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!


1500pts Necron Vs Tyranids-The closest of mIsses!

I fought my friend Adam Crooke today at Shadow Games. It was a League game and I think. the First away game for the league. we did this way as my work has really got in the way recently.

I don’t have his full list but it was something like this.

Winged Tyrant

Trygon Prime


The Doom of M’aakli (in Spore pod)

3 Warriors

6 Genestealers with broodlord

6 Ymgarl Genestealer

2*10 Termagants

Carnifax (in Spore pod)

I may have got some bits wrong, but that’s the main thrust. my list is here.

It was 1500pts game and we rolled to play ‘Purge the Alien’ with a Hammer and Anvil. We rolled for warlord traits. and Promptly forgot both. (we did not need them.) his was ‘move through Ruin’ but the whole army has move through cover. I got immoveable object, which in hindsight would have helped!

He got the first turn and choose to deploy first. he only deployed the Tyrant, termagants, Zoanthrope and the 3 warriors.

I lined up  with 1 unit of Warriors, my Destroyers, the C’tan,  the A-Barge lined across the board. I then used the Grand illusion and pulled the 2 flyers out of reserve and add them to my left flank.


I stole the 1st turn and the game was on. My main attack is the killer blow in the first turn and kill as much as possible. the Fliers do this well, but he had packed them in as you can see in the Picture. this was going to messy.

The flyer surged to the left, with the rest of the army advancing. shooting was the a brutal affair and when the green smoke cleared, only the Tyrant stood amongst the broken bodies. below is a pic of the dead at the end of turn one. it was around 33% of his entire army!


His highlight was 5 wounds rolling 5 6 saves! Epic


His First turn was less effective with his flying Tyrant causing 1 glancing hit to the Nightscythe. turn 2 was as close as you can get to a 1 turn tabling as its possible to get. I blasted away with everything at the Tyrant. the 2 flyers zoomed off the board and despite the blasting, the damn thing did not die.

Then he rolled for reserves. the lot turned up and man, it was brutal. with stealers on both flanks, the Ymgarl Genestealer in Chrage range of the Destroyers, the Doom in the center of my forces and the Trygon off to the Left. the shooting killed a hand full of Warrior. he charged in with the Ymgarl Genestealer and the Tyrant killing more of the Necrons. I also brought on my Deathmarks and I marked the Trygon for death.


The fight had truly started!


turn 3 was massive fight. The Flyers returned killing  a little but wounding the Carnifex and Trygon and the a-barge finally in range, causing another wound. the C’tan charge the Doom and the Lord charged the Tyrant. at the end of all the the Doom was down to 2 wound and the Tyrant died. By now I have both First blood and Slay the warlord.



Now his turn 3 was another building turn, he inflicted some serious damage. his shooting was limiting, but he made up with some fearsome combat. he charged his Trygon in the A-Barge. the massive creature tore the little skimmer to bits. This was the first time this had died and he killed it in style. He moved it away from the  Deathmarks and theYmgarl Genestealer wiped out the Destroyers. The other Genestealers and the Carnifex charged in to the overlord and warriors. Combat was a draw.  All in all the game was very close.


Turn  4 continued in the same vain. death and destruction. I fried the Trygon, with the Deathray failing to wound,  but the Teslas, scoring 10 hits killing it. the Doom was finally killed and one of the pods died. The  Ymgarl Genestealer took a casualty, and combat continued for the overlord.

His turn saw the Overlord die, and the last of his warrior unit. and the remaining pod shot at the fliers. Sadly he failed to harm them. he also killed the C’tan, its death taking a Genestealer with it.


turn 5 saw the flyers out of position and the deathmarks the only squad now in a possition fire. they caused a single wound on the ‘fex and in combat the newly reurected lord killed the last Ymgarl Genestealer. the barrelled the fex into the Deathmarks, killing 4. They ran and the game ended.

Final score was 12vp (necron) to either 6 or 7vp (tyranids) Why the 6 or 7 you ask? Well the Overlord died. (slay the Warlord?) but got back up (Didn’t slay the Warlord?) it did not make a difference in the end. the game was a Necron win, but I had to fight for it!

It was a great game and I really enjoyed the challenge  Adam is a great player. the game was technical, but not rules driven. his interpenetration of the rules is well balanced and it is good to fight a game were the game is central  but flexible in the use of rules. we both made rules errors, but we allowed them to fixed and if we could not sort it, the, the dice decided  I can’t wait to play him again and know it will be closer still. Shadow Games did us proud again and the coffee was OK.

So what did my first game against the Bugs teach me?

  1. Avoid them in Combat! (like I did not already know that!) he did a great job in maximising his list and getting the combat units in to combat. he did not waste time, he just charged on in with a single minded purpose. his Table craft was very high in this regard. 
  2. The Doom of M’aakli is a Pain. its 3++ save and its spirit Leach is a total bitch.  I need to think about how to handle it.
  3. Trygon vs A-barge is always going to be a bad Necron outcome.

I did ponder the use of the overlord and I think I should have stuck with my gut instinct and swapped the Overlord and Cryptek with a destroyer lord. I think I will do the next time, or add a command barge instead?  The rest of the force did well. I could drop a squad of Warriors for the Tougher immortals, but I don’t think it would make a huge difference. The flyers did ok, the A-barge did not, but I think it was an off day. It still has a place in all my lists.

So that was today’s game.  next up could be a big one, 4500pts in a 3 on 3 game with my Orks.

Till then, see you across the Table.

Is the Deathray Broken? Or are all its victims just whinging?

I have been using my Doomscythe for a few games and it’s starting to generate hate. Now this is not always a bad thing, but I am not a power gamer and I don’t want to alienate friends. The main issue is with the main gun. The Deathray is not a popular weapon, so I thought I would spend some time looking at much maligned weapon. The Deathray is a cutting beam. It slices along killing anything it passes over. It not called the ‘let’s cuddle ray’ or the ‘let’t be nice to each other ray’ it’s a DEATHRAY, it’s not going to be nice to you and it’s not going to be your friend. Currently only 1 unit can access this doom laden bringer of destruction, The Doomscythe, however a land based version has been seen, The new Forgeworld sentry Pylon gets it!

Ok, let’s start with the Stats.





12” (Speacial)



Heavy 1


That’s a bit good for any weapon, but it’s the special rule the can break this weapon. Basically you choose a target point within 12” and nominate point within 3D6” draw a straight line between the 2 points and every unit (friend or foe) suffers a number of hits equal to the number of models the line passes over.

E.G. your Deathray fires and you target a unit of marines lined up on hill. You roll 12 on the 3D6 and draw a line over the unit 12” long. It passes over 7 Marines, so you take 7 S10 ap 1 hits! 

Yes, that’s what I said 7 Hits, not Shots but hits. You don’t roll to hit if the line passes over you, your hit. Now you still have to remove the targets nearest to the firing model as per normal rules. But let face it with S10 AP1, your going lose most of the 7 Marines. At S10 AP 1 it will make a mess of ‘mech too. Evan Land raiders will worry about this one.

The one disadvantage of the weapon is that it can’t hit fliers. That was FAQ’d.

So how broken is it?

Let’s take our poor Marine unit. Let’s help them out and put a building in front of them. Safe I here you say? Well, No. all I need to do as a Necron play is put first target point within 12” anywhere on the Battlefield, roll me 3D6 choose my end point and the shoot is fired. I firmly believe that you should be able to see the first and 2nd targets point, but the rules don’t make that clear, the 2nd Target point can be behind our building and the poor old marines get hit, despite the fact that the Building is blocking LOS!  They will get the Cove save, but still hitting a unit you can’t see is a bit harsh.

Lets try something a bit braver. The Marines have charged the nearest unit of warriors. Safe in Combat you may think? Sadley not despite the core rules saying you can’t shoot into combat, this can! The rules say that you can’t shoot units locked in combat. But the Deathray does not do this. Its firing at its target point. If it passes over a unit then that unit is hit. You don’t randomise, any model it passes over gets hit. So our brave Marines are fighting 20 Warriors, but are lined up nicely on one line, a clever player may still hit more marines than Warriors. And with the Regen rolls any necron Player will risk the hits anyway. You get to roll before the combat is fought. (end of each subphase)

As you can see this weapon is nasty and in the wrong, evil metal skeletal hands, it is so broken. At 175 pts the Doomscythe is expensive, but not that much. Alongside the Deathray you get a Twin linked Tesla Destructor. So it’s a good buy. Facing any army with 3 is scary. But what are the ways to comb at it? Does it have any flaws?

Well as a marine player as well a Necron player, I think it is flawed and can be beat with some ease if you plan for it. I also think that if you know what your opp is lightly to use and your fail to plan, then as the say in the old pink duck in handhold city “you’re gonna die.” (Douglas Adams Quote) Here are my basic ideas.

Deployment and model craft*

I have had such fun shooting up neat rows of Marines. If you want to line up like soldiers on parade, well you asking for a Deathray to the face. When facing Deathray, stagger your units and remember the tesla rule of 7. Never, ever put 2 units within 7” of another unit, the arc rules alone will make a mess on that. This also reduces the impact of this weapon. Lets go back to our poor old marines. If the deply in a 2 rows, 2” apart, with every marine 2” away from a squad member, the maximum hits is 5. Cleaver deployments can reduce this to 4. You just save 2 or 3 Marines from the Death Ray. If you Combat squad them, this drops to a max of 3. That’s saved another one! And yes when the Tesla Speaks, you will lose the whole Combat Squad. That’s still better than losing the whole squad.

The same applies to all aspects of deployment. ‘castling’ up your tanks behind a big unit of troops won’t stop a flier from slicing you to buts. You need to spread out!

*model craft, my term for how you deploy, position, move and control your models


The Deathray is a Short ranged weapon. It’s got to get close to the action.  Use this. If you can get in close to his troops with some nasty units, always a good plan when facing Necrons, then the flier’s minimum range is a major factor. Personally, I like the old Rhino Rush. Deploy up close to the deployment zone, turn 1 Flat out and your now around 6” from your Opp deployment Zone.  Turn 2 get out, now up you’re in the Deployment zone and ready to blow the crap out of the necrons. Even if your Ride is wrecked, when you get out, you’re already in the opp’s deployment Zone! When the Flier arrives in turn 2 (lets not mess things up with C’tan shards and their shenanigans) they will pass straight over your troops by turn 3. So your assault troops will only take 1 Deathray hit. Orks can do this better than most, but Dark elder wytches are awesome at this too.

Exploit its rules

The Deathray can’t snap fire. (Any weapon that does not use BS to hit can’t snap fire (main rulebook p 13) so make it Jink! That stops the hits from the Ray. Ok, the Tesla will still mess things up. The Deathray also can’t fire at flyers, so the SM Talon is a must, again think about its range and turning radius. The New Tau flier has turret mounted weapons, as does the Talon, Raven and Thunderhawk. The Doomscythe does not. Use this to your adavantage.


Still surprised about the lack of AA I see. The imperial troops have 2 awesome units. The Motis Dread (and the even better Contemptor Mortis) and the Hydra at 75 pts this is a stunning weapon that scares the crap out of me. The Weapons all have a range 4 times greater than the Deathray. Clever deployment (near to the Front line, but in cover) can cover the entire battle front. As the Hydra comes in a squad of 3 for 225 pts, this is a no brainer. (Oh, and GW are releasing a plastic one soon!) As more 6th ed codex come out, I am sure the AA flakk will increase! Take it, use it, and take back the skies!

So that’s my thoughts. I do think the weapon is broken. Here how I would love to see it change.

1-it causes a number of shots compared to the number of models that it hits. You roll to hit as normal.

2-Any hits in to combat are randomised.

3-You must be able to see both Target points. Any model you can’t see, can’t be hit.

However, I also think some of the fault lies with the Victims. If you don’t plan for this weapon, don’t moan about getting your arse handed to you on a plate. The Necron force is not like fighting orks. If you’re not changing your list,   expect to lose. They are a unique opponent that will test your normal approaches. The Deathray proves that. You have to play clever or die. 

Until next time, see you across the battle table.

The Random musings of an Ultramarine Player

So for years I have bemoaned the use of special character is small games of warhammer 40,000. I am reading the ‘fall of damnos’ book at the moment and it maybe softening my views a bit.

The story is that of the 2nd company of the ultramarines (the ones that I am painting) led by Cato sicrius and assisted by tigirius the chief librarian. These 100 marines drop into the centre of a necron tombworld and have to fight from the start to gain a foot hold on the world of Damnos. The imperial citizens of the world look to the marines as saviours, but the marines are more focused on the destruction of the necrons.

This is the second of the ‘spacemarine battle books’ I have read. The other was ‘rynns world’ an ork vs crimson fist book.

Now it’s fair to say that the black librarian books are not the most challenging to read and are not likely to Win the man booker prize, but they are what they are, great books by great authors on a subject that the readers love. the spacemarine battle books are written as the game is played and are fast paced books that flow from skirmish to skirmish. They flesh out the units from the game and the rules, like pinning and cover saves. Each books looks a Famous battle from a particular chapter.

So back to my original point, should we use the unique characters in a small game. I still feel that the answer is no, but this book has some great examples to prove me wrong. In one chapter the captian leads 3 tactical squads into a necron war cell cloaked by a cloak of darkness. It describes what in game turns would be a short game, but is really well paced and is a great piece of writing from nick kyme. This sort of scenario is where a named character in a small game would be great. I this case rather than just a straight game, you could recreate the game. Played as night fight game, with the necrons just using wraiths and a single lord tooled up as the stormbringer.

These unique games can be great fun and are a great use of the characters. I feel this is the point of the spacemarine battle books. To inspire games and to relive the glories of the books. A lot of the younger gamers seem to miss this part of the hobby. It’s not all about the most powerful unit or the best army. It’s not even about the winning or the losing it’s about the game. This is wargamming as roleplay or re enactment. I love this style of game and it why I play ultramarines. Well, it one of the many reasons any way. this style of game harks back to the 3rd and 4th editions of the game. I know that the 6th will be more hobby focused. I hope it wrecks the meta game for more of a cinematic feel. The best out come will be a game that can be both, but that’s unlikely. Lots of changes in the rules are about the change of this or the addition of that, we should be asking will it make the game more of wargame and less of Board game focused on what you take. I want to see the game flow, the cinematic moments of a lord vs captain  hordes of orks not covering under a force bubble carried by a mek, I want to the wolves in a feral charge, the angles descending from
Heaven and slamming in to the alien horde, lead not by the lord of death, but by a captian of the lesser orders. Maybe even, a fun grey knight army lead by an unnamed chapter master and with out any henchmen. Or is that asking to much. In the end what I want is for wargamming to be a fun way to spend an afternoon with some friends and then a hearty discussion at the pub. Is that too much too ask?

Anyway it time for me to add the 2nd company and to build on the legend of the heroes of Damnos. See you at the wrong end of a bolter!

Who leads the Soulless?

When creating a new force, the core force is always the HQ and 2 troop Choices. For me the HQ choices sets the tone for your force and should be the coolest model in any army. Now I could go off on one about the use of named Characters and how I feel they are wrecking the small game, but that would become me whinging and I will try to keep this blog positive.

So, if i am not going to whinge, what is the point of this post I hear you ask? well, the Necron have 2 basic choices for your HQ. They are both fairly similar in options, both have great stats lines and while the Destroyer is clearly the tougher of the 2, the loss of the Royal court marks this a hard choice when selecting your leader. So here are my thought on choices , So first off who are the 2 lords?


As the codex describes them-“Of all the Necron Lords, the Overlord is by far the most powerful and dangerous. At his command are uncountable legions of Necron Warriors, terrifying war machines and a vast array of devastating weaponry that could shatter entire worlds given half the chance. When he marches to war, the Necron Overlord does so with the surety of victory – he has cogitated and calculated every possible outcome in the ensuing conflict and formulated strategies to ensure that everything goes to plan. Only the most unlikely situations can outfox him and only the most potent foes have any chance of beating him in combat. Weapons glance off his armour or simply pass straight through him as he shifts in and out of reality. In return, his own attacks are brutally meticulous as he severs heads, shatters armour and pulverizes his foes with every swing of his ancient blade. Should a Necron Overlord rise to the position of Phaeron, and ruler of an entire sector, then few will have the strength to stand before his might.”

The Overlord is the basic leader. on foot with a good mix of weapons. He has a few options not open to the Destroyer lord, the 2 most important are the Command Barge and the Royal court. These can be game changers. Now I don’t want to get it to the royal court at this time, but they are a major player, the Crypeks in particular are huge in impact games wise.

Destroyer Lord

Again looking at the Codex it describes them as “Destroyer Lords are the most maniacal of their kind. This is chiefly because they retain far more intellect than baseline Destroyers, and can bring all of this fearsome intelligence to bear in their pursuit of galactic conquests. Destroyer Lords remain worthy of mention as something truly horrific. Where others kill for pleasure, or in service to some malignant god, Destroyer Lords pursue their bloody crusade simply because it is their chosen course.”

Now the big difference other than the Stats line boost, the big change is that they are Jump troops. This gives you a major Boost speed wise Its worth mentioning that this also makes them Bulky troops, only an issue if you plan on using Nightscythes as a transport. The other major bonus is that they hate everything. This allows you to re roll any 1 to hit AND to wound. With a s7 warsythe, this means wounding on 2s the norm and you can re roll1s. The odds are really stacked in your favour.


Now you get nice of weapons and both get a similar list, however we all end up with the same weapon. Bit lets look at the options.

Staff of light

the basic weapon of the overlords and free exchange of the destroyer. its a ranged weapon, S5 Assault 3 but is AP 3, so its great to pop the odd power Armour wearing model.

Hyperphase sword

Just a long name for a power weapon. And no, its not a poweraxe. (They have FAQ’d it) so its an S5 ap3 weapon.

Void blade

a basic weapon but gains ectopic strike and rending, Not a bad choice, but as the warsythe is AP1 with Armourbane, its just out classed. Neither lord has enough attacks to make this an army killer but it can be fun.

Gauntlet of Fire

Now here an odd choice. it gives your lord a flamer and an AP5 melee weapon.


at a mere 10pts for the overlord and the standard weapon on the destroyer this is by far the best weapon in the list. At +2 to strength and ap1 its a character killer. With armour bane its a tank killer as well. They other choices pale in comparison to the warsythe and I don’t know any lords that would go to war with out one. Its a no brainer.


Res orb

Again another must have. it upgrades your res roll to 4+ if you using him alone or with Cryptek units then don’t bother and don’t forget that while on the Barge, you can’t use it.(you can’t attach to a unit if your in a dedicated transport.) otherwise, this is a key piece of wargear.


Only Available to the Overlord, This Upgrade make the him and his unit relentless. now, changes to the 6th ed has made this less .effective and a costly choice. normal. I won’t even look at this, however there are 2 good uses.

1-Attach him to unit of Wraiths with Transdimtional beamers and you can move and fire them.

2- If your gonna be very aggressive Then Put him and a unit Immortals/Warriors into a Nightscythe. you can move 36″. Get out and still fire normally! Hows that for a scoring unit?

Phase shifter

Again Overlord only, but its 4+ inv save. Its expensive, but a must if you facing lots of AP2 weapons.


a nice little way to use up your last few points. this helps if you ‘die’ but not a game changer but still not bad.

Sempiternal Wave.

In 6th Ed, this is a no brainer. makes all those great Power weapons useless.

Tesseract Labyrthinth

This is a great little trick and at 20 points, its worth a go. one use only this is an exile weapon. it does not kill its target, it ‘removes them from play’ so NO saves of any kind and eternal warrior does not stop it. the test is against the remaining wound, but it can be used on Monstrous Creatures. a nice little surprise.

Tachyon Arrow

This 30pts item gives you a one shot s10 AP 1 weapon! range, infinite! a nice way to pop the stray tank?

Mindshackle Scarabs

My favorite choice. its a nice trick that is a must when facing close combat units. the ability to take control of the opponents lord is great. the look on the face of your opponent is worth the points alone. for those that don’t know, in combat 3d6 vs Leadership if you loose, then the Necron player controls your Model. I always Challenge as this has a number of benifits. First, you get to make the Opponent attack himself, which is fun, but you also don’t get struck back and you’re not to worried by your dismal initiative.


For the overlord you get 3 possible options as a transport. The destroyor lord can use the nightsycthe if you join him to a unit with one. He can’t use the other 2!

Command barge

It’s option turns your lord in to a hunter/tactical reserve. Raging across the table using hit and run attacks.


Now, lets start this right, necron flyers are a bit good. The. Do scythe is over the top and the death ray is broken. Doesn’t stop me using it, but yes, I know it’s broken. The night scythe is better and is great transport. The invasion beam is the best delivery system and is the fastest deployment tool in the game other than deep striking.

My preferred tactic is to mount my lychguard, a cryptech and an overlord in a night scythe. Dump them behind the enemy and make them turn to face them. Then the gun line shoots them in the back. They are very tough and can survive the attention. If they get ignored, then your opponent will pay the price. It’s hard to stop this attack and by using the doom scythe as well all the AA gets thrown at that first, then, to late they realise the danger.

Resurrection arc

On the surface this seem a great transport unit for a lord, however, you can only transport 10 models and the regeneration rolls can take the squad size above its original size. Due to this, it is best attached to big unit, rather than by put 9 warriors and you overlord in as a transport. As its 10pts more than the night scythe, just go with the that instead. Nothing wrong with a large units, over lord and arc slowly marching Across the board. With a res orb, they would be very hard to destroy and would be a great scoring unit. However, you can use a Lord as well, saving your lord for more dangerous roles.


And the winner is……. Well its mot that simple. Both are great and both will make a mess. They are very similar and you can’t really go wrong with either. For me the Royal court is the decider. If you want be sneaky then the overlord is the only way to go.My list will flick between both and it will affect my choices on the rest of the list. The only constant is wargear. It’s a no brainer. War scythe, mind shackles scarabs, res orb and weave every time.  If their are points left, then I will try some of the fun Items.