The rise of albion- a 40k campaign

Me and a good friend, Lee have talked about a campaign for ages and we are finally getting around to it. Fought between his imperial guard and my skitarii force, our aim is for 6 games culminating at a 10k game at warhammer world. 

Game 1 is a small 500pts game, then each game escalates.  The winner of each came can stipulate the following game. It’s collaborative process with the game more important than the winner.

The plot of our story is a simple one. The once prosperous agricultural world of albion has hit hard times. A calamity damaged a lot of the farm land making it inhospitable.  The ‘dead zone’ has something living in it. The once loyal guard regiment has found a new ally to help the world survive.

Who are they? Did they cause the calamity? Why is the inquisition suddenly intersted? 

Also on the planet is a small number of skitarii who are protecting the admech priests that tend the massive farm machinery.  Who side are they on and will there links to the Ultramarines be needed?

So that is our campaign.  We both have busy lives, so the games will be spaced out. I am growing my army over the year and lee is working on his new ‘allies’

As we progress I am adding new scenary to my collection as well. I have a pump station, church,  macro cannon and sector imparilis to paint up. Each battle will be closer (and more built up) as the fighting gets close to cities.

I’ll be blogging on each game with Lee and I adding background to the armies and planet as we go.

Till then watch the dead zones, something is lurking. 


The rise of albion game 1

The flyer tried to Jinx, but the autocannons raked across its hull. The small craft shuddered with the impact and small fires broke out where the heavy shells punched through.

The young courier clutched the data bundle.  The wax seal on the dark red canister was stamped with the symbol of the inquisition and holy oils had anointed the canister.  Their aromatic scent being over powered by the smell of burning wiring.  As acrid smoke filled the hold, the courier realised the danger and activated the emergency transistor on the base of the canister.

“Brace, brace, brace” the pilot shouted over the intercom. As he prepared for the shock of an impact, the back of the craft exploded and the lander shock to the left. The nose started drop and the engine started to strain.  The craft was losing altitude, heamorging smoke.

The impact shuck the courier in his harness, debris flying around the cramped cabin space. It was only a matter of time till something hit him ending his short life. The craft started to disinteregrate and on landing it shattered into shrapnel.

The courier was thrown from the craft, his life ended as his body hit the rocky ground. Still clutched in his hand was the data cylinder, his last act was to clamp his bionic arm around the it. Securing it with his dying breath.

Across the valley the skitarii of Gantz 31-23-alpha monitored the impact. With the efficiency of a well oiled cog the recovery team was dispatched and the investigation as the weapons used to down the craft began. Those responsible would want to recover evidence to, so the recovery team went armed for war.

To the west the patrol of 1st Albion regiment. Orders had been received. The data held in the craft must be recovered.

Game 1-intercept the courier.


Game 1 is a 500pts skirmish. The crashed lander has essential data that the albion 1st wanted. A small skitarii force, was in the area and saw the crash. They were despatched to investigate.

The mission played was relic over a 6×4 board. The relic was a data cylinder that contained the secrets of albion, discovered by a covert inquisition team. The guard of the 1st Albion regiment wanted it back, the skitarii having no idea what it contains wanted the knowledge. To add to the game, Lee had written the text of the message but I could not see it till I captured it with my skitarii.

Our plan for the game was to keep the armies a patrol forces not full combat units. So we keep them troop heavy with only light vehicles.

1st Albion. (Lee-imperial guard)

Lees list was a veteran heavy army 2 squads of vets supported by a command squad in a chimera. Supporting this was full squad of sentinel (Armoured) the force was an independent force self sustainable and ready to go to any fight. For his warlord, Lee got preferred enemy:skitarii for the warlord and his unit.

Skitarii (paul)

My army was a simple army to choose I only had a small force painted. So I took most of it! This was 2 vanguard units (10 with 3 arc and warlord and 7 with 2 plasma),10 rangers in 1 squad with 3 aquabus and the dragoon.

The skitarii got to deploy first, but with small armies, grand tactical plans aren’t really on the cards! I deoyed each unit in a long front with the central position taken up by the warlord. The dragoon was on the left flank.

The guard again held nothing back. They matched the skitarii deployment with the warlords facing each other. The most important deployment was in the left. 10 vets with an auto cannon set up in the woods just off center and took up a good defensive position to their left was the sentinel squad.

Lee was about to seize the initiative when he discovered that all skitarii have scout! The army surged forward in a hurry to take the relic. Rolling to seize the initiative, Lee failed the skitarii would start the campaign with the first shots!

Turn 1
This was my 1st ever use of this army and mistakes are bound to be made. We joked abut having a whole army with new model luck, but I think it worked in my favor.


The army surged forward in to weapons range and speed of the Martian troops took lee by suprise. Off to the left the rangers fired 1st killing a few vets in the trees. They went to Ground and mist were saved. In the centre the arc guns of the vanguard were in range of the chimera. Rolling 3 hits the tanks was in danger, but the 3 6’s on the heywire rolls was really unexpected. With arc of lightning flying from the hull, the machine died. 1st blood to the skittarii!

Wish confidence I boasted about the massive charge range of the dragoon and how lethal it was in combat. Firing the snap shots from a missile launcher, Las cannon and autocannon the dragoon dodged the incoming fire, but miss timed it’s charge. Failing to make the 7″ charge.

*since the game I have learnt that you can’t charge from scouting. As the charge had no impact on the game this didn’t matter to much.

In reply the comand squad advanced with 3 flamer weapons towards the vanguard. The other units took aim at the nearest units and let rip.

They killed 6 skitarii and I totally forgot the FNP rolls. All the leadership tests were passed. The skitarii warlord took a wound from the flamers.

The sentinel opened fire on the dragoon at full BS. The Las clipped the walker, but the Insense cloud saved it.

Turn 2
The central vanguard took the objective and we’re all in range of the command squad. The vanguard on the right also came into range, but had taken a few casualties in the previous turn.

Firing was brutal. The small vanguard killed the 10 vets on the right. The vanguard in the center killed the command squad and wounded the officer. The rangers finished the commander off, slaying him.

The dragoon made his second charge taking a glancing hit from an autocannon on the way in. In combat he killed the 1st sentinel with now damage in return.

The guard, staggered by the onslaught, still stood firm and avenged the fallen commander. The autocannon killed the skitarii warlord and the various other weapons killed a few more. The squad was down to its last 3 troops. But they held their nerve.

Combat saw another sentinel fall for no damage I return.

Turn 3 and 4
With the guard down and under gunned it was a matter of time till they all died.

The vanguard with the relic to the cargo out of the line of fire. The rangers and other vanguard mover in to a short ranged fire position and killed the vets. Not even the cover could save them.

This was followed by a few rounds of combat between the dragoon and the sentinel. By turn 4 the last guard had died, but the death of the dragoon was on the cards as the last attack of the Armoured sentinel just failed to glace the armour of its erstwhile cousin.

Game over-winner skitarii

The game ended with a clear skitarii win. The guards guns were silent and the skitarii took their prize.

Unbeknown to the followers of the machine god, the 1st Albion had got a final transmission off and their commander knew were the skitarii would go. All eyes turned to pumphouse 72. Could the data be recovered before it was sent to the inquisition? Would the small skitarii hold the pump station? Only game 2 will answer these questions.

Game one was lots of fun. The skitarii firepower took us both by suprise and the mid range killing field is a scary prospect. I made mistakes with them but all told, I liked using these new killers. The skitarii have the data cylinder and the message. What is on the coded disc.

Dudes, wheres my tank?

In a recent game we decide to try out a simple idea. What if you couldn’t take tanks? In fact, not just tanks but no av at all? Played at 1000pts, the game was just infantry. We ended up with ultramarines vs iron hands in a great scrap.

It was very reminiscent of old 40k and you soon realise where all the points go. For me, I took 2×10 tactical squad, 10 devastators, 10 sternguard and 5 vanguaurd. For hq I managed to take a captain and librarian . That’s 47 marines, 6 of which had jump packs. In a 1000pts game, that was huge!

We opted for the maelstrom of war mission and fought out a 5 turn classic of a game. Lots of movement, shooting and a real science of the ebb and flow of a battle. Turn 1 only saw 6 dead and the arrival of reserves saw no deathstars, instant first blood or any shenanigans. 1st blood in fact went to the librarian, with a psych scream.

In the end the ultramarines won, with a solid chunk of survivors, but lots of smaller battles lead to the win. One thing that really stood out, the game was settled in combat. The shooting phase , while still brutal, was not the decider. This was a refreshing change for us and the dominance of the humble foot slogger was awesome.

We are trying again this week, but the ethos of the game will be stretched. I am tempted to suggest no monstersus creatures as it fits the idea well, and

2nd war for Armageddon animosity gaming.

Yesterday I got invited to attend an event with a group of gamers called ‘animosity wargamers‘ hosted at slayer games. I knew very little about either and this blog is less about the game and more these groups.


I was invited to their recreation of the 2nd war form Armageddon. They needed the boys in blue. Simon, a member of the outlanders invited me to help out. So now I am the ultramarine guy. Simon agreed to give me a lift and we left at some ungodly hour to make the trip to Mansfield.

The game was to be played in a semi apoc fashion. Each ‘battle’ was fought 4,000pts of ork vs 2 x 2,000pts allied imperial. They are a fluff based group so if it wasn’t in the fluff it was out. The imperials we mainly guard and the 3 space marine chapters. Obviously gazkull and Yarrick were there with Dante leading the marines. For my marines, it was a chance to use the thunderhawk! Filled with second company, supported a 1st company squad in a smaller raven.

We arrived at an industrial estate in Mansfield, the home of slayer games. I knew nothing of the venue, other than the staff were a great bunch of gamers. The venue on an industrial was not what I expected, but was genius. Once in side, the shop part is well presented, with a wide range of well priced games. As well as the obligatory gw stands, most other big names were present, but a few I had not seen befor. The store had a couple of nice demo tables an open table area for card games. Dotted around were a few display cases with great painted miniatures in.

I was then shown the big room at back, that was just huge and full of 6×4 tables. Strewn with a mix of terrain for various games. In the centre was a long 4×24 table. The battlefield for our game.


Over the next half hour the various gamer turned up. It was the first time I had met them but the group was friendly and welcoming. Within minuets we were all swapping stories. Animosity is a group that seems to pride itself on a love of wargaming. They are not WAAC, but play the games to have fun. This ethos is very important to them and I can see why. They have sense of camaraderie and were all there to fight this huge battle. It was not the ork or imperial must win or that it was a competitive match. It was just gonna be epic day of wargaming.


Having a chat on the forum before the game, I had soon picked up this ethos. No raging nerd rage, no killer invisible blobs, no cookie cutter list. Just a group trying to pull together a game. Scot the organiser had a vision for this game, but it seemed, with a little cajoling, that the group all pulled together to make this event happen. Some even lent armies to other gamers if their primary force was not right for the setting.



After a mug of coffee and a long natter about the hobby, we were herded into the gaming hall. Broken into 2 sides, scot explained how the day would work. Rather than on long table with massive turns of 16,0000 per side, it would be 4 games played over 4 tables, each table victory adding to the total at the end. Scots deployment plan was inspired! It needs a name, but the ‘scot line’ works for me. Deployment was done diagonally with the short end of one table butting up with corresponding side on the next table. This meant you got ‘wedges’ of imperial , then Orks. While it limited deployment, it a great way to line up a big game.


The plan was first turn up lunch then finish each off from 13.00. Time flew by and the buzz in the room was great. The rules were relaxed and very little rules lawyering was needed. The relaxed atmosphere meant the game was more important than the outcome. The armies were all painted to great standard and slayers tables were nice.


The day was a fantastic day out. I met a truly great bunch of gamers and visited an inspired venue. I have always said how much I hate the tournament scene, but this group has shown me a new collective way to play epic battles. I can’t wait until January and the 3rd war for Armageddon.


Must say thanks to slayer for hosting the event. It’s a novel approach to an independent gaming store that really works for me. The local batch bar did a roaring trade at lunch, but they sold snacks and drinks, so we were well feed and watered.


Thanks all for a great day out. The 13th legion will return soon!

Sunday review

Well, here is a thing! its been months since my last Sunday review. So, what’s changed? I am trying to get the blog back to a regular thing, and 3 in the last 3 days is a good start. 

So what have been up to and and what’s next?


Well, I have been plugging away with the 13th legion and I can now field over 8,000 pts (And by Just over, i am 2 points over!)

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Just finished is a Captain on a bike. done more for fun than any other reason, i got the idea stuck in my head for a convesion, so I went for it. I enjoyed the task and i really like him. I have decided to use him to represent Captain Epagus of the 6th Company as denoted by his orange markings. Might have to add some more bike in the future. 


Also finished, at long last are the 10 sternguard. boy these became a chore. I was never happy with the white on the shoulder trim and if am i am not happy, then i tend to put it off. i finally caved in and did something about it. the end result is much better and reflects their status. 



while various projects have been going on, I have been slowly adding hatch options for the 2 Land raiders. now finished are 3 closed and 1 open hatch (as in no option taken), 2 hatches with Stormbolters (one open, one closed) and a Hunter killer. the final option with a Multi-melta is still a WIP.


Taking of WIP, the new Terminator unit started this week. if all works out, then next Sunday, you’ll get to see the finished 5 man Thunder hammer squad. 

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I have also done scenery of late, and heres some photos of the work. 

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well, I played the 1st game of my League ‘group’ stage. The rules for our league are easy. you win, you move up. here is the report from the game 

Next week will see my in a development game against another young league player. I am training him up to improve his game craft, the following week will see me in full game Vs his ‘Nids. 


Battle report ultramarines vs salamander 1500pts

On Thursday 3rd sept I fought a group match at the rugby outlanders club vs Ben. He’s a younger player, but full of enthusiasm. We fought 1500pts, tactical objectives.

Here are the very basic lists from memory.

Cato sicarus
2 tactical squads (10 man squads)
10 sternguard


Salamanders  (count as)
2 librarians 1 in terminator armour
5 tactical in plasma cannon
5 tactical in drop pod
5 assault marines.
5 scouts mixed weapons with landraider storm
5 sniper scouts
Land raider Reedemer


Pre game and set up.
We decided to play the maelstrom missions and rolled deadlock. Ben rolled. For his librarian powers, mixing up his choices, the warlord (lv 2 in term) choose telekinetic, with the out, in the relic armour choosing a mixed back. It was a shame he didn’t take all from pyromancy, as it would matched his army well. For warlord traits he rolled , as I am using Cato, I get sword of the imperium.

The board was 6×4, RoB with medium amount of cover. The 6 objective counters were spread out over the board. Ultram so got the 1 turn so deployed. Keeping the raptor and raven in reserve and placing both sternguard and iron clad into the raven, deployment took very little time. Tac 1 split in to squads. The missile launcher and 4 marines took up position in bottom corner, taking obj 6. The rest of his squad started on top of the near to obj 1, accompanied by Cato. The 2nd squad took cato’s battle hardened vets rule and I choose to infiltrate.

Ben deployed in tight block behind his land raider. Oddly however, nothing started in the beast of a tank. The 2nd librarian joined the 5 man squad in the drop pod.

I infiltrated the tac squad in the building at the far end of the board, taking obj 2 in the process. Ben infiltrated his scouts, the mixed squad taking position 12 inches from Cato and his snipers taking obj 4, in the corner opposite my missile squad.

Ben tried to seize the initiative, but failed. The board was set and the game was ready. My plan was simple dissected the scouts before the central block made it to my lines. The reserves would deal with the raider and his warlord.

Drawing 6 cards, I got a mixed Bag of tactical objectives. Including taking markers 1,2 and 6! Nearly had 3 vp before a dice had been rolled!

Turn 1
With little movement beyond cato’s squad, turn 1was quick. Cato advanced towards the scouts. The infiltrating tactical squad shot at the assault marines killing the sgt with a power fist. Combat saw the Cato and his squad charge the scouts. Killing 4 of them. I scored 2 vp, as I was not close enough to get obj 1.

Ben dropped his pod by inflating tactical squad, he advanced his scouts towards them as well. The landraider and warlord advanced slowly up the center. Over the shooting and psychic power phase he killed a tactical marine, but he got yo claim a vp from a tac card for casting a power.

He charged the assault marines in to the infiltration squad. The over watch killed a 2nd marine, the 3 remaining marines got into combat. 2 more died, with no casualties on my side. Cato killed off the last scout. First blood to the 13th.

Turn 2
With astute planning, Cato had arranged for the arrival of all the reserves. I also draw 1 new card. The raptor lined up on the marines from the drop pod, all 6 in its sights. The raven headed towards the central block of troops. Cato headed towards the 2nd scout squad. The combat squad took obj 1.

Shooting saw the raptor slaughter the entire squad inc the libarian. His relic armour letting him down 3 times! The raven tried in vain to damage the tank, but did kill a few marines with its assault cannon.

Combat saw the inevitable death of the assault marine. It was at this point, Ben remembered that they were vanguard. Ah, the benefits of a written list and wysiwyg! Not sure how much difference it would have made, the ultramarine sgt with a power weapon killed them all!

By the end on turn 2, the sense of inevitability started. Ben failed to get either reserve. He advanced onto obj 5, with the tank, his warlord dove in the woods for cover from the flyers. The death wind launcher in the pod killed a tactical marine, the dice gods saved 6 Others. The most important shot was a missile from the scouts into Cato. It was a solid hit, wounding him, but his armour saved him. The scouts feeling nervous as the mighty hero bore done on them. The librarian cast his beam power, failing to kill any one of the targeted squad.


Turn 3
The marines of the 13 feeling that they had control. Cato moved to charge range, the raven dropped to hover with the raptor looming over the marine squad. The raven disgorged both squads, the ironclad Lined up on the landraider. The sternguard targeted the warlord, as I held the assassin card.

Shooting was brutal. The infiltrating squad killed the pod, the raptor trilled the tactical marines and wounded the warlord. The sternguard finished the job, 2 more vp to me.

Cato charged the scouts. Rolling 12 on his range, he killed 2 of the scouts. The ironclad immobilised the landraider and stunned the crew as well. The salamander force was looking in trouble.


Finally arriving the reserves deployed. The raven lined up in the raptor, revenge on its mind. Shooting immobilised the ironclad, but it was still in base contact with tank. All the shots to the raptor were avoided with the jinx saves. The deepstriking land speeder sped flat out towards the combat squad on obj 1.

Another scout died to Cato, but the return attack did wound and Cato failed his save. However, again the dice gods did step in not, to want to the might hero wounded, passing his FNP save!


Turn 4
This was very much a mopping up exercise. The landraider died as did the last scout, Cato claiming obj 4. The land speeder died to massed bolter fire. The poor skimmer crashing down without claiming any objectives.

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The salamander raven split it’s shots, the Lascannons and melta shot in at the flyers, with the storm bolters going for the tactical squad.


The game need here with only the salamder raven left, with only 4 dead ultramarines.

End score was 10-2.

Well, that was a dissection of a salamander force, but it was fun game. Ben, while making a lot of errors, is fun player. He brings a real passion for his army and he has a great history for his army.

His primary mi stack was taking 3 transports, while not transporting any troops. His lack of planning let him down and I think his passion for the force clouded his selection. He took a lot of extras that looked cool, but ultimately did little. Against a well planned sculpted lust, the out come was always clear.

While it sounds like I am being harsh, I am not. Ben is young and is learning. His passion is great to see and he will be a force to be reckoned with in future.

It was a fun game, with some great moments. Cato charging down hill towards scout, brushing aside a crack missile and leaping into combat.

League wise, I am still top of my group and I am ok for the quarter final, but I have 2 more games to go. 

Go really big or go home!

I finally get to play the big game! While I have played lots of big multiplayer games, I have never had the chance to play a big 1 on 1 game. So the game at Warhammer world will be over 5600 per side. As with all apoc games, the points total is little but a guide. I am taking the ultramarine 2nd company, led by the utterly brilliant Cato Sicarus taking on the Astra millitera, lead by a lord Bromhead, (count as creed). It will be our first game using 7th ed and the 1st time for many new units, including my newly painted thunderhawk!

So, how the hell do you plan for something so big? Well, the normal approach is take the lot and just have fun. Nothing wrong with this, but I wanted to build a ‘fluffy’ army. The game will be for a large bridge. There will be 3 objectives, one at each end and 1 in the middle. The bridge is around 72″ long on a 144″ table. With water either side of the bridge, (that is impassable to all but amphibious or Superheavy walkers) the game will have a strong narrative. The controller of the bridge at the end will win. With a possible 3 points up for grabs and each of us starting near to an objective, just camping is not an option. You gotta fight for your right to be called the victor! Both forces are battle forged, so troops will really matter. My massed flyers are the only things that can’t score the svp!

Here is my list. It’s all spacemarine bar the 2 knights of house verdan, but these are supporting units I the plan. (I know, 2 knights are ‘only’ supporting units! How cool is this game going to be if nearly 800pts is just supporting!)

Glorious 2nd Apoc Force (Ultramarines) 5,720 points

HQ 455 points (8%) (165 points do not count towards limit)

Captain Cato Sicarius (185)
Mantle of the Suzerain; Talassarian Tempest Blade; plasma pistol; Iron Halo; frag grenades; krak grenades, And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Rites of Battle; Surprise Attack!; Battle-forged Heroes; Warlord Trait- The Imperium’s Sword

Command Squad Mk2 (165)
4× chainsword; 2× boltgun/bolt pistol; 2× meltagun; power armour; frag grenades; krak grenades; company banner bearer, And They Shall Know No Fear; Chapter Tactics (ultramarines)

• Apothecary
power armour; frag grenades; krak grenades; chainsword; boltgun/bolt pistol; narthecium, And They Shall Know No Fear; Combat Tactics; Honour or Death

• Company Champion
power armour; frag grenades; krak grenades; power weapon; combat shield
And They Shall Know No Fear; Combat Tactics

Techmarine (75)
artificer armour; frag grenades; krak grenades; servo-harness; Techmarines weapons (Chainsword ; bolt pistol), And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Blessing of the Omnissiah; Bolster Defences

Space Marine Chaplain (105)
Crozius Arcanum; rosarius; power armour; frag grenades; krak grenades; 2× ranged weapons; special issue equipment (jump pack), Chapter Tactics (ultramarines); Independent Character; Liturgies of Battle; Honour of the Chapter

Space Marine Librarian (90)
Epistolary; pyromancy; force weapon; psychic hood; 2× ranged weapons (bolt pistol ); power armour; frag grenades; krak grenades, And They Shall Know No Fear; Chapter Tactics (ultramarines); Independent Character; Psyker (Mastery Level 1)

Elites 1,105 points (19%)

10 Sternguard Veterans (290)
combi-flamer; 2× combi-melta; power armour; boltgun; bolt pistol; special issue ammunition; frag grenades; krak grenades; special/ heavy weapons list (Heavy flamer), And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
power armour; special issue ammunition; frag grenades; krak grenades; power weapon; boltgun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

Drop Pod Mk 2 (35)
storm bolter
Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault

10 Terminators (445)
Terminator armour; storm bolters; heavy flamer; assault cannon; 8× power fist; 2× chainfist, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Terminator Sergeant
Terminator armour; storm bolter; power weapon, And They Shall Know No Fear; Combat Squads; Chapter Tactics-(ultramarines)

Ironclad Dreadnought (135)
seismic hammer (built-in meltagun); Dreadnought close combat weapon (built-in storm bolter); smoke launchers; searchlight; extra armour
Vehicle (walker); Move Through Cover

3 Centurion Assault Squad (200)
two siege drills; 3× hurrican bolters; 3× Twin Linked flamers, Relentless, Chapter Tactics (ultramarines), And They Shall Know No Fear, Move Through Cover.

• centurion sergeant

Troops 785 points (14%)

10 Tactical Marines (185)
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Flamer, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
power weapon; boltgun; power armour; frag grenades; krak grenades, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (180)
power armour; boltguns; bolt pistols; frag grenades; krak grenades; Missile launcher (Flakk); Grav gun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
bolt pistol; chainsword; power armour; frag grenades; krak grenades, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (180)
power armour; boltguns; bolt pistols; frag grenades; krak grenades; multi melta; Flamer, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
power weapon; Bolter, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

10 Tactical Marines (195)
power armour; boltguns; bolt pistols; frag grenades; krak grenades; heavy bolter; Meltagun, And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
chainsword ; power fist , And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

Rhino (45)
storm bolter; smoke launchers; searchlight; hunter-killer missile , Vehicle (tank); Transport Capacity: 10 models; Repair

Fast Attack 245 points (4%)

10 Assault Marines (245)
2× flamer; jump packs; power armour; chainswords; bolt pistols; frag grenades; krak grenades, Jump Infantry; And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Veteran space marine sergeant
bolt pistol ; thunder hammer; storm shield, And They Shall Know No Fear; Combat Squads; Chapter Tactics-ultramarines

Heavy Support 1,085 points (19%)

10 Devastators (200)
power armour; boltguns; bolt pistols; frag grenades; krak grenades; 4× heavy weapons list (2× heavy bolter; 2× las cannon) And They Shall Know No Fear; Combat Squads; Chapter Tactics (ultramarines)

• Space Marine Sergeant
bolt pistol; boltgun; power armour; frag grenades; krak grenades And They Shall Know No Fear; Combat Squads; Combat Tactics

Drop Pod Mk 2 (50)
deathwind missile launcher
Vehicle (open-topped); Transport Capacity: 12 models or 1 Dreadnought or 1 Thunderfire Cannon; Inertial Guidance System; Immobile; Drop Pod Assault

Stormeagle Gunship (285)
vengance launcher; twin-linked heavy bolter; ceramite plating; 2 twin linked lascannon, Vehicle (flyer); Aerial Assault; Assault Vehicle; Cemerite Plating, Spirt Of The Machine, Hover; Supersonic; Transport 20.

Fireraptor Gunship (220)
Twin linked avenger cannon; auto cannon turret , Vehicle (flyer); Strafing Run; Spirt Of The Machine, Relic Of Armoury.;

Demios Predator Executioner (165)
heavy conversion beamer; sponson heavy bolters; smoke launchers; searchlight Vehicle (tank)

Contemptor Dreadnought Mortis (165)
WS5·BS5·S7·FA13·SA13·RA10·I4·A2·HP3 twin-linked autocannon , Vehicle (walker); Fleet, Atomic Shields;

Other 1,135 points (20%)

Thunderhawk Drop ship (685)
BS4·FA12·SA12·RA10·HP 9
Thunderhawk cannon; 4× twin-linked heavy bolter; 6× hellstrike missiles; ceramite plating , Vehicle (super Heavy flyer); Assault Vehicle; Cemerite Plating, Hover; Transport 30

Adeptus Stormwing

Stormraven Gunship (200)
twin lascannons; twin-linked multi melta; ceramite plating; hellstrike missiles
Vehicle (flyer); Skies Of Fury; Assault Vehicle; Cemerite Plating, Spirt Of The Machine, Hover; Transport 12 And/or 1 Dreadnought.

Stormtalon Gunship (125)
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating
Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic

Stormtalon Gunship (125)
twin-linked assault cannon; Skyhammer missile launcher; ceramite plating
Vehicle (flyer); Aerial Assault; Escort Craft; Hover Strike; Supersonic

Detachment: House Verdan (Imperial Knights)
Troops 745 points (100%)

Paladin (375)
titan close combat; rapid firing battle cannon; heavy stubber; heavy stubber
Super Heavy Walker. Fear, Strike down, Smash, Stomp, Invincible Behemoth, Hammer Of Wrath, Move Through Cover, Relentless.

Errant (370)
Titan close combat weapon; thermal cannon; heavy stubber
Super Heavy Walker. Fear, Strike down, Smash, Stomp, Invincible Behemoth, Hammer Of Wrath, Move Through Cover, Relentless.

As you can see, it’s a lot and the points balance doesn’t suggest the care behind the list to make it fluffy! So here us the plan.

2nd company core

The core of my force is the cheapest bit! Numerically the 2nd company is the largest. Made of Sicarus with a command squad, 4 tactical squads, full assault squad and devastators. (1 of each) the Thunderhawk is also 2nd company. Along with a librarian and a chaplain, the 2nd company is a quite large. I have avoided adding extra units such as more psykers or chaplains. The plan is to use them are the core objectives takers. Dropping devs in a pod is a new move for me and I hope to throw a spanner in to his plan and using the chapter tactics will allow for a real suprise.

1st company assault force.
The vetrans of 1st company are in a supporting role. My plan is to pod the sternguard in to his artillery. I am not expecting them to survive, but they will go down in a blaze of glory first. The highly mobile terminators in the storm eagle will fire fight. Deploying as a squad of 10, unsupported, they will smash units threatening the members of the 2nd. The fire raptor will have a similar role, but it will also look to distract from the Thunderhawk.

The anchor force
Any large army standing without support will soon get isolated and broken. To prevent this I am using a solid fire base. 2 knights will act as fire magnets and the paladin in particular will be a primary target. The longer rang of the rf cannon makes in a great support unit. I am also taking a preadator demios with a heavy conversion Beamer as a bit of a surprise package. At 72″ (some near the middle of the board) it will have S10 ap2 large blast. That will focus my opponents attentention! Rounding off this part of the force is a mortis contemptor and techmarine to keep them all alive and in the fight!

The wild card
Just to round off the force I have a adeptus stormwing. Loaded with the ironclad dread, centurions and the librarian, this is my plan to kill his storm lord. The talons will peel off and attack any fliers leaving the raven to focus as a delivery system, straight into his lord of war. That’s 10 S9 ap2 armour bane attacks and then 4 s10 ap2 dread attacks. Should kill it in a turn and the 5 template weapons will fry the passengers as well!

The mission is a go.
Ok, so that the plan, but, I hear you ask, what is he using? Well most of it is easy. 12 tanks, 15 scions, valk, ven, 30 vets, 10 hw teams, around 80 guardsmen, his storm lord and his knight paladin. But, I know he likes to surprise, so, you just don’t know what he will do. I know he has something up his sleeve, he is calling ‘the game changer’ but I don’t what it is. So planning wise I have a big question mark. However, you can plan for what you know and have a reserve just in case! The assault marines have been equipped with both flamers for hordes and a thunder hammer for armour. I will have them in reserve and drop them wherever they are needed most. The plan is set, the boxes are packed and we are ready for the war!

Flight of the 2nd-into the jaws of death. A 5700Pts apoc report

Wow, what a game! Fought out at Warhammer world, lee Bedford and I played out one of the most exciting games of 40k either of had been part of. It’s cinematic feel and epic sweeping moves took the apocalypse format as it was meant to be played. We tried, and in my humble perspective, to recreate an epic struggle for a bridge. Looking like part of wider campaign we set the objective before the game to help forge a narrative.this helped plan the game and the lists we took.

The battlefeild

The forces.
This was an epic clash between ultramarines and imperial guard. Both using the current 7th ed codex and rules.

The 1st Albion army of lord Bromhead.
Lees army was huge! Centred around 2 Superheavy tanks (baneblade and stormlord) was a solid gun line. 6 tanks, with pask in a punisher (Lees favoured unit) 3 basalisk, 3 hydra, 2 large troop blocks, and a host of characters, including Yarrick. In reserve was a host of 10 scions (2×5), 20 vets 2×10), 6 snipers and 2 flyers. We had to expand the deployment zone to fit it all in. To cap off his list the knight ‘pride of Albion’ took his place supporting the storm lord.

2nd company ultramarines
Lead by Cato sicarius, the ultramarine force was dominated by airpower. Central to the plan was a thunderhawk. Supported by 5 other flyers that transported a big part of the force . Taking over half of the 2nd company, 2 squads of 1st comp and a couple of dreads, the army was highly mobile. In support, a pair of house verdan knights and demios pred excutioner.

Deployment and table.
We played on the bridge of J’migan, a 6 x 12 board, the central feature of which was a 4′ long bridge. At each end was an objective marker, with the 3rd in center. The game was simple. Take the bridge. Each marker was worth a single point. Victory was won or lost by taking the J’migan bridge.

Ultramarine Deployment

To speed up deployment, we both set up at the same time. The ultramarines spread out over their 18″ deployment zone, really quiet thinly, with lots in reserve. The guard filled their zone with a sea of men and tanks. Split in to 2 forces, you could see his plan. The bane blade, pask (with 2 other tanks) Yarrick and a large blob of men took the road to the bridge. The storm lord, along with 3 more tanks, the knight and Bromhead took the open ground to the right of the bridge. His 6 support tanks took up places at the back. His deployment took a while, so I went for coffee. To add a small surprise I infiltrated tactical squad 4 w/multimelta on the Aquila emplacement to the left of his deployment. (Using sicarius battle hardened skill)

Imperial Deployment

Turn 1
We rolled for 1st turn and the ultramarines won. My act of this game was to declare devastator tactical doctrine. My first move was to drop some diversionary troops into his army, drop podding with a devastator squad was always going to be a risk, but as they could move and shoot this turn, it was worth the risk. The squad had been split into 2 squads, las cannons in 1 and heavy bolters in the second. My army at the other end of table slowly advanceds, but nothing was in range. The devs and tactical of the diversionary squads took a few shots, killing a hydra and taking a hull point off the 1st bask. This left it unable to shot this turn.

Ultramarine turn 1

Imperial turn 1 was a slow advance, with little shooting. The basalisk took a hp off a rhino, and he also shot at the division force, kill 6 from the tactical squad and 5 dev marines. My plan to divert actually worked. He turned around 3 leman Russ tanks to deal with dev squad and this would effectively keep them out of the game. He also tried some psychic powers, with little effect.

Score 0-0

Turn 2
Turn 2 saw the much anticipated arrival of a Thunderhawk. The massive model flew 36″ and was still pretty much out of range. Along side it came the fireraptor and stormwing, the 1st time I used this formation. It won’t be last either! Only the stormeagle didn’t arrive. Back down at the other end of the table, I dropped in the 2nd pod, this time with 10 sternguard and a 10 man assault squad, split into combat squads. The locator beacon on the first pod was very useful for this deployment. The combined diversionary force now stood at nearly 1000pts. The shooting phase this time was a bit better. The hawk, only in range with the dorsal cannon blew up a single guardsman and took the fists hull point off the storm lord. The knights hit out out their erstwhile brother machine, taking a hull point of the walker.

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The distraction force ripped into the guardsman, slaying over 20. The sternguard killed off the auto cannon squads, the devs combat squad with las cannons, spinning on the spot took a pot shot at the bane blade taking a hull point. I also charged into the side of a bask with the remaining marine from the dev combat squad near the center of the board. He then spent 4 turns trying to harm it! He took 2 of the 3 hp by the end turn 6!

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The guard responded with a slow advance. Both flyers arrived, but lee forgot to roll for reserves on a vet squad and both scions squads. The armour on the bridge took let rip, causing lots of wound. The storm lord opened up at a rhino. I’d love to say the plucky little tank held up, but no. It was shredded. The crew got out ok, but it’s game was over. As in over killed. It was an awesome dice roll from, the 15 s6 hits was great fun for lee to roll, with more than a little look of glee! In the psychic phase, lee shot of a power, killing nothing, but rolled 2 6s. He was killed before Yarrick shot him. The basalisk all took exception to cato’s rasorback, taking a hull point and making it unable to shoot for a turn. For those that have fought his basalisk, you’ll know that by now, all would normally be dead or the targets would be inside the minimum range. On this table however, they dominated the shooting for the whole game.

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Score 0-0

Turn 3
Arriving in the 3 turn was the last if the airpower, the stormeagle stuffed to capacity with the terminators. It swept in at full speed, dropping the chance to shoot, but catching up with the rest of the airpower. With movement complete, Every other unit shot at the enemy, slowly whittling down the hull points spread across the board.

The thunderhawk blew up a few tanks, it was finally living up to promise. The marines inside were itching to get on the ground, but the river, that we had decided was impassable, was to wide. By turn 3, the hawk was still 8″ from the other side!

Hi lights from shooting was death of the vendetta and the ending of the last of the hydra guns. (While I didn’t kill the tank, but the maingun was gone! ) The sternguard killed of more troops and the last of missile squads died. In the assault phase the assault squad with flamers charged into the guard, killing 5 of them, including Yarrick! The rest of the squad went off to kill the last of the Leman Russ demolishes. The thunder hammer came into its own, smashing the tank to bits.

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Turn 3 for the guard was a mixed affair. Remembering that he hadn’t rolled for his reserve troops. Getting them this turn, they tried to retake his deployment zone. The scions killing not only an assault marine, but also 2 sternguard. His veterans also took a pop shot at 1st company veterans, with no effect. His other vets just jumped out of the Valkyrie taking on the tactical squad blown out of the rhino last turn. Pask and his unit took the first strategic vp of the game!

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The storm lord took aim at the hawk, taking off a whole heap of hull points, with 4 left after the turn. The knight took more hp off the opposing paladin. The basilisk killed the demios before it could unleash it’s conversion Beamer. The 2 artillery shots blew it apart with some great accuracy. The shoots, both over 100″ hit, the second earth shaker killing it.

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At the start of combat, Yarrick got back up only to die a second time.

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Score 1-0

Turn 4
My plan for turn 4 was to start the charging. The Ravens dropped centurions and the ironclad. The hawk was due to drop it’s marine cargo. Sadly, I couldn’t as it was still in the river, so it couldn’t drop into hover mode. Instead, moving 12″ it was now directly over the storm lord.

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The knights took the SVP on my side of the bridge and took aim at the pride of Albion. The sternguard at the far end of the table killed a unit of scions, the elites of the 1st company showing the scions what true elites did in battle. Across the board the ultramarines showed their dominance, but the 2 Superheavy tanks still held the ground. The storm lord in particular looking like the king of this battle. I really needed to die! Unloading on the Vulcan tooting behemoth. It still had 6 left and was still in this fight.


His 4th turn had single objective. Kill the Thunderhawk! His forces moved in to position to line up as many shots as possible. His 3 sentinel moved to get a clear shot. Pask and the remaining tank all lined up for a shot and the big blue.

Shooting phase from the guard was so much fun. Unloading almost his entire army at hawk. With 4 hull points left it was close to crashing, but it held on in there. After 65 shots, it was down to 1 hull point. The entire army had fired and only the Baneblade’s main gun was remaining. The 10″ blast s9 shot couldn’t harm the hawk, but it’s coaxial auto cannon could. The dilemma was simple. Waste his main gun shot and target the hawk on the slimmest of chances or stick to his plan and kill some ground troops.

After some thought he picked up the 2 dice for the auto cannon. Needing 6s to hit and not being twin linked , he rolled to hit his 66th and 67th shot. The last of the dice to come to rest was a 6! Rolling to pen, he got a 5! It was done! The fatally wounded hawk peeled to the left, crashing on the river bank. 18 of 20 marines died in the explosion and the cry from lee was simple. “Thunderhawk down!”


Combat saw fights across the board and the battle had, at this point, split into 3 games. In his deployment zone, the vets were unable to charge the sternguard, the combat with Yarrick vs the assault marine finally ended, with Yarrick out for a 3rd time, the rest of that blob of troops killed the last of the assault squad. To the other end of the table, the marine tactical squad struggled to kill off the last of the Valkyrie vets, the flyer having returned to air in pursuit of the contemptor mortis.

After a massive turn for guard, turn 5 would be critical for the game.

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Score 1-1

Turn 5
While the attempt to kill the hawk was awesome, it left most of my force un scratched. There would be revenge! The eagle dropped in to hover mode, disgorging the terminators, the other flyers took aim at the storm lord. The centurions lined up to kill the bane blade. The 2 remaining marines from the hawk, a sgt with a power fist and melta gun worked their way back towards the stormlord. The knight paladin took the center of the bridge, it’s errant compatriot taking the other end of the bridge.


Shooting saw everything in range take out the storm lord. The titanic explosion killed a terminator and both surviving marines. The pride of Albion also died knee deep in the mud of the river, a blast into its un shielded flank from the thermal cannon. The mortis dread, taking it’s only shots in the game killed the Valkyrie. Shots that could not hit The stormlord all went into killing Bromhead and the guard commander died in revenge for ordering the targeting of the hawk. The sternguard killed off the kilt vets and the Lascannon toting devs took out a basalisk.

By now the guard ranks were looking thin and combat saw the death of remaining scions. The centurions charged the bane blade, taking the hulking tank to its last few hull points. Killing 2 superheavies in a turn was a good results, but killing a 3rd was beyond even the mighty ultramarines.

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The guard, feeling that the battle was lost, tightened their belts and dug in. The last of the troops all took up defensive positions. The only survivor of the exploding stormlord was a mortar team, who facing 9 terminators, still didn’t run. The baneblade killed the hovering eagle, and along with pask killed the paladin knight. The explosion did not affect any troops, but the loss did free the SVP.


Combat saw the final death of the veterans from the valk. The Yarrick again got back up. Despite the losses, this game was still close!

Score 1-1

Turn 6
It was nearly 7 hours after we first arrived. Over 5000pts worth of casualties had been removed, including 4 superheavies. And yet the score still stood at 1-1! Turn 6 really would make the end of this titanic struggle!


With extreme prejudice, all the fliers took up positions to kill survivors, the errant knight surged forward to take the central bridge SVP. Cato’s razorback took the SVP at the marine side of the bridge, it’s command squad and warlord having got out 2 turns ago to try to kill the valk. The command squad now held some ruins on the bank of the river. The librarian supported by the infitrating combat squad (remember them from turn 1? No? Neither did we!) took the SVP on the guard end of the bridge.

The shooting phase saw a clinical removal of threats, the largest of which was pask and his unit. The errants thermal cannon taking both out.

Combat saw the death of baneblade, the explosion kill 2 of the centurions.

The guard had been broken, but still fought on. And in a display worthy of mention, killed Cato sicarus, again with a display of outstanding artillery. A basilisk shot hitting the commander of marines. With Most of his force dead only Yarrick, a wounded basilisk and a few other bits remined. The bridge had fallen, the ultramarines were swarming over the table and the battle was lost. But still, Thunderhawk down!

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Final score 0-3, Ultramarine win!

I hope you got a feel for the passion of this game. Such cinematic moments, great movement and real drama. The 2 armies looked great in such numbers. The 6 superheavies were awesome to use, but they didn’t dominate the game. Other smaller units hard their parts in the story. Here are my hi-lights.

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-the super accurate basilisk! They really came into their own this game.
-the lone marine trying for 4 turns in vain to kill a basilisk with crack grenades.
-the combat between 7 marines a 1 guard vet that took 3 turns of combat to resolve!
-the only shot from a hydra, a heavy bolter, trying to kill a talon.


The star of the game for me was the battle to kill the hawk. It was such drama and so close, it made the game for lee, and I, despite losing my hawk, really enjoyed the spectacle of the attempts to kill it.

We both forgot bits of army, with both made mistakes, but the game allowed for that. I really enjoy fighting lee in 40k, his approach is to make games as much fun as possible. Both lists were full fluff based, fully painted and driven by the narrative. This drove the game and by focusing the story on the bridge, led to an epic clash!!

Till next time, see you all across the battle table.

Sunday review 270414, way late again!

Had another great week in wargaming. A few bits got painted and had a stunning game at club. Also got to play an intro game to 2 people new to this hobby.

As you may know my painting stack is oversized for me and I am working hard to reduce it! This weeks project has been to finish the sternguard squad and finally have a full 10 man squad. After they are done, it’s going to be tactical 4. Tac4 is a cool looking squad, all converted with a leg swap, the are all running. (I used a mix of assault legs and vanguard legs. They are armed to be a relatively cheap tac squad, but I changed my mind on the special weapon and gave them a grav gun.

The sternguard that need to be done are a mix of combi weapons and a bolter. I am still not 100% happy with the white, but this is we’ll known for being a pain! I want to prefect this before I paint my next term squad, The converted/kit bashed assault terms. I aim to finish these sternguard be Tuesday and move on to the project. I really want to clear the painting Stack as I don’t want to buy any more models till I have halved the current stock pile.

Wow, what a league game on Thursday! I was taking on a black Templar army, 1500 pts, using my ultramarines. The game was played dawn of war for the relic.

My list was written to include 2 newish units that I wanted to try out, the knight (errant) and the Lascannon toting stormraven. My basic list

Captian in artificer armour with a power sword
6 sternguard
2 tactical ( 10 man squads, both with missile launchers w/flakk, 1 with a flamer, 1 grav)
2 talons with sky hammer
Raven w/Lascannon and melta
Knight errant

The Templar list from memory
Captain on bike with thunder hammer and storm shield,
5 sternguard in a pod. 2 melta combi, grav combi, in a drop pod.
4 5 man tactical with plasma guns
Raven w/Lascannon, melta and hurricane bolters
5 bikes
Techmarine and thunderfire cannon

The game was a relaxed, fun game with lots new stuff getting it’s first airing. The thunderfire was new to dan, my opponent and we got a bit turned around on the rules to start with. However, it was fun to see this model getting used, long and short of this is that yes, I want 1! It proved quite useful. Dan also used a deathwind launcher on the pod and again this proved very useful. The s5 large blast dis whittle a combat squad down.

The big star of the game should have been the knight and to be fair, it stomped across the table, on the right hand flank, leaving broken bodies from the enemy strewn all over the place, but it was the raven/talon mix that won it for me. The delivery of the sternguard and captain on to the relic, killing 2 tactical squads in the process claimed the vp’s to win the game.

We had 2 great moments in this fun game. 1st up was the brave techmarine surviving 2 turns if combat with the knight, tying it up for one of my movement turns. And the death of his badly mauled raven. Thought the game he dodged about 7 penetrating hits, passing his jink saves, by the end of turn 3 it had taken 2 glancing blows, one from a grav (thus locking it’s vector). In turn 4 the multi melta from the raven finally took it out, immobilising it yet again, this took off the last hull point and the stricken transport plummeted to earth. see rolled for distance and direction and the resultant impact just caught the wounded black Templar captain, who promptly failled his 3++ save, killing him! the raven and the 5 marines still stuck inside the flyer! Not bad for a single melta shot? The game ended in a 5-0 victory for the ultramarines and I only lost a fair few tactical marines. The fliers and knight all survived virtually un scratched, the knight having lost a single hull point.

I was asked to give a demo game to 2 potential new club members and it was great fun to share this hobby that I love so much with new people. It took me back to the days when I worked at gw leamington and my role As a red shirt, playing intro games. I used really enjoy this part of the job and we didn’t have the pressures that they seem to heap on the staff these days.

Well, that’s me for the week. Next week should see some new tactical marines getting some paint. I am not at club, so no games but I might get plenty of painting done. Let’s see if I can get a whole combat squad done!

Sunday review

Well, that was a week!

It was the final of the outlanders open and I got to help a new player with a game. I even fitted in some painting

Paint competition
I had 2 models that had won their categories and that meant that I had 2 entries in the final. This is a simple vote off. The entry with the most votes of the 4 get the prise, a trophy and a battleforce/battalion. (No more than £70 in value) which is quite a prize for a small club. My Inq corteze and bugman models both won the catagory. Along side borders ‘hordes’ model and Ellis’s aracnork. The voting was strong with a good turn out

We had our vote, but agonisingly next week will be the prize giving!

I managed to get my latest sternguard finished and I have based up the 1st 6. They got used this week and I am quite pleased with the results. I have made a start on the next model, an ironclad dreadnought. It was fun to build and I am hoping to use this in conjunction with the centurions. Next week it’s back to painting green skins for a while. I have a few to finish off and send to a friend.



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I also spent some time on the Ironclad dreadnought. its still got a way to go, but its looking ok so far. this is quite a odd model for me. The dread is not a Favourite of mine and I am yet to see one survive a battle. However, the Cent/Ironclad/Raven mix might just do it. I also need 3 for a full battle company, so this the 2nd and the 3rd will be Ven Dred. I do like the Forgeword dreads and I migh have to add both a Chaplin dread (count as a Ven dread) and the Ultramarine Ven dread.


Big thanks to young Dylan for our game. It was my first game against the new tyranid codex and it was fun game. It was his first competitive game, so I was deliberately soft. The new codex is ok. In the right hands it would be cool. The list for the game is on previous blog. The centurions did well. They all died, after being charged the tyrant. Man that’s a still a bugger in combat. However, they did a serious damage into his horde. I killed 6 gene stealers, 6 warriors, 12 gaunts. Not bad for 4 turns. The fire out put they produced was outstanding. The sternguard did a bang up job. Not only did the 6 man squad take the left flank, but they took no casualties in and the other squad helped to hold the center.

My casualties were light in the face of such a huge hord. The right flank was crumbling on my side, however, my airpower was still up and he had nothing that could hurt them. The end result was an easy win, but that was not the point. The game was a training session and I hope the was ok for him. He learnt the basics and he is now a league member. Following our game he challenged Norbert, our resident dark eldar player ( and boy, can he play dark eldar!) that’s. Brave move for our young player!

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Well, as I said, that was quite a week. I am of for a lay down and till next week, see you across the battle table.