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. 



2013 gaming review-what a year!

So 2013 draws to a close a it time to look back on what I got up to over year. I will try to pick out the bits that will have some thing to learn from, but it has been a great year in the hobby

1st quater-January to March

The year started badly with my loss to Norbert in the league final. It was last game with my marines in the league and after about 10 games he had finally worked them out. He deserved to win the trophy but 2013 would be my year (or not as it turned out).

It was around this time that I, with the support of the club, applied for a ‘play grant’ from our local council. Designed to promote club activity, this grant usually gets allocated to football clubs and other sports. This was the first time that any gaming club had asked for some money. We were awarded around £600.00 and we used this to grow our club. We purchased 2 realm of battle sets, lots of scenery and the 2 core sets. The idea is that if you turn up at our club, we will be able to teach you to play either core game. We held an event to paint the stuff up and had an open door painting session were 10 club members turned up help paint the boards.

New gameboards

New gameboards

Our clubs annual painting competition went well an I picked up 1st in the other section for my samurai guinea pig. I didn’t win the main prize, which was best in show, but simon trammer deservingly won for his ork storm boy. As Simon had organised the event, he refused to accept the prize of a battle force of his choosing. This was raffled off and I won! This gave me a necron battle force to add to my league army.

The rise of the Necron

I started using my necrons as my league force. This was a choice as the marines had dominated the league last year and I wanted to try something completely test games had gone well, but I was not really prepared for how effective the soulless metal hulks would be. My basic list was 2x 12 warriors, a-barge, doomscythe, nightscythe, lord and cryptech. This left around 500 pts to experiment with. I tried deathmarks, C’tan, destroyed, scarabs and spiders over the year, but it was wraith and tesseract arc that really struck a cord. You’ll find lots of blogs about the necron over the year, have look.


2nd quarter April-June

By now my necrons had a reputation and I was sitting pretty in the league. May saw my 40th birthday and I planned a trip to Warhammer world to spend my birthday money. A strange quirk of fate left me with £400.00 to spend, so I had my heart set on a warhound titian! After a lots of thought however, I changed my mind. Instead I went for the realm of battle and some forgeworld goodness. I added the tesseract arc, the fall of Orpheus and the necron citadel tile. It was great day with the family and it was such fun to spend big like that, I don’t normally get to spend that kind of money.

Painting wise I got loads done and I soon had a fully painted board, tesseract arc and a whole pile of Necrons.

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We also took a trip to Warhammer World for a game of Apocalypse.Using my orks and the Stompa, We had a blast and the ‘evil team’ of Me, Adam and Norbert got a clear victory over the imperial dogs (Matt, Lee and Jamie) the full blog is here

3rd quarter July-September

August saw our first kill team tournament. I had chosen my list using wraiths. Rather than just use normal wraith, I planned a new canoptek race, the shades. Made from converted wraith models, the shades went down well and I won the event. I did however lose one game to norbert for a second time! This was the first loss of the year and it would not be the last.

The 5 shades read for War!

The 5 shades read for War!

The tournament went well for the club and was our best event ever. I was luck enough to also win the best kill team at the event, voted for by the club members this did mean a lot to me.

League wise it was going well and I was leading the field for most of 2013.  I had a few close calls and the level of the games in 2013 was really high.  1500pts game I remained unbeaten all year.

By the end of september I started to plan my 2014 games and I decide to return to 2nd company Ultramarines, now reinforced with a Stormeagle. I started to tidy the force up and started to plan the new editions. the New codex out in Sept Helped me a lot and the force stared to take shape.

4th Quater October-December

The Last Quater of 2013 turned out to be great fun. Not only did I get to add a Fireraptor to the Ultamarines, but got to chat with Stuart Williamson, the Sculptor of this stunning Flyer

Finished Fireraptor

Finished Fireraptor

We meet while I was playing a great game against Lee and Norbert, my ally was Mark Bedford. it was a great game with Spacemarines winning against the alliance of the Dark eldar and the Imperial Guard. played on a Warhammer world scenic table this was one of the best games of 40K I have played. The Dark eldar advance was blunted, but they fought on, the Imperial Guard blazing away at Sternguard (75 las shots Vs 5 Sternguard, and the Sgt Survived!) Heroic Archorns taking on and killing 6 terminators, and the Centurions dying in the 1st turn, this game had it all!

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After game we made the Mistake of heading up to the Hall of Miniatures and on the left by the door are 2 Thunderhawks, I was blown away by them but at £400.00 I was never going to get one.  Forward-wind 2 weeks and I’d sold my orks for over £400.00 and you know What ended up with right? Project Gladius in next years big project so watch out for this, probably in Feb?

League wise, I lost 1 game all year, but due to the Game mechanics, I ended the outside the top 3. work meant I had to pull out of the wildcard stakes and the league decider is next week.  Our 40K league this year has been great and while I didn’t win, I don’t think I’d want to change anything. the games were fun, the players, while competitive, have been great opponents. No cookie cutter lists, not underhanded shenanigans and no bad blood. defeats were taken well and victories not rubbed in. I can’t wait for the new league!

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here is the last remaining humans lined up against all the remaining Necrons.

here is the last remaining humans lined up against all the remaining Necrons.

Painting wise 2013 has been great. with 3 ‘Big’ Forgeworld kits and loads of great models painted, I am proudest of my Board. I FINALLY have a fully painted and usable board with full painted and Usable scenery! it may not the thing I have painted, but Its the most useful. 2014 will see it getting a lot of use and the Ultramarines will be on campaign against the Imperial guard of Lee early in the new year.

So that was 2013! what great year with a great bunch of War gamers! 2014 is already looking like it will be better! The Games night will be more crowded, the Leagues will be tighter fought and I am sure we as a club will get to Warhammer world at some point! Killteam 2014 will have the new rules to use, and I hope we get some Apocalypse games in to.  The New Ultramarine list is taking shape, With more flyers, dreads and centurions on the way.  the Outlanders Open is only 6 days away and the new Leauge is 2 weeks off. 2014 is gonna be great!

1st Centurion

Till then, see you all across the battle table.





Project Gladius 2nd company Thunderhawk

So I am starting to plan for my Thunderhawk. Its currently in a box on the shelf while I panic about the build. Its fair to say that this is not a project for the faint hearted.  Its a massive kit with some huge parts but still has some fine detailed parts and crew. The mould is old now and the quality,  while still good, has had the odd  issue.  The instructions are basic and it has no parts list. The “glass” is a peice of flat thin clear plasticard and you don’t have a mounting point for the stand, which you also don’t get.

Now it would easy to turn this blog in to a whinge.  Easy to complain about  a £400.00 for kit the lacks a stand, parts list…..! But I knew all this before I bought it. I wanted a challenge and at the end will be a fantastic peice.

That is what I hope this blog will show you, My trails and tribulations building and then painting this iconic flyer. I want rhe challenge, I want to break our the power power tools and above all I want to really enjoy this project.

So how to approach this epic task? I think I need to break it up. I have found some great blogs on the task and researched the best way to approach this leviathan. I will therfore try to do it in the following order.

-Write a Parts list!
-Check and clean the full kit.
-Prep the core body and super structure.  This will include the flaps and ailerons.  All the work to mag up the frame will be done at this stage. I want to be able to remove the top to expose the crew. I will dry fit the core of the kit at this stage.
-Drill out the major parys for pinning, mainly the wings and main gun
-Assemble and paint the flight deck. (Inc crew)
-Assemble and paint interal main body
-Prep and assamble ancillary items. (Weapons,  landing gear,  air breaks.)
-External weathering
-Make a stand (possibly 2 for display-I need to angle it into the display cabinet)

Well that seems alot! I think it will need to be broken down.

I think I will do it in small stages and paint other bits in between. I will try to blog each stage as we go. Here are the links to the awesome blogs that I have been reading.

Till then, see you access the battle table!

Bring out the Great Green Steamroller!

It’s league game time again, and  I am facing the might of the imperial guard. Controlled by Matt. This is a reasonable army, but he is currently 12th in the league. He deserves to higher as he is good opponent. We have meet recently, but it was my necrons that defeated him. This time around he has challenged my Orks. This is a new challenge for me as I have not used them in a smaller game for over 8 months!

I have not blogged about my Orks much, but while they are an older army, they are still a great force to game with. They are a speed freak army based a rouge group of evilsuns. The whole force is mounted on one form of transport or another. I don’t use walkers, or big gunz. The core of the army are my bikes. 7 warbikes and 6 nob bikers, led by the red Barun, a warboss on a bike. I have around 4,000 points with 4 trukks and 2 battlewagons. One of the big things missing from the force are flyers. I have a plan for a dakkajet, but like many of my projects, it may never happen. I hope that I will get one soon, but the necrons are my current force and I have forgeworld units coming soon, so I think this might take awhile.

My plan.

I only know one way to play Orks. Fast and brutal! I set up as close to the front line as possible. Turn one is flat out, that should put me 6″ from the opponents deployment zone, as long as they survive the shooting in return, turn 2, declare a waargh, then it is everyone out of the transports and now the whole army is now in the opponents deployment zone and blasting/charging away. The warbikes, will be charging and if possible so will the boys. Any surviving vehicles then support with big shootas. It is not a subtle plan, but effective. I forgo all shots in turn one and this can be hard for me as the necron force is all about shooting.

My list for this game is as follows.

Da Broken Clutch V1 (Orks) – 1,502 points

Warboss (115) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
warbike; attack squig; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

Warboss (95) WS5·BS2·S5·T5·W3·I4·A4·Ld9·Sv6+
power klaw; twin-linked shoota; ‘eavy armour; stikkbombz. Independent Character; Furious Charge; Mob Rule; Waaagh!

6 Big Boss’s Nobz (350) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
3× choppa; 2× big choppa; power klaw; 6× slugga; Waaagh! banner; warbikes. Furious Charge; Mob Rule; Waaagh!
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
dok’s tools; ‘urty syringe.

12 Ork Boyz (127) WS4·BS2·S3·T4·W1·I2·A2·Ld7·Sv6+
shootas; big shoota. Furious Charge; Mob Rule; Waaagh!.
Nob WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
slugga; big choppa.
• Trukk BS2·FA10·SA10·RA10·HP3
big shoota. Vehicle (fast, open-topped); Transport Capacity: 12 models, models in mega armour count as 2 models; Ramshackle.

Da Foot Nobz (10 Big Boss’s Nobz) (470) WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
6× choppa; big choppa; 3× power klaw; 10× slugga; Waaagh! banner. Furious Charge; Mob Rule; Waaagh!.
Painboy WS4·BS2·S4·T4·W2·I3·A3·Ld7·Sv6+
dok’s tools; ‘urty syringe.
• Battlewagon BS2·FA14·SA12·RA10·HP4 lobba; 3× big shoota; red paint job; deff rolla. Vehicle (tank, open-topped); Transport Capacity: 20 models, models in mega armour count as 2 models.

Fast Attack
7 Warbikers (210) WS4·BS2·S3·T4(5)·W1·I2·A2·Ld7·Sv4+
sluggas; choppas; warbikes; twin-linked dakkaguns. Furious Charge; Mob Rule; Exhaust Cloud.
Nob WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+
power klaw; slugga; warbike; twin-linked dakkagun.

3 Deffkoptas (135) WS4·BS2·S4·T4(5)·W2·I3·A3·Ld7·Sv4+ 3× twin-linked rokkit launcha; choppas; deffkoptas. Furious Charge; Mob Rule; Scouts; Hit and Run.

I have gone heavy on the nobs this time out and I am running 2 warbosses. This is not my normal list, but I hope to scare the b’jesus out of him. These will kill any of his many tanks. I know he likes his leman Russ tank squadrons, so these are my answer to that. The nob bikers are always great, but I using my 10 nobs in a battle wagon. It’s deffrolla will make a mess of any tanks and I hope to ram this unit straight into his lines. With 3 power klaws they will be my can openers, but will crush any puny ‘umans. It also allows me to have both squads as troop choices. This gives me 3 scoring units. My core worry is his Valkyrie. I have little that can kill it. I need to get my bikes behind it. The S5 assault 3 twin linked should make a real mess of it. My 3 defkoptta should help and that why I took the rokkit lunchas. The twin linked will help, but it could mess up my whole plan. If it drops a troop choice and takes an objective in my deployment zone, that’s 4 vp. A hard thing to solve. My bikes might sort it, but by turn 3 they will have taken some major casualties.

His army
Matt brought a whole new list. Still tank heavy, but using new units and a different plan. As far as I know, this was the core of his list.


Company Command Squad (115) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
vox-caster; carapace armour; lasguns or laspistols; close combat weapons; frag grenades.
Company Commander WS4·BS4·S3·T3·W3·I3·A3·Ld9·Sv5+
laspistol; close combat weapon; refractor field; frag grenades; krak grenades. Senior Officer.
Master of Ordnance WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
laspistol; close combat weapon; frag grenades. Artillery Bombardment.
Veteran Weapons Team WS3·BS4·S3·T3·W2·I3·A2·Ld7·Sv5+
autocannon; lasgun; frag grenades.

Primaris Psyker (70) WS4·BS4·S3·T3·W2·I3·A3·Ld9·Sv5+ Lightning Arc; Nightshroud; flak armour; laspistol; force weapon; frag grenades; refractor field. Independent Character; Psyker (Mastery Level 1); It’s For Your Own Good.

Guardsman Marbo (65) WS5·BS5·S3·T3·W2·I5·A4·Ld7·Sv5+
flak armour; ripper pistol; envenomed blade; frag grenades; melta bombs; demolition charge. Fearless; Stealth; Move Through Cover; Hit and Run; Fleet; Loner; He’s Behind You.

9 Sanctioned Psykers (110) WS2·BS3·S2·T3·W1·I3·A1·Ld9·Sv5+ Weaken Resolve; Soulstorm; laspistols; close combat weapons; flak armour. Psyker; Psychic Choir; Ultimate Sanction.
Overseer WS3·BS3·S3·T3·W1·I3·A2·Ld9·Sv5+

Veteran Squad (165) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
2× meltagun; heavy flamer; lasguns or shotguns; close combat weapons; frag grenades; krak grenades; flak armour.
Veteran Sergeant WS3·BS4·S3·T3·W1·I3·A2·Ld8·Sv5+
laspistol; close combat weapon; frag grenades; krak grenades.
• Chimera BS3·FA12·SA10·RA10·HP3
heavy bolter; heavy bolter; searchlight; smoke launchers. Vehicle (tank); Transport Capacity: 12 models; Amphibious; Mobile Command Vehicle.

Veteran Squad (150) WS3·BS4·S3·T3·W1·I3·A1·Ld7·Sv5+
plasma gun; lasguns or shotguns; close combat weapons; frag grenades; krak grenades; flak armour.
Veteran Sergeant WS3·BS4·S3·T3·W1·I3·A2·Ld8·Sv5+
laspistol; close combat weapon; frag grenades; krak grenades.
Veteran Weapons Team WS3·BS4·S3·T3·W2·I3·A2·Ld7·Sv5+
autocannon; lasgun; frag grenades; krak grenades.
• Chimera BS3·FA12·SA10·RA10·HP3 heavy bolter; heavy bolter; searchlight; smoke launchers. Vehicle (tank); Transport Capacity: 12 models; Amphibious; Mobile Command Vehicle.

Fast Attack
1 Scout Sentinel (60) WS3·BS3·S5·FA10·SA10·RA10·I3·A1·HP2
lascannon; hunter-killer missile. Vehicle (walker, open-topped); Scouts; Move Through Cover.

1 Valkyrie Assault Carrier (155) BS3·FA12·SA12·RA10·HP3 lascannon; 2 multiple rocket pods; sponson heavy bolters; searchlights; extra armour. Vehicle (flyer, hover); Deep Strike; Scout; Grav Chute Insertion.

Heavy Support
1 Leman Russ Squadron (435).
• Leman Russ Exterminator BS3·FA14·SA13·RA10·HP3
Exterminator autocannon; heavy bolter; sponson heavy bolters; searchlights; smoke launchers. Vehicle (tank); Lumbering Behemoth.
Commander Pask BS4 Leman Russ Tank Ace; Crack Shot.
• Leman Russ Demolisher BS3·FA14·SA13·RA11·HP3
Demolisher siege cannon; heavy bolter; sponson heavy bolters; hunter-killer missile; searchlights; smoke launchers. Vehicle (tank); Lumbering Behemoth.

1 Hydra Flak Tank (75) BS3·FA12·SA10·RA10·HP3 2 twin-linked Hydra autocannons; searchlights; smoke launchers; auto-targeting systems; heavy bolter. Vehicle (tank).

As is often the case, I did not see his core plan in the list, but it’s variety and width suggested a great game was going to happen.

Mission and set up
We rolled for game and set up. Playing purge the alien over a dawn of war set up. Rolling for warlords, I got master of the vanguard and Matt got Conquer of cities. I got the first turn and set up first.

Sticking to my plan, the 3 defkopttas set up on the hill to left. Then the bikes, battle wagon, nob bikes with the warboss and trukk boys.

Matt caslted up on his right. Deploying the hydra, executioner, 1 unit of vet and the comm squad. the other vet squad in the chimera set up in the foreground of this block. In the center of the table he set out the demolisher and the psykers. On the far left he set up sentinel. Matt stole the first turn and we moved the scout units. The defkopttas raced ahead using the fortress for cover. The sentinel milled about, but stayed on the hill over looking the center of the table.

set up for the Imperial Guard vs Orks

set up for the Imperial Guard vs Orks

First turn
Matt went first and the central block advanced and then he opened up. He ‘cast’ weaken resolve on the deffkopttas. This was followed by him Basting away he killed 2 defkopttas. With ld 2, the last one fled. First blood to Matt! The rest of my army resisted his shooting. I got very worried when the Demolisher hit the battle wagon. But he failed to harm it.

Turn 1 orks vs Guard

Turn 1 orks vs Guard

In return I declared a waargh. The Orks raced ahead, with the battlewagon nobs jumping out. This left them 8″ away from the psykers chimera. The bikes ended 9″ away. The nob bikes and the trukk rushed full speed.

Shooting was brief. I killed 1 guardsman with my battle wagon. I then charged in. The nobs got 9″ on the charge, the bike got 4 and re rolled 5″!

Combat saw the chimera getting wrecked, but not exploding.

Turn 2

Turn 2 and marbo arrived! Placed near the heart of my army, his plan was clear. With little movement, Matt headed on the shooting phase. Again I braced my self for a torrent of imperial fire. Matt did not disappoint. The sentinel killed the trukk, it’s boys bailing out toward the walker, his tanks to right killed several nobs with both warbosses taking a wound. The psykers used weaken resolve on the nob bikes, leaving them with an ld of 2. He the used soul flayer. This cause 3d6-ld wounds on the target unit.. This could wipe the whole unit! No amour or cover saves, but FNP is still ok. I rolled ‘deny the witch’ and passed! Saving my 400+ unit! They were so gonna die in my next turn! he unloaded all his guns and it should have made a mess! I lost 7 of the Nobz, and I was lucky to hang in. The cover from the Fortress did protect the army.

Marbo Pops up!

Marbo Pops up!

In return I contiued to advance. The Warboss left the Nob Bikers, he headed towards the Psykers. The Nob bikers headed around them lining up on the command squad. The warbikes headed for the Demolisher the Warboss on Foot headed towards Marbo. On the right, the Boys headed up towards the lone sentinel. on to the shooting and i started by killing 2 Psykers, the Nob Bikers unloaded on the Command Squad, killing all but the Master of the Ordnance. The death of the company commander gave me ‘slay the warlord’. The Boys then shot at at and took a glancing hit on the sentinel. The Nobz killed Marbo. but not until he had killed one more of the ork Brutes. The Warboss on the Bike charged the Psykers, their overwatch causing a single wound. In combat he challenge the Primus Psyker. Striking first, the Psyker failed to harm the Warboss, but was smashed in return.  The Warbikes killed the Demolisher, the blast taking out more of the poor psykers. tHowever the brave psykers then rolled double 1 on the break test!

Turn 3

In some games the Dice gods smile at you,  in other they don’t. I would have to say that in turn 3 of this game, they sold their souls hook, line and sinker to me. Not just letting him down, but abandoning him wholesale! It was brutal and hash and didn’t think you can be that unlucky!

His Valk turned up and headed for the Boys. The last Chimera advanced and the Vet squad within disembarked. They lined up to shoot the Warbikes and the sentinel moved away from the rushing boyz.

The sentinel Vs the Boyz

The sentinel Vs the Boyz

Matt’s shooting in summary was as followed.


6 Lasguns-No effect

2 plasma-1 hit, no wounds

6 Heavy bolters shots-3 hits, 1 wound, 1 saved.

Vets on the hill-

Master of the Ordance-Missed with the Barrage shot.

Autocannon-1 hit, no wounds.

Pask in the LMR-9 Heavy bolters shots, 4 Autocannon shoots, lots of hits, lots of saves, 1 wound!

Hydra-2 hits, 2 wounds (both on the Warbiker Nob) 2 saves!

Valk-2 rocket pods ‘hit’ 8 covered, 6 Wounds.

6 heavy bolter shots-All miss! (5 x 3’s and 1 x 2)

sentinel- Lascannon Missed.

The total casualty list was 1 warbiker and 6 Boyz!

Close combat saw the Psykers try to harm the Warboss, causing a wound and taking him to 1!, but 3 were killed in return and after a very brave attempt, they finally tried to flee. the Warboss caught and killed them.

Turn 3 from the Last of the Guard

Turn 3 from the Last of the Guard

The orks continued to push the advantage. moving towards the imperial troops, they wiped out both vet squads with shooting. the Nob squad hitting 11 out 18 shoots (needing 5+) to hit! the Battlewagon caused a glancing hit on the Valk and the Boyz wiped out the sentinel. with no targets to charge, the turn ended with out any orks in combat and the game ended. time was running out the result was fairly clear.

The end score was 11-3 to the orks.

My thoughts?

Matt, as always, was great opponent. His list was different and challenging and he loves to experiment.  This good example of this and it makes planning for his army difficult. Some things worked and other did not. Once he dials his plans in, he will wipe the floor with us all! I think he should focus on either long range blasting, or the mech’ advance, the split allowed me to dissect the central element of his force, then line up his tanks on the hill. This divided army lack the cohesion of the orks and my plan to steamroller him was helped by this approach.

His combined psykers where awesome, but needed a bubble wrap unit. The warboss just slaughtered them as a result.

My hopeless use of the Deffkoptta needs to improve. The deployment was poor and they got wiped out as a result, throwing away 2 VP early on. The game was good and I think that I had all the luck. Matt was unfortunate in the extreme in the 3rd turn of shooting, while I rolled high on all my saves. he should have killed a lot more and in Purge the alien, each unit kill is worth VP, he should have had got a better score.

Key learning points

-his Psykers are nasty as hell

-I need to learn to use the Deffkopttas!

-Deny the witch saved my Nob Bikers!

The Gravity Well

Now, I need to apologize to Matt Again! He had his Valk and his reserves on a chair next to the Table. While he went for a smoke, I went to see how the big game was getting on. I clipped the the chair with my heel and the result is shown below

this is damaged to Matts Valk when it fell off the chair

this is damaged to Matts Valk when it fell off the chair

I have never damaged a fellow gamer model before, being very careful with them, but I feel so bad that this happened! Once again Sorry Matt.

So, that’s it. I am still in the lead on the League, but the pressure is mounting. Next up? who knows, till then, see you across the battle table!

Outlanders scenery painting day

I recently helped my local gaming club, the Rugby outlanders,to get a small grant from Rugby borough Council. The Grant was from the ‘play fund’ a pot of money to help promote play across the borough. Rather than just focus on sports the council has tried to get young people to join all sorts of clubs and groups. We obtained a small amount, around £500.00, but this is enough to really help our club.

Our plan is to get new player to try out wargamming and to improve the experience for club members. We currently have around 30 members with about 15 at most games night. We are building the club and the leadership team (known as the senators) are doing a great job of this. We run 2 leagues and a yearly painting competition. I have said this before, but I count my self lucky to be a member of this club. We a group of like minded people who all love our hobby. We don’t have any really power gamers, picky players or any really annoying fanboys. We play any game and system and anything is possible. I should say a huge thanks to Simon Trammer for his efforts to keep it all together. Every time he posts an update on the leagues standing he gets a barrage queries, comments and complaints, but he still carries on!

So, what’s the point of this blog?well on Saturday, 27th April we had a scenery painting day where we tried to paint up as much of the new scenery as possible. We had the following to sort out.

2 realm of battle,
A fortified manor
An imperial sector
4 gaming hills
3 woods
And a load of various bits from our local gw.

The plan was for club members to paint away and, through lots of local advertising, to get new members to join up. We also had loads of food available.

We had 6 people around all day and over the day we got a lot done. By the end of the day, most of it the assembly was completed, with the 2 big projects, the RoB boards done following a group effort. Painted up using the GW Scenery painting kits, and flocked over, we now have these great kits ready to go. The 4 hills were nearly completed as well, with only the flocking left.

It was a long day, but the club did well, sadly we only got a few new members, but they had a fun day and this was the start of the project. A few club members, me included did take some home work away to finish and I now have 3 citadel woods to paint!

I should say a big thanks to Simon for organising it and to Adam for putting up with me for the day on the RoB kits. Can’t wait to play him on them.

To cap this week off we also have a day trip planned to Warhammer world on the 6th may. Taking 2 cars full it should be a great day. I hope to get a game in with the Necrons, and as ever, you can expect a blog on this outing in due course.

Until then, see you across the table.

‘Cron vs ‘nid the first fight.

On Thursday I am facing a tyranid force,1500 pts with Necron. its the first time I have fought the bugs for a loooooong time and its the first time with the necron. I really don’t know what to expect, so I need to rely on what I can control.

So I will dip into my favourite list and tweak it out for the ‘Nids. Here is my list for the game.

Necron Vs Nids (Necrons) – 1,501 points

Necron Overlord (200)
warscythe; mindshackle scarabs; sempiternal weave; resurrection orb. Ever-living; Independent Character; Reanimation Protocols.
1 Cryptek
Harbinger of the Storm (voltaic staff; ether crystal). Ever-living; Reanimation Protocols.

10 Deathmarks (190)
synaptic disintegrators. Deep Strike; Ethereal Interception; Hunters from Hyperspace; Reanimation Protocols.

C’tan Shard (240)
necrodermis; Pyreshards; Grand Illusion. Monstrous Creature; Fearless; Eternal Warrior; Immune to Natural Law.

11 Necron Warriors (243)
gauss flayers. Reanimation Protocols.
Night Scythe
twin-linked tesla destructor. Vehicle (Flyer); Transport (15 models); Deep Strike; Invasion Beams; Living Metal; Supersonic.

11 Necron Warriors (143)
gauss flayers. Reanimation Protocols.

Fast Attack
5 Necron Destroyers (220) WS4·BS4·S4·T5·W1·I2·A1·Ld10·Sv3+
4× gauss cannon; heavy gauss cannon. Jump Infantry; Preferred Enemy (Everything!); Reanimation Protocols.

Heavy Support
Annihilation Barge (90)
quantum shielding; twin-linked tesla destructor; gauss cannon. Vehicle (Open-topped, Skimmer); Living Metal.

Doomsday Ark (175)
doomsday cannon; 2 gauss flayer arcs; quantum shielding. Vehicle (Open-topped, Skimmer); Living Metal.

I have removed the scarabs and tweaked the C’tan. I then dropped a few warriors and 2 destroyers, This saved enough for a 10 man unit of deathmarks.

I love the deathmarks kit and nothing scares more than a big sniper unit. The hunters from hyperspace rule (HfH) is a nice one vs Nids. 1 enemy unit is nominated as the target, This marked squad is wounded on 2+ with any shots from a Deathmarks squad. This includes any characters that join them.

The poisoned hits will help me take down the big beasts and with destroyers, I should be able kill the big threats early one. The 3 twin linked tesla destructors will be used to maul the horde units. The C’tan will be used protect the gun line.

My worries?

I have 3 units that i know he used that I am worried about.

The flying hive tyrant- it’s flying slash Attack is nasty and I worry about my a-barge. My barge has a huge target on its back.
The doom of mala’tai- I have never fought this and I know he likes it.
Genestealers- Now this is a historic fear. My old ‘Nid opponent used lots of these and I lots so many games due to them. These will get just out of spite.

His weakness

He lacks any real anti aircraft defences while I have 2 flyers
I have a death ray (see previous blog)
He has little experience against the necrons, and has never met a C’tan

So that’s my plan and following previous games, I am confident. Adam is a good player and this will be good game. I am hoping to kill the big stuff first and dominate early one. I really don’t know how this will go. All I know is this will be a great game. Played at shadow games, Rugby, against a great opponent, we can be sure of a memorable game. As always I will try to tweet out in games reports and follow up with a post game debrief.

Until 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.

Oh rats!

As I have said before,  I am proud member of the Rugby Outlanders.  We are a modest club, but we have a great group of like minded players. Surprisingly we have more warhammer players in the league than 40K. 

I recently managed to get some grant money from our local council to help fund our group. We got a ‘play grant’ to promote social activites for young people.  Normally this money goes to fund sports groups,   but due a good bid and a brave council, we got just under £600.00. With this money we will increase the playing surfaces with 2 RoB tables. We have bought a load of scenery sets for both games and the paint to sort it all out. With support form the local gw (Coventry) who gave us some old scenery as well we have a lots of terrain. I will post more about this in the future and on the 27th April we are having a day of building. The activity session should be a cool day of like minded people have fun, but with a clear objective in mind.

The core use of the funds was to promote the club and get new gamers playing. To support this we got both Isle of blood and dark vengeance.  As a group we agreed to paint up the new sets to a good standard.  Any new players will be able to get a game and be inspired to get involved.  The idea is that the first time people turn up we will guarantee a game, on good board with decent scenery.

I asked to paint the Skaven from the isle of blood.  They are as far away as possible from the Necron and marines that I normally paint as possible and they look a great challenge.  The downside is that there is a lot of them.

I have made a start with the clanrats with hand weapons.  I am Going for a neutral colour scheme and trying to keep them looking ragged.  The pallet is greys and browns with them all wearing grey rags. The skin colour is also darker than normal and this helps to speed up the blending into the fur.

For introduction models they are great and they should look like a manic horde in the end. I dont know who is painting the high elves,  but I hope to at least match them in quality.  The 2 should help get new player involved in fantasy warganming.

I am known as a 40K player and I have not played fantasy for years. I was an old school chaos player, having a mix of both warriors, deamon and beasts, that was sometime around 6th ed. I used to collect both high and dark elves. but all these are long gone. Painting these Skaven has rekindled the warhammer bug. A fellow club member has a job lot of the ratkin that he is giving me, along with army book. As a result a Skaven army will be comming soon!

I know a fair bit about the rats, who and what they are, the clan structure and so on. I remember the main characters, units and some of the war machines. I dont know what the army structure will be and I open to suggestions. I will keep same colours, but I will add more ‘decay’ I am tempted to focus on clan pestilence and get to do my other painting dream, a Nurgle army.

The plague monks look cool and census bearers, globers, plague catapult all could be fun, they have some cool characters too. All of this is way off in the future. Until then, I need to sort out the first lot and by then I will have a better plan.

So thats whats happening in my hobby mind for now. Until next time I will see you across the Battle table.

1500pts necrons vs marines

So today I face an army of codex space marines. This is a leauge game and I am defending my top spot. My opponent is adam smith, who is a good gamer. He plays many games and is a ww2 buff.

Today’s game will be brought to you by the letter C and the colour green.  I am using my C’tan shard.  I have choosen 2 expensive options,  but with a clear plan in mind.


The grand illusion is my opening salvo. This power allows you to change the deployment of D3 units after deployment is finished. It can be used to to put squads into reserve and to pull the out of reserve.  To be very cheesy,  I intend to pull my flyers out of reserve.  If they can kill more than 40pts in the first turn, then the power has paid for its self. With the death ray and 2 Tesla destructors this is relatively easy.

Second power is the infamous gaze of death. I know Adam loves his terminators. This power is used after close combat. Placing a large blast template after combat has been resolved it causes 1 s3 AP1 wound on every model touched.  Every wound caused regenerates a wound on the c’tan shard. At 50 points its the most expensive power, but can kill a lot of heavily armored troops. One trick to note with the C’tan is that as well as being a monstrous creature,  they are also a character so can be challenged.   The plan is to get him into combat with the terminators,  challenge the squad leader. Killing him will be easy with a s7 mc with 4 attacks I4, and then decimate the squad with the GoD.  By challenging they rest of the squad cant attack him!

So that’s the plan for the C’tan.  At a whooping 275 pts he is very pricey, but comes with some serious cheese. Here is the full army list that I am Taking.

Necron Overlord: Phaeron; warscythe; mindshackle scarabs; sempiternal weave; resurrection orb. 215
• 1 Cryptek: Harbinger of the Storm (lightning field).

C’tan Shard: Grand Illusion; Gaze of Death. 275

12 Necron Warriors 256
• Night Scythe
12 Necron Warriors 156

3 Necron Destroyers: heavy gauss cannon140
3 Necron Destroyers 120
5 Canoptek Scarabs 75

Annihilation Barge: gauss cannon. 90
Doom Scythe 175

1,502 points

I will post a battle report later, until then, see you across the table.

Return of the Star God.

My Necron need something big and after my Blog on the C’tan’s, I thought I would do something Special. I have always loved the K’daai Fireborn and this was my chance. I have never used Warhammer Forge bits so I was very excited. I hope to give you an idea as to how I do this.


Now I always deal with all forgeworld stuff the same way. After checking all the stuff is in the Box, I wash them out in warm soapy water. And then rinse off in cold water. I then cut off the excess and prep the models in the normal way.

After that I need the extra bits. To convert these Chaos Dwarf models into necrons I needed some 40k bits. I have loads of bits left over and my plan simple. The Head needed swapping out and the arms needed some weaponizing. This kit comes in a squad of 3. I wanted each to have a different look, so one would have 2 weapon arms, one would have a larger gun and the last would be all about the Claws.

I will focus on the 2 gun shard for now, but the other 2 are well on the way.

Parts List

1 K’daai Fire Born

2 Tesla Carbine

1 Old Metal Tomb Spider headImage

I started off with the head. I stripped of the Resign head. I trimmed it down with a knife and then I used my Multi tool to carve it out. I then had my chance to try out the Metal insect head. It really did not work, but Plan B was always to try it with a Necron Immortal Head. This looked ok, while a tad small it made him look more like a slave.


ImageI then used a bit of green stuff to sculpt up the flames. Now I am not a good sculptor, but these where quite easy.


Next up the arms,

I cut the Arms off just above the Greaves, taking care not to damage the delicate shoulder pad. Sadly, I managed to damage the shoulder spikes. I trimmed them down and shaped them to be less ‘chaosy’

Now again I attached these and it looked ok, but not a monster, I rummaged around for some blades, I noticed that under the Gauss Blaster was a small cutting blade. As I had 10 of these, I had plenty to play with. To give it gaming strength I needed to pin these. This was a mammoth task. Drilling in to these was very hard and I ended up damaging 4, but I still managed it to pull it together in the end.


With 4 blades on each ‘hand’ I finally had the Look I wanted!


Painting Wise, I wanted to go with my regular Green and bone, with Bronze accents, I soon end up with more brass and I think the overall look was great.

So thats my Necron Shard. I have 2 more to paint and tomorrow I will be trying in battle. i will do a Blog on the battle and i will let you know how it gets on.

Till then see you across the Battle table.