moved my first wave of Trukks up 6” and started charging and things were going OK but in the shooting phase I forgot to boost my Mega Nob/Warboss Battle Wagon so the best part of my second wave would be arriving late.  My first wave was cleared up and by the time the 2nd/3rd Wave hit I was doomed, my Orks really depend on my first two waves striking turns two and then turn three and with my waves out of sync I was then left scrambling for objectives to have any chance of a win.

In the end I lost 9 to 4 and it was mostly my own fault for messing up my waves and racing passed one of my objectives before finding out it was worth 4 VP’s, my opponent played well and capitalised of my mistakes for the win.

My second opponent was playing Tau which had me worried as Tau were a tough matchup in 5th Edition for my Orks due to them having the ability to wreck a good number of my Trukks before I could deliver my Boyz into assault and on top of that they are now rocking a brand new codex.

Deployment: Hammer & Anvil
Mission: The Emperor’s Will
Result: Tau Win 5/4

My opponent setup in almost the exact same way as my first round opponent, all castled up on the 12” line behind an Aegis Defence Line, this would prove to be a popular theme during this event.

This game was my favourite game all day, despite me not getting the first turn and failing to seize I managed to get all bar one of my Trukks boyz units into assault on my turn two.  The Tau shot me up pretty good on the way in but the boyz were vaulting over the Aegis Defence Line and taking Tau skulls on turn two.  Then came the inevitable counter attack in the form of a withering hail of fire which saw my boyz take a hammering.  When the smoke had cleared at the start of my opponents turn three we heard the “40mins to go” warming from the TO at which point we both just looked at each other shocked that we had spent so long battling out only two turns.

We had spent two full turns doing what both forces do best, the Tau rolled a few hundred dice in shooting and I then did the same but in assault and when all was said and done it had just taken ages.  Thankfully we had both taken such a beating that the last three turns took no time at all and I think we even got in a turn 6 each before the end.

The end result was so close with on 1VP between us and neither of us could quite believe it, I gave this opponent my best sportsman vote as it was a great game that went right to the wire.

My third and final opponent of the day was playing Dark Eldar which gave me pause because this was a list made up of skimmers and had two Razorwing flyers, this was the first time during this event that I had faced flyers.  I saw this game turning into one where I just end up doing laps of the board chasing the skimmers all the while giving away kill points until I had nothing left but I could not have been more wrong.

Deployment: Dawn Of War
Mission: Purge The Alien
Result: Orks Win 19/8

I got a feeling that maybe I was the only person who did not bring an Aegis Defence Line as even this super mobile Dark Eldar player had tethered a good portion of his force to an Aegis castle with everything including his skimmers started behind it on turn one.

I think I lost the toss to go first so I had to take some shooting but only had one Trukk destroyed and another immobilised, I then raced forwards as I must and as usual it was soon turn two and I had 5 units of Orks leaping over the defence line.  I broke against the Defence Line as only a green tide can, the fist wave saw a mob of Ard Boyz surround a Raider containing a squad of warriors and the enemy warlord, the big choppa carried by the Nob made short work of the Raider and as the passengers were unable to be placed I was awarded 4 victory points, one for the Raider another for the squad on board then a third for the warlord and a 4th for the secondary objective Slay The Warlord. 

This turned the tide for me,  the Dark Eldar desperately battled to regain control of the defence line but it was too late, I had taken control of the Quad-Gun and was planning to turn it on the Dark Eldar in my following turn but they had other plans and destroyed it with a well-aimed volley of lance fire.  My DakaJet was great in this game and shot down two Razorwings and a Venom surviving long enough to start its second lap of the table, meanwhile below some of the boyz took up key positions to make sure I held on to Line Breaker and the other bonus tournament objective while the rest of the army followed my Warboss as he ran down the Dark Eldar survivors.

At the games end only one Dark Eldar Ravager remained in play and the Orks had achieved their first victory of the day WAAAGH!

I bought a round of drinks and we started to pack up ready for the award ceremony.

To sum up, the meta at this event was heavily influenced by the expectation of triple Helldrake or Cron air domination so almost everyone gave up most if not all of their mobility and opted to hold up behind an Aegis Defence Line.

I can see my Drop Pod Space Wolves list doing very well in this kind of environment so I need to hurry up and get 1500pts painted up enough that I can start using it at future events.

The event as a whole was very well  organised and all the tables were well presented with a good mix of different terrain types, I had no issues with any of my opponents as  they were all very friendly and great sportsmen. The TO’s were very helpful and always on hand to help out which was great for someone like me who has never attended an event like this before.

I met some cool people from my local area and some who had travelled from further afield, it was interesting talking to people from outside of my regular gaming group about tactics and models and really get my geek on for a whole day.

I placed 12th overall out of 22 players which was great considering the list of took, two of my three opponents gave me their best sportsman award which was really cooI, I do try to play with a friendly attitude as like Jervis would say its the job of both players to ensure that everyone has a fun game.

A friend of mine who was also competing for the 1st time came in joint second place for the best painted army award and won the coveted wooden spoon for placing 21st overall just ahead of the ringer so this picture will bring a smile to a few faces his included I hope :)

I did not have time to take many pictures of other armies outside of my games but here is a cool Monolith that I saw, the owner was happy for me to take a few pictures.

Oh and here is the Riptide I played in game two, this was only the 2nd time I had ever seen one in the flesh.

 Well thats all I have on the tournament, I think there is another event in August and then one in October so I had better get painting.

Check back soon..

Rumor Control - Eldar

Hey everyone, I am still writing my Zone Mortalis list building and tactical guide so for now I will leave you with some of the new shiny Eldar news that has dropped on to various sites over the weekend.

So on with the show.

Warhammer 40000: Codex Eldar 104 page full colour, hardback Warhammer 40,000 CodexContains New Artwork, Background and rules whilst showcasing the fantastic miniature range.

Warhammer 40000: Eldar Wraithknight
This box contains a multipart plastic kit that makes one Eldar Wraithknight, this completely new Walker stands a massive 9 inches tall and can be constructed with a variety of armaments to fulfill a range of battlefield roles.

Warhammer 40000: Eldar Hemlock Wraithfighter/ Crimson Hunter
This box contains a multipart plastic kit that makes either a Hemlock Wraithfighter or a Crimson Hunter, both new Eldar Flyers. The Hemlock Wraithfighter is a Psychicly armed bomber designer to cause havoc among enemy troops while the Crimson Hunter is an all new aspect warrior class whom excel at aerial combat.

Warhammer 40000: Eldar Wraithguard/Wraithblades
This box contains a multipart plastic kit that makes either 5 Wraithguards previously only available in metal or 5 Wraithblades, a new type of deadly close combat warrior.

Warhammer 40000: Eldar Farseer
A plastic Clamp pack containing 1 Eldar Hero in a dynamic mid-casting posse.

Reformatted Warhammer 40000: Eldar Battle Force
Contains 10 Eldar Guardians and a Heavy Weapon Platform, 5 Dire Avengers (including the option of making an Exarch), a Wave Serpent and a Vyper Jetbike

Reformatted Warhammer 40000: Eldar Dire Avengers
The Dire Avengers squad has been repackaged as a five miniature boxed set (including the option of making an Exarch)

New Finecast ReleasesWarhammer 40000: Illic Nightspear·
A clampack that contains one highly detailed Citadel Finecast resin miniature sculpted by Edgar Ramos. Illic Nightspear is an outcast who has become an deadly assassin armed with the sniper rifle Voidbringer.

Warhammer 40000: Eldar Spiritseer·
A clampack that contains one highly detailed Citadel Finecast resin miniature sculpted by Mike Fores. Armed with a Witch Staff and spirit stone wearing a distinctive eyeless helm.Available While Stocks LastThese Items are highly limited, please request the quantity you require and we will supply you as close to this number as we can.

Warhammer 40,000 Psychic Cards: Eldar·
This pack contains 14 reference cards that describe the effects of each of the Primaris Powers and the the six psychic powers available to each area of mastery

Iyaden Codex Supplement

GW's official teaser trailer can be viewed here:

Thursday, 16 May 2013

Workbench Progress - Ork Battle Wagon

Hey peeps, just a quick post today to show off my new Battle Wagon which I have finished in time for this weekends tournament.

I airbrushed the whole thing in a Mephiston Red that was thinned a little using Liquitex acrylic medium.

I then remembered that I should have masked off the wheels and chassis but it was too late so i got to work using a large GW tank brush and Leadbelcher on the underside before getting all the metalwork and wheels finished.

I followed up by adding the edge damage to the whole model using Leadbelcher again.

I then gave the whole model a shade of Agrax Earthshade in all the recesses and a generous coat of Nuln Oil on all the metalwork.

Lastly I did a quick tidy up on the red and added a few last details using Palin Wych Flesh, Waagh! Flesh and Averland Sunset.

x2 Big shoota
x1 Kill-Kannon
Ard Case
Deff Rolla

Catch you all later :P

Wednesday, 15 May 2013

Product Review - Kaiser 4 Transport Bag

Good morning everyone,  before I start I would like to offer my condolences to the family and friends of Christina Campbell who sadly passed away over the weekend, I have only recently become a regular follower of the Deepstrike Radio Podcast but I found her reports from the perspective of a women in this male dominated hobby very enlightening and the strength she has shown in the face of adversity an inspiration.

Why not head over to Deepstrike Radio and have a listen, I have also added a link on the right hand side of my blog.

Now on a rather less sombre note, anyone who has been reading my posts over the last month will know that I am going to a local tournament this coming Saturday and as I am fielding Orks which have preseneted a few logistical issues.

I found that if I was to use my hard shell GW figure cases I would need to take two of the large cases just to fit my 1500pts force and no extras.  The tournament is being held about a 20mins walk from where I live but as I don't drive and the buses don't got that way I always need to make sure I can carry all my stuff so 2 large cases is too much.

I calculated that I have about 21" of  KR and GW sized Battlefoam trays when stacked so I checked out the usual suspects for a transport and storage solution.

Over the years I have gathered quite a large collection of GW hard cases so I am sort of brand locked into foam that will fit inside them so a little research and some trial and error was required before I started moving into 3rd party foam.

When I contacted KR Multicase they informed me that they do stock GW sized foam but their custom foam does not fit into GW figure cases so then I emailed Battlefoam who explained that they also supply GW sized custom foam but their transport bag line is made to measure for their own  Battlefoam tray dimensions which are a little larger and therefore no suitable for GW foam.

Now lets take a look at the dimensions for a standard sized tray for all three companies.

GW - 14.25" x 10.25"
KR Multicase - 15" x 10"
Battlefoam - 15.5" x 12"

As you can see the closest match is the standard KR foam and I can vouch from personal experience that the KR foam does in fact fit in the GW figure cases, sure its a little more snug thanks to that extra .74" but the foam is super soft and will squeeze in without damaging your figures.

Now I had not completely given up with Battlefoam as I needed some custom trays cut for my Trukks and Battle Wagons, they are customised from the GW kits and as a result a little larger.  KR had nothing that was suitable in this instance so I made a few custom trays on the Battlefoam custom tray builder app using the GW foam template and sent them off for approval.  With 24 hours I had been given the green light and the order was placed, there was now a 6 to 8 week lead time but I was not in a rush so it was fine.

This tray will hold three of my custom Trukks, six Warbikers and have a spare space for other bits, I needed two of these.

This tray will hold one standard GW Battle Wagon with its Deff Rolls attached as well and my custom Battle Wagon with two spaces left for Ghazghkull and my FW Warboss on a Warbike, I only needed one of these.

Sure enough six weeks later my order arrived and everything fitted perfectly, the Battlefoam is very stiff and supports the weight of multiple trays when stacked which is great as I dont want my Vehicles getting damaged.

So the final loadout was as follows

x2 KR Multcase M4T trays holding 50 Troops each 1" depth
x2 of my custom Trukk trays at 3.5" depth
x1 of my custom battle wagon trays 3.4" depth

I then needed something to hold a Dakkajet and as KR don't do any specific Ork flyer trays yet and Battlefoam would take too long to arrive so I used a Stormraven custom tray that I already had from KR which is about 4" in depth.

Now it was time to get a bag measured up, after a bit of a search on the KR site I decided on the Kaiser 4 as the best option which can hold a whopping 21" of stacked foam without any problems.  I was not planning to order any of the card cases at this time as my budget would not stretch this month so I ordered the bag on its own and empty for £49.00 including postage.

Delivery was swift taking only a few days and thankfully my wife was home to sign for it.


My first impressions of this bag were good, it was clearly big enough and had a lot of external pockets and pouches that would carry all my books and dice and templates and the like.  It has good strong walls and supports its shape whether empty as show above or full show below.

Now as I have not ordered any card cases yet I did need to pad things out a little but not much and as I don't need to travel far I don't need to worry about someone sticking a suitcase on top of it and squashing my figs, if I was traveling on a train for example I would want the card cases to add more protection and increased loadbearing capability.  The foam I have fits nice a snug and there is no movement when I walk with it so for now it is perfect.  

Here is an example of what it will carry and I still have pockets unused, the pocket on the inside of the door panel is so large my big red tray was able to fit without stopping the panel from zipping up so that was really cool :)

I am going to order some card cases now I am sure the bag is suitable but for now my Orks shall go to the ball.  I will give this bag a solid 4.5 out of 5 and that’s purely because I think everyone needs room for improvement and if I had to make one change it would be adding ruck sack traps to the rear as well as the satchel strap and handle already included.

Well thats all for today, I have finihed my Battle Wagon ready of the tournament so I will get some picture of that up maybe tomorrow.

Monday, 13 May 2013

Eldar Rumours - Fleshbane Vs Salvo

So today a few interesting bits of Eldar news landed on a few sites that revealed that Eldar Shuriken class weapons may be getting new special rules as well as profiles, here are the contenders.

OPTION A: The Bane of Flesh

Shuriken Pistol 12" S:4 AP5 Pistol, Fleshbane
Shuriken Catapult 18" S:4 AP5 Assault 2, Fleshbane
Dire Avenger Shuriken Catapult 24" S:4 AP:5 Assault 2, Fleshbane
Shuriken Cannon 24" S:6 AP:5 Assault 3, Fleshbane
Shuriken Shreiker Cannon 24" S:6 AP:5 Assault 3, Fleshbane, Poison(4+), Pinning

OPTION B: The Rain of Shuriken

Shuriken Pistol 12" S:4 AP5 Pistol
Shuriken Catapult 18" S:4 AP5 Salvo2/4
Dire Avenger Shuriken Catapult 24" S:4 AP:5 Salvo 2/4
Shuriken Cannon 24" S:6 AP:5 Salvo 3/6
Shuriken Shreiker Cannon 24" S:6 AP:5 Salvo 3/6, Poison(4+), Pinning

I was thinking rending might be a good option but then I was not sure it would come up often enough to compare to the power of poison, I did also think about the shred special rule but decided that was even more broken than Flashbane which basically blows poison out of the water.

Fleshbane is waaaaaaaay too powerful just imagine the damage a unit of 10 assault 2 catapults would cause to anyone, even terminators would be forced to make so many saves that they would fold soon enough, then there is the issue of MC's, no one wants to see their Carnifex being wounded on a 2+ and having to take 10 armour saves from a standard infantry rifle and dropping dead.

At first I had my doubts but now I think about it salvo will work really well for infantry, rapid fire will still stand out as being different as you can move and shoot out to max range, salvo is turning up all over the place now, Chaos have it on the Noise Marines and Helldrake while the Dark Angels have 2/4 salvo Boltguns due to the Banner Of Devastation.

Being assault worked well for Shurken Catapults back during the tail end of 4th Edition with the introduction of the current codex in 2006 as it was a way of keeping the Eldar moving while shooting so they could then coupled with the old fleet mechanic launch an assault and then consolidate from combat to combat thus avoiding much of the enemy fire.

Then in 5th rapid fire was a move or shoot affair most of the time, with a ten man Tactical Squad opting to move and shoot at 12" or assault rather than resorting to shooting at full range and sacrificing movement so even an assault weapon with a 12 or 18" range gave you options over many units.
Now in 6th Edition a regular Guardian or an Avenger unit have no business getting into assaults and an army wide move away from units like this having to throw themselves under a bus just because their gun lets them can only be a good thing.

Sure Guardians and Avengers will need to be used differently than they are now that is if anyone even uses them at all these days, they will likely travel in Wave Serpents before disembarking to weigh in helping clear enemy off objectives before taking up position and using the increased firepower provided by Salvo to defend it, in fact Salvo 2/4 would be wicked in overwatch OUCH!

Jetbikes and vehicles are relentless so twin-linked shuriken catapults and Cannons moving and shooting with the 2nd profile would be sweet, I can see Jetbikes backed up by a heavy support firebase being the go-to unit for shooting enemy off objectives early then holding them while the Guardians move up, no longer will Jetbikes cower in the shadows hoping for a cheap last turn objective grab.

You will see the humble vyper for example maybe getting a slightly reduced base cost and coming stock with a Shuriken Cannon that shoots 6 shots out to 24" then for a small points cost you add a 2nd cannon and now you have a unit that comes in at under 50pts and shoots 12 shots, then take a squadron of three and OMG thats a lot of dakka then team that up with a Jetbike squadron and you have a powerful combo.

To Sum Up

Giving standard Eldar infantry a weapon with a mechanic that helps define their role while complementing their new intended use within 6th is a great idea, then offer them tactical synergy with other units that are dedicated to roles such as assault, supporting fire and anti armour and you have a working concept.

Then all we need is a dedicated assault unit delivery system.............craftworld Venom maybe :)

Thursday, 9 May 2013

The Eldar Cometh

Hey everyone, fist of all thanks to you the readers I hit 6000 page views today so thats great news :)

Still no sign of Faeit 212 returning any time soon though I did see this interview the other day that does give a glimmer of hope that it will one day return in some form or another.

I hope Fait does return as it was a great source for new 40K blogs and the Monday blog roundup sent many new readers my way so I can't thank Natfka enough for that.

So on with the hobby progress, I have not been super busy on the blog front in the last few weeks this has mainly been due to life stuff getting in the way but just so you don't think I've been sitting round doing nothing here are a few early WIP pictures of my new battle wagon and some Space Wolves bits that I am currently working on.

This thing needs finishing before 18th of this month for a local tournament and things have moved on a little since I airbrushed it red using Vallejo Model Air paint.

I have mostly finished the damage on the metal work now and plan to spend most of this coming Sunday getting this Wagon finished or at least close to finished.

My Space Wolves project kicks off on July 1st so I have been airbrushing things in preparation when I get time so this lot were given a base colour of Fenrisian Grey and then I used a Vallejo Model Air yellow on the shoulders, the next stage will be cleaning up the armour before I really get stuck in.

I have also taken on my 1st official commission project, it's a squad of ten Tactical Marines from Black Reach which belong to a friend so there is no killer deadline hanging over me but not being one to beat about the bush I have nearly completed them already.

I was given ten marines who were already built and had some paint on them, I airbrushed them in Vallejo Model Air yellow then using only Citadel base colours I added the detail and then used Agrax Eathshade and Nuln Oil to add some depth before cleaning up the yellow using Averland Sunset, quick and easy and they will look great on the table top.

So on to the Eldar rumours, I'm sure if Faeit was still among us we would already be drooling over leaked White Dwarf images but for now we must settle for this little lot.

To coin a phrase pinch of salt everyone........

  • Universal Fleet including the Avatar. The Wraith stuff though won't have fleet.
  • Old independent character special rules moved to Warlord Traits
  • Jet Bikes moved back to Fast Attack (IC to unlock to troops)
  • Eldar psychic powers nerfed: some powers disappearing, random table, focus on witchfire
  • Warlocks can only use Eldar specific psychic powers
  • Runes of Warding Nerfed: No longer board wide
  • Farseer 2 wounds
  • Eldrad Mastery Level 4, Staff of Ulthamar similar to Ahirman staff
  • Almost all Phoenix Lords lose Eternal Warrior have cost reductions
  • Exarch's must be included in all Aspects units. (Sergeant Character)
  • Don't expect many changes with the Aspect warriors just cleaning up old rules and such
  • Dark Reapers, Swooping Hawks, and Banshees see the biggest cost drops and anti-flyer additions
  • Guardians 7 points a piece
  • Vehicles will have either no cost reduction of very minor reduction (5pts) with Vypers benefiting the most
  • Vehicles come stock with shuriken cannons vehicle savings come with cheaper weapon upgrades and wargear
  • Eldar Flyers first to get Vector Dancer (minus Forge World of course)
  • Don't be surprised to see Giant Wraithlord with T8 and Will not Die
The Eldar codex in essences won't reinvent the wheel this is update to bring them in line with 6th edition units costs and such and with Phil Kelly supposedly once again at the helm expect the changes to be more like Chaos Space Marine codex and less like the Chaos Daemons codex.

Well that's all I have for you right now, 16 days until the new White Dwarf so lets hope GW drop a nice little teaser trailer on their site in the next week or so.

I am trying to get my hands on a copy of the 4th Edition Eldar codex so I can do a walk through comparing Eldar through 4th edition into 5th and then 6th but thats going to take me a while so for now I will bid you all adieu.

Friday, 3 May 2013

Friday Mashup

Hey peeps, it's all quiet on the Eldar front and I while can't help but think this is the calm before the enevitable storm of leaked White Dwarf images and codex rules it does not make for interesting reading on a Friday afternoon so in the mean time I have found a few things of interest to tide us over.


As Calth burns, the Battle Titans of the Fire Masters legion take to the streets of the city of Ithraca, ready to massacre the fleeing civilian population in the name of their new, dark masters. But the remaining loyalist engines of the Legio Praesagius - the True Messengers - still stand ready to defend the Imperium, even in the face of almost certain death. With the nearby Ultramarines forces scattered and lost, the people of Ithraca must fend for themselves as gigantic war machines unleash apocalyptic weaponry across the ravaged skyline...


The Heresy came to Calth without warning. In just a few hours of betrayal and bloodshed, the proud warriors of the XIIIth Legion – Guilliman’s own Ultramarines – were laid low by the treachery of their erstwhile brothers of the XVIIth. Now, as the planet is scoured by solar flares from the wounded Veridian star, the survivors must take the fight to the remaining Word Bearers and their foul allies, or face damnation in the gloomy arcology shelters beneath the planet’s surface.

OK well here in the UK its a bank holiday weekend so I have three days off in the sun but if any Eldar pictures turn up I will get them posted up straight away.