The Inquisition are on the move. And they have pointy sticks and fiery torches to shove up heretics’ bottoms. And here’s the cover…
It rather lacks the gravity of the main Codex releases but you still wouldn’t mess with him.
Welcome to the first of many Game Theory articles that will take a detailed look at some of our favourite miniature table top wargames and video games (Interactive visual game entertainment/experiences). I love games and how they work, but I also love to interpret the artistic value of a game as I attempt to get a glimpse of what the creator had in mind as they built these games.
Today we are going to take a look at the notrious victory points system for the games Warhammer Fantasy and Warhammer 40K from Games-Workshop.
1) Why do Victory Points Exist?
The majority of miniature wargames assign a specific price tag or point value to a single/group of miniatures. Within the context of the game world this is supposed to symbolize the differences in quality and quantity between models. Points have a duel purpose, first by being a game balancing agent by creating a disparity between models. With weaker models costing less compared to the more powerful, yet more expensive elite miniatures. Secondly, it allows the game designer to develop a deeper sense of thematic identity for a group of miniatures. For example: the elite powerful Chaos Knights are imbued with the gifts of their Gods, therefore they should be extremely powerful; yet rare because the Gods are fickle about who they bestow their gift upon. Compared to the numerous and weedy goblins, which are weak on their own, but together in a horde can be a greentide of death and misery.
Victory points, are the direct side effect of this system. Miniature wargames, by their true nature need to have a victor and defeated opponent. For a designer, victory points are the most simplistic and rational way to force a victory condition. Each model is worth a point value, every model I remove from my opponent’s army nets me those points and if I can prevent my opponent from doing the same, then I am the victor. Really simple and effective, but is it thematic? To an extent perhaps, because history has shown to contain brutal massacres and drawn out stalemates. However, here is where some of the many problems with victory points begin…
2) The Consequences of the Victory Point System
The primary issue with victory points is how they are utilized within a game system. For starters in Warhammer Fantasy, whenever you run down or completely destroy a unit you gain its combined victory points value. Seems all right so far. Until you begin to notice that this begins to promote two different extremes within the game. Units that are large and full of powerful models (expensive in points because of their improved stats) and dozens of smaller redirecting units (small size and cheap cost) for repositioning these larger more powerful units. Essentially, the larger “death units” are used to clear out other models, while the smaller cheap units/models are used to keep these more powerful models from earning their points back.
Why is this such a big deal? Well the issue is that this system promotes these two extremes and armies will have no middle ground units that offer alternatives or tools for varying the army playstyle. Because the playstyle of an army, is so connected to its theme, you soon get this homogenised effect of armies feeling too similar. Once armies are playing the same style, pretty soon it becomes a min-max game that alienates models/armies that are just under the radar.
Also how people approach the game is altered as well, because now its more about a model’s points value (is a model cost-effective, super cheap or really powerful), instead of a model’s potential tactical value or toolbox nature. For instance: High Elf Sea Guard, have bows and spears for weapons and can switch them on the fly. A fairly flexible unit that can perform a variety of roles, however because of the victory points system, you would be at a disadvantage for taking them. They are more expensive compared to spearmen and bowmen, and even though being flexible is nice, it does make them lackluster, by not being truly great in one particular area.
3) Fixing the Mission
Victory Points often promote a “Kill or be Killed” mentality, but here’s an effective way to change-up this age-old formula. Missions! Simple right? Now I want to clarify that missions that award additional victory points don’t really count, because they haven’t actively solved the problem.
Instead missions should take the focus off the individual models/units (thereby removing emphasis on points values) and focus on tactical play and objective based games. With regards to Fantasy, this could be done with missions that rely on units with banners holding key points on the map. It works thematically (armies smashing face full metal style) and in-game as well because all the models still retain all their roles. Smashy units still smash, redirectors still distract, but now tool box units could potentially have more value. Using the High Elf Sea Guard example; they still lack a defined role but now they can adjust to what the army would need during the game. For instance in a take and hold mission the can offer support by providing additional firepower and break into the zone with the rest of the hammer melee units on that crucial turn.
For more examples of awesome and interesting Warhammer Fantasy Missions, make sure to checkout the Uk Tournament: Blood and Glory! Which is run by Ben Curry from the Bad Dice Podcast for more information on the event and how it played out.
Are these absolute answers or permanent examples of how to change the game? No. But I found that they are a step in the right direction to promote more interesting competitive and casual play in Warhammer Fantasy!
Until next time!
So how to describe Chaos Daemons as an army? Well, random I suppose is the best word. But random in a way that can be pretty much mitigated if you know how and are willing to pay the points. Playing a Chaos Daemon army is a bit like being an accountant. A daemonic one. So like an accountant. Figuring out the best margins, cost to risk ratios and how to spin the random tables in your favour is half the fun of this book.
But let’s start with the basics before I get too ahead of myself. It’s a very pretty book. Finally having a codex in full colour gives the artists and designers full licence to go to town on how much craziness they are allowed to inject into an otherwise pretty standard codex template by this point. Each section for the four Gods has slightly different border designs and the inclusion of a fold out with a summary of most of the salient points of the Codex is particularly useful, given the number of tables a player will need to roll on pre, and during, a game.
Another new (or at least something I at least haven’t seen for a while) addition is designers notes in a vein similar to Privateer Press’, that clarify points that may not be immediately apparent. With a lot of arguments about things like “Rules As Written” and “Rules As Intended” on the net, its nice to see Games Workshop’s designers spending the time to clear up some points that, due to the loose nature of 40k’s rules, may seem ambiguous otherwise. I just wish it was for everything rather than just a few entries, as my first glance through revealed some pretty broken combos if the interpretation is taken as RAW rather than RAI.
There isn’t much additional background text added to what exists unfortunately, though with the colour text and illustrations it’s still of a pretty high calibre, if not great compared to what came before in my opinion.
What does seem to be becoming clearly defined now is how Games Workshop view the Chaos Gods. In the past they were sort of loosely defined as omnipresent and unknowable beings that existed in the warp. Now it seems that there is The Warp, as controlled by Chaos Space Marines and other renegades like Daemon Princes and the Traitor Primarchs. Then there is a deeper part of The Warp which has fantasy realms controlled by the Gods (as in, not planets, just plains) where the Gods literally reside in structures created by their whims.
Though in the past it was easy to see these as allegorical in some way: someone’s mind entering the warp and trying to make sense of it. Games Workshop are clearly trying to re-sculpt a lot of the Gods of the 40k Universe as more of the Greek and Roman variety, prone to squabbling amongst one another and capable of very human emotions, if admittedly emotions that can result in entire worlds being destroyed. In the end it’s a personal preference and whilst I don’t quite like it, I can see many more people quite liking Gods they can engage with as maniacal villains, eyes poised over the galaxy like hungry sharks.
As for the list itself, well it’s pretty solid, if nothing exactly stands out. The many new additions seem to add a lot of options to the army without overpowering it significantly (though the idea of Plaguebringers being jumpack cavalry sounds like something I will have to check out), with perhaps the only dud being the Skull Cannon of Khorne. Even then, that’s just because it’s outshone by the far more appealing Slanneshi chariots. In the end, it’s just nice that mono God armies finally have more options to their lists than the prior codex, which will reduce a need to have mixed God armies for those that would rather not.
There’s also been an effort to make Daemonic Heralds a real alternative to their Monstrous Creature counterparts, as Heralds are now able to grant abilities to units via Locus’. Whilst this may anger some long time players, as many of these Locus’ were what units came with as standard in the past, I see it as an advantage. Now each unit has a wealth of new options open to it depending on what Locus is selected by the Herald and each unit is a part of a larger piece of the army. To this end you can now take four, yes four, Heralds per HQ choice. At a base cost of all four without upgrades being just under the cost of a single Greater Daemon, you may find they will aid your army a whole lot more than just one monster.
Of course some units, like Bloodcrushers and the ever reliable Greater Daemons, can eat squads a turn, but you will pay through the nose for them. Now it’s probably much better to have one of those units and have lots of smaller squads to help them achieve that. There are token efforts to combat fliers by giving Soulgrinders an anti-aircraft weapon and making the winged big beaties Flying Monstrous Creatures. As always too, Tzeentchian squads are more predisposed towards psychic powers and shooting. But overall, most of your squads will be racing across the board to get stabby as quickly as possible. As Deep Strike is no longer mandatory either, it’s a lot easier to set up plans for a game, instead of hoping that a single dice roll goes in your favour.
However, this is where the fun starts. Characters no longer buy equipment, but instead buy rolls on tables. The default choice is usually an okay close combat weapon (an AP 2 master crafted weapon for 10 points is pretty nice), with the better rolls allowing for stat increases, psychic powers or things like the ability to summon more daemons. The default roll is useful in that when tailoring a unit a certain way you can have a backup in case your roll something not usable to the model. Still, it would be nice to know that when you are spending 50 plus points, something useful will come of it!
Add to this the Warlord trait rolls, the mission rolls, the Warpstorm table that is rolled each turn and as you can see there’s a lot to keep track of at any one time. This reliance on randomness has, unfortunately, left an army list with few additional options. Thanks to Phil Kelly’s deft touch, key designer Robin Cruddace has managed to avoid making any one unit a must buy and I can see many different types of list coming out of this Codex. It’s just 60% of those lists will amount to a core of multiple, almost identical units due to a lack of afore-mentioned options.
In the end the Chaos Daemons book isn’t what I would call a crowning achievement, mainly due to the reliance on being lucky at rolling on tables. Those who have played Chaos Daemons for a while will be used to this though and I’m sure will be hitting the top places of tournament tables soon enough. The codex has also opened up a lot of new options with the addition of just a few new units. I just wonder if said reliance on random may put off new players from what is otherwise a really interesting army with a unique hook. I’m certainly going to be adding a few units to my Word Bearers force soon, which in time will bloom into my own miniature daemonic incursion.
Now, how to explain to the misses that, yes, I DO need another 60+ models…
Codex Chaos Daemons is available from Firestorm Games priced £27.00.
So to mix things up a bit from my barrage of Warhammer Fantasy Battles articles for A Tale of Two Armies I thought I’d take a look at the new Codex Space Marines. Written, as it goes, by Robin Cruddace who wrote both the Empire book and Warriors of Chaos.
The good news is that Robin Cruddace collects Space Marines so he hasn’t completely shafted the army like he did the Empire. The bad news is that it’s the most boring iteration of any Codex Space Marines I’ve ever read. And I’ve read them all. Robin’s strength isn’t creative writing. And that’s fine, we can’t be good at everything, but his lack of flair means that much of the background is lack lustre or just copy and pasted from previous iterations. The worst bit being that none of the background except the Raven Guard entry reflects any of the stuff written in the Horus Heresy novels. Seeing as they’re canonical* that’s really rather poor form and a bit of a slap in the face. It also reads like he was terrified of offending someone as just about every Space Marine chapter mentioned in the book is a brotherhood of warriors without peer with more victories than any other. I defy you to read the book and tell me I’m wrong. The funniest one being the Howling Griffins which he collects and he may as well have just written, in crayon, these ones are the bestest. It’s all just so unnecessary. It’s also rife with typos, some sentences with multiple errors which really pisses me off and goes to show how little care was shown. Yes I make mistakes and use the wrong word from time to time, but I don’t charge you for it.
The good news is that, for the first time ever, the first founding codex chapters actually get proper sections now, which makes for a very thick book. And despite the average writing there’s some good stuff in there and it’s nice to see those chapters finally getting a mention rather than the book being Codex Ultramarines by any other name. As an Ultramarine player I did feel like something was missing but that’s just me being spoilt. The book is lovely. Much of the artwork is from previous books, which isn’t a complaint as it’s in colour for the first time which is nice to see. There’s a full-page piece of art of a Raven Guard Thunderhawk which is superb. So kudos to the art studio.
As has been established, the Space Marines new kits were in the form of re-releases and Centurions as well as the official additions of Storm Talons and Storm Ravens. I was slightly disappointed about the latter as I never had a problem with an army or armies having exclusive units. That said, they will undoubtedly perform a vital battlefield role and give Codex Chapters a real edge over…well everyone. As does a lot of the new gadgets and gizmos. The graviton guns are a new weapon option that wasn’t needed and will spank Chaos Space Marines. The army that frequently kicks Cruddace’s Griffins about the board all the time.
The Centurions I was a bit mixed on at first. I know a lot of people have slated the models but I kinda like them. And I kinda like what they’ll do for Space Marine armies. Their addition to the Codex is a little on the woolly side but it’s not the first time and it won’t be the last. They’re nasty buggers that’s for sure and actually with the right force composition could be really nasty. The Devastator Centurions are, on paper, better than a Devastator Squad thanks to being able to move and fire. Assuming they make it into range. The Assault variation will need a transport because both types are slow and purposeful. But if your opponent lets them get into combat then things will bleed. A lot. At 190 points for 3 they’re not a casual addition but the strength & toughness of 5 with 2 wounds is a real consideration and potential performance verses points they’re actually pretty good value.
There’s a few subtle changes throughout Codex Space Marines. Vanguard Veterans don’t get to assault on the turn they deep strike any more which is a real shame as that was their one big advantage and offset the horrendous points cost. So in terms of assaulting they’re a bit worse than Warp Talons now. But they’re now much much cheaper which is good because it means you can juice them as much as you like. They are Elite choices now though which is shit. And there’s still no way of fielding a first company outside of robbing rules of the Dark Angels which is massively disappointing. But even if it was, having Vanguard & Sternguard together makes fielding the Ultramarines 1st Company impossible. Which is a real shame I suspect grouping them together was a convenience thing rather than it being a carefully thought out decision.
There’s also been plenty of points changes throughout the book. So Captains are cheaper, as are Space Marine Tactical, Assault & Devastator squads. Which is a massive deal as across a 3,000 point game you’re going to gather up, across the army, quite a few spare points. Some weapons have gone up in price, almost arbitrarily, and assault cannons have got much more expensive. Because they’re amazing in 6th edition. It’s a shame someone noticed as I rather enjoyed taking advantage of that.
Big changes in the Codex, or changes back, is the flexible squad sizes with special or heavy weapons in tactical squads. Which is great news for the less conventional armies. Being an Ultramarine player I shall still be taking the full ten men as Guilliman intended. Squads that have split into combat squads now get to occupy the same Rhino which game changing. It means that for the first time since Second Edition you can move a squad up the field and then send them on their separate ways. It gives Space Marines a massive tactical advantage over everyone else and will actually mean the kind of flexibility you read about in the books.
But the biggest change/reversion by a mile in Codex Space Marines is the introduction of chapter tactics. They’re actually very good – which makes up for the fairly average warlord traits – and reflect the personalities of the armies incredibly well so full marks to Cruddace on that front. Ultramarines and Imperial Fists seem to benefit the most with their traits being very much performance enhancing across the entire army, which rather does reflect the personality of the chapters. That’s not to say the others aren’t without teeth they’re just far more specialist. Again, as one would expect. The Raven Guard’s ability to infiltrate everyone is pretty bad ass.
It’s a real shame that the background isn’t as strongly written as the rest of the Codex. There’s some good stuff buried beneath the average writing – and it really comes down to someone needing to take a firm hand. The repetition phrases and poorly constructed sentences is embarrassing. However, the army list, chapter traits and tweaks and new additions are actually pretty spot on with the exception of making the Vanguard, cheaper, in the wrong place and shitter.
The Centurions do, after some consideration, fulfil genuine battlefield roles that is more than just dreaming up something new for release. Well, actually, no it was dreamt up for release but it works is my point. And it gives players – particularly Iron Hands and Imperial Fists – a different way of fielding an army whilst still making it competitive. You may notice I’ve not really commented on the new anti-air Rhino variants. And that’s because they’re a necessary unit and they are what they. They shoot down flyers. Hooray. The rules for them are actually pretty nasty and they’re pretty good value for points but they’re Space Marine anti-air guns, there’s not much more to be said.
Overall Codex Space Marines is a good book. The background isn’t terrible, not by a long chalk. It’s just not as well written as it should have been and would have taken little more than a couple of proof reads to make it better. This said it’s tolerable enough that those new to Space Marines or only got in to collecting Space Marines with the previous Codex will still enjoy reading it. The rest of the book is pretty sound and the army list works. The point adjustments are for the most part valid and the chapter traits and flexibility in army selection is a welcome change and will make a lot of gamers very pleased. And interestingly thanks to the subtle change that you can now take Techmarines as part of your HQ choice, you can free up an Elite slot in battle company list. Which is rather handy. And it may just be in the shape of some Assault Centurions. And the free Heavy Support slot may just have to feature a Storm Raven. Just saying…
Codex Space Marines is available from Firestorm Games priced £31.50.
*A heated discussions has erupted over my use of this word which I’ve deleted because I felt it was inappropriate. This isn’t censorship but avoidance of an argument that simply could not be settled on a comments board and shouldn’t take place there either. I’m all for healthy debate but when there is a fundamental disagreement that cannot be resolved there is little merit in making it public. My use of the term may have been incorrect but refers to the simple truth that the games developers reap a tremendous harvest from the ideas and characters in the BL novels. To say they’re non-canonical is as inaccurate as saying, apparently, they are. Equally the Forge World Horus Heresy books rely so heavily on the novels for material it would be a great injustice to the series, the writers and those that have enjoyed reading them to condemn to little more than fan fiction.
Prepare, sons of Iron, you’re about to get a raging hobby on. For £55 you could own Ferrus Manus, primarch of the Iron Hands Legion. He’s not quite what I imagined but he still looks pretty bad ass. And combined with Fulgrim even more so. The armour is incredible and the backpack baffling. The nice thing is that the arms and hammer – the two most iconic part of the primarch haven’t been over done. They detailed and in proportion with the rest of the model but with some nice touches in there all the same. I suspect he’ll be available at Games Day so I’m sure the Forge World stand will be even more rammed than normal.
Feast your eyes on the snaps and at the bottom is a vid from Forge World talking about how the model came into being. Enjoy…
Some of the #warmongers may recall a week or so ago I was asking what draws you to a particular Space Marine Chapter, this was all brought on by the imminent release of the new Space Marines Codex and miniatures as well as my own penchant for never doing anything simple.
Let me explain where my train of thought came from. It started with a comment on twitter made by I believe @RTGamer about creating a Celtic themed Space Marine Chapter. As some of you may realise from recent posts I have a bit of a wet spot for Scibor Monstrous Miniatures who do a range of sci-fi Knights which are Celtic themed as well as some familiar looking themed shoulder pads.
My brain was ticking and after a quick chat with Phil over a few days, I acquired a copy of the Space Wolves Codex to base my home-brew chapter on and the long arduous task of deciding on a name began and to be honest I think is still going on.
Anyway I digress. Doing all this got me to thinking why is it I find myself so drawn to this idea more than any of the other chapters that already exist? Way back when, I had a thing for the Dark Angels but they seem to of changed ever so slightly in essence since my departure and return to the hobby, and I just don’t feel the love any more.
So why do we pick the chapters we do? Is it the background fluff that really stirs you to collect a certain chapter? Is it a particular book from the Black Library that reaches down your trousers and has a good rummage? I know @LemonPainting was influenced towards the Salamanders after reading Nick Kymes books. [Because Nick Kyme's fucking awesome - Ed.]
“@Mat_Mac @TheShellCase the books by @NickKyme were a huge influence on me doing salamanders probably the same with the Gaunt’s Ghosts books. If the books weren’t so good I would have gone back to a homemade chapter or no marines at all.”
I know this feeling well myself, as after listening to the Garro audio dramas recently I really wanted to do a Grey Knights army, I also know Phil was inspired by the background fluff for the Ultramarines to collect his First and Fifth companies. I also think he wanted to prove a point about that Ultramarines aren’t just for kids and can look good.
Then there’s the colour scheme. Do you collect Imperial Fists because yellow is your favourite colour, or you like the specific challenge of the paint scheme which is why you went with the Legion of the Damned or maybe you choose that particular chapter because it would be a quick army to put together?
@OmegaSupreme80 picked his Crimson fists because he liked the colour scheme as well as the background fluff:
“@Mat_Mac @TheShellCase Picked Crimson Fists due to combination of colour scheme, background and Kantor’s model (love it!)”
He was also drawn to them because of a certain model. This may be why you are now fielding an army of Black Templars, because you just had to have the Emperors Champion model. With Forge World giving us even more choice how does this influence you into choosing what you’re going to field do you like me find yourself flipping through web pages of miniatures thinking how you could create your own characters for your chosen army, taking inspiration from something you’ve read to create a figure that appears in a certain story. Do you want to field the Grey Knights but have Nathaniel Garro leading them into battle against a Daemon horde?
Or is it simply like @OmegaSupreme80′s reason for loving the Space Wolves because they are Vikings…in…SPACE! His exact words I promise.
Maybe you’re drawn to their sensibilities and feel some sort of bond with the essence of the Chapter the fearless honour of the Blood Angels or the Clandestine practices of the Dark Angels.
Whatever the reason, those of us that feel the lure of the power armoured post human are drawn to a particular style of Space Marine Chapter whether, like me, you want to create your own because something has inspired you or you just want to make life difficult for yourself. Or you find a certain empathy for one of the existing Chapters for some reason or another whether it’s a kick ass model or striking colour scheme. We all have a story to tell as to why we chose what we did, and I realise as I write this that it’s not just limited to why we choose our Space Marine chapter but why we choose the Army we do be it Eldar, Necron, Tyranid or any army for any game. There’s just something about them that resonates with us.
I would really like to hear from any of you as to your reasons to why you field what you do and maybe do a follow-up to this post just think it would be interesting to see what it is that makes us tick.
So what’s in a name or the colour scheme or that particular model that made you choose the army you did?
And don’t forget to enter the Create a Space Marine Chapter competition to tell your own story!
Alan Bligh waxes lyrical about the new Horus Hersey book. It looks utterly gorgeous with some incredible original artwork in there. If only I didn’t understand the value of money…
Cast your mind back. It’s 2002 and Games Workshop are preparing for the Eye of Terror campaign. A fledgling Black Library released Storm of Iron, a book by Graham McNeill, who at the time was perhaps best known for his work on the Games Workshop Design Team. It was good. Like, really good. The community’s reaction was pretty positive. Yet since then, it feels like that same community seems to have soured on him, if only for the crime of liking Ultramarines. [Fuckers! - Ed.]
For my own part, I’ve not always enjoyed everything Graham has written, but he’s one of the few writers that seems to be experimenting and testing his limits with each new book he writes. His books often don’t quite work for me, but his ability to mix of 40k battles and more nuanced exploration of the universe wins me over more often than not.
My pre ramble is important, because if there was a way of describing my gut feeling of A Thousand Sons, it’s “Mostly works, if not quite as much as it should”. It’s going to take the rest of this review to explain why.
Now, how go best go about it? If you are familiar with the history of the 40k universe at all, you will know the Fall of Prospero is one of the defining moments of the Horus Heresy. A Thousand Sons starts sometime before that and allows us to get to know the legion, as it explores the galaxy trying to increase mankind’s knowledge, which they see as the real purpose of the Great Crusade. Censured at the Council of Nikaea for treading a dangerous path, events soon spiral out of control and the Imperium will never be the same again.
The main drive and focus of the book is secrets. Everyone has them, from our humble Remembrancers, the human element of the book, to Magnus, Primarch of the Thousand Sons himself. Even the Space Wolves, usually portrayed as being as subtle as an axe to the face, are keeping back something, which suits a book about a Legion that one day will become the servants of the trickster god Tzeentch.
The novel is certainly very effective at allowing you to empathise with the 15th Legion, as by allowing you to see their triumphs through to their lows, you gain a real sense of the tragedy of the situation, as two Primarchs refuse to back down from one another until it’s too late. Getting to see the glorious paradise of Prospero and how the Space Wolves appear as alien invaders allows for a great contrast to A Thousand Sons sister book Prospero Burns. It really makes you root for a legion that could otherwise come off as more arrogant and monstrous than the Emperor’s Children.
McNeill is good at penning an action scene and the description of the fall of Prospero as one continuous piece in the latter half of the book manages to capture both a personal scale of Magnus’ folly and the larger more epic of the war around him, that an event like the Horus Heresy demands. The only real failing of the book is its human characters. Whilst fairly prominent at the start of the novel, the Remembrancers seem to be lost and forgotten by the second half, until suddenly they become prominent characters at a time that is disruptive to the more interesting narrative of Magnus and his son’s discovery of Horus’ plans. By the time of the invasion the characters have any further involvement cut off, in a sentence that seems to hint they make it back to Prospero, without any follow-up. Perhaps my memory is faulty, but it’s an odd ending to characters that have been written to make us care about them, only to have them dropped as any hint of a future absent once the big fighting scenes kick in. [I think the point was that fate can call upon even the lowliest soul to change the galaxy, but be just as quick to discard them. But that's just me. -Ed.]
All in all, apart from the odd bit of clunky dialogue, I really have no actual complaints about the book. It flows well, and Graham manages his usual trick of making each battle about more than just cool explosions and bolter porn. A real blast from start to finish and a nice counterpart to Dan Annett’s Prospero Burns. It’s probably the best work I’ve read of Graham’s yet and I look forward to reading his further contributions to both the 30k and 40k universe.
A Thousand Sons is available via The Black Library as an E-book or physical copy, or is available from all good high street booksellers. And Waterstones.
As if shit hadn’t got real enough in the first book, the second book in Forge World’s Horus Heresy series isn’t far away. Massacre steps off from the Dropsite Massacre and so will focus a lot on the Iron Hands, Word Bearers & Salamanders, with the Night Lords chucked in for good measure. The artwork looks stunning and it looks like we can expect more Primarch models. Which is very exciting.