Badrukk’s Flash Gitz – A Review

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I’ve concluded I’m a bad man. I’m a bad man because I promised that I wouldn’t collect any more Games Workshop armies because one uber Ultramarines army was enough. Then I decided I wanted a Warriors of Chaos army for Warhammer Fantasy. So I made a new promise that I’d only collect one army for each game. Then the Lizardmen came out and I started lusting after those. I have the book so it’s really only a matter of time before the first purchases are made. And then I reviewed Codex Orks and it all went a bit wrong.

In the same way that I said I’d only get a couple of bits for X-Wing I have told big fat stinking lies and now I have a little under 1,000 points worth of Orks, kicking off with the gaggle of green skins available called Badrukk’s Flash Gitz. A handy-dandy box with Kaptin Badrukk, 10 Flash Gitz and 6 Ammo Runts. This box is interesting for two reasons – 1. It’s the first time Games Workshop have done a mixed plastic and resin box which gives me hope for more boxes like this cropping up. And 2. You actually save a decent amount of money. Granted it’s on the Ammo Runts as they’re basically free but as they’re quite useful to Flash Gitz I’ll take it.

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As soon as Freebooterz cropped up in the fluff of the new book I’d already decided I was going to collect those should I be damn fool enough to give in to my baser hobby urges (I know, I know!). I’ve always loved Freebooterz I love the fact that they are basically dimwitted pirates, albeit dimwitted pirates with large ships, large guns and no sense of self-preservation. It also tickles me that the Freebooterz feel no bond or comradery with other Orks and would happily bankrupt a Warboss in exchange for the use of their ships. They are the Ork equivalent of scoundrels. And I can think of two scoundrels that the geek community are extremely fond of.

So it was inevitable really that I would take Kaptin Badrukk as my army’s warboss (although Lee, Mat and I have agreed to no special characters for our new armies) as I want my army to be as brash and as ostentatious as it’s possible for an Ork army to be. I don’t even care if I win games, I just want to look bat shit crazy whilst I’m doing it. Kaptin Badrukk as a model – regardless of the character’s rules, does that exceptionally well. He’s an Ork pirate. In space. Give him a massive gun and he’s perfect. Oh wait…

99800103019_KaptinBadrukkNEW01The model is awesome. Hands down my favourite Ork infantry model and one of my favourite models in recent years. Whilst he’s not dynamically posed like a lot of the new generation Games Workshop models it’s reminiscent of the old John Blanche and Mark Gibbons artwork from when I was young in the hobby. And for that reason alone I love it. Whilst Finecast is still wildly unpopular amongst hobbyists, and even I admit to having some bad experiences, Badrukk is perfectly cast. Although the Games Workshop certainly embraced the first part of the Flash Gitz moniker because there’s a lot of it. But at least it’s nowhere stupid that will ruin the model with the exception of the sword tip but as that’s pointing downwards it shouldn’t make much difference when it’s on a base and painted. Yes I said it!

The Badrukk model is that perfect blend of Orkiness smashed together with human clothing and technology. The heavily modified Ripper Gun, the stolen naval medals hanging from the very human looking hat. And course the well-tailored, if heavily augmented, naval coat. And I love the overturned chest of teef. And only when you scrutinise the model you start to notice all the other teef. The teef lining the choppa. The teef hemming the collar of the coat. Badrukk is a rich bitch.

And he has the toys to prove it. Armed with Da Rippa, it’s a basically an Assault 3 plasma gun. Which is hideous. Fortunately he also comes with a Gitfinda so between that and that number of shots its chucking out, you should kill some folk. The Goldtoof armour will help keep Badrukk alive whilst you do it with a 3+ save and a 5+ invulnerable. For an Ork that’s a tasty load out.

The rub is that for 110 points he’s bot as beefy as a Warboss. He gets a point less strength, toughness, wound and initiative which is quite a hit considering you can buff up a Warboss for fewer points and only really lose out on a point of save and the invulnerable. Da Rippa though is a meaty weapon and he’ll make his points back providing you play aggressively enough with him.

By putting him with some Flash Gitz for example…

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These models are awesome. I mean really really cool. I haven’t had this much fun building models in ages. The kit is as Orky as it can get. The Snazzguns have 8 components to them and there’s so many options that no two guns will look the same and that’s pretty cool. Throw in the variety of heads and the 5 components to make the boss poles and it makes for some fantastically individual (and flashy) models. They do take bloody ages to build though. It’s not time wasted however because the end result is a centre piece unit that rivals even the big stuff in the Ork army. The size, detail, customisation and sheer bat shit craziness of them is incredibly impressive. And I love the little homages to the original models from way back when.

It’s just all the little touches that really set the Flash Gitz off. Built a twin drum mag rotary cannon? Well that’s not enough dakka, so why not stick a big shoota on the underside just to make sure? Your Snazzgun not loud enough? No problem, fit it with a sound deck. No gag. It’s in there just look on the sprues. One of the coolest bits are the strings of casings you can have coming out of the ejection ports, just to really sell the action. The downside of those is they’ll like snap off at some point and it only makes storing large models even harder. They’re already terminator size models without the boss poles or anything else.

The Gitfindas are a little clumsy even by Ork standards. They don’t feel Orky they just feel like an after thought. Everything else just works beautifully on the kit. I don’t hate them by any means I just don’t think they’re as strong as the rest of the bits on the sprue. The nice thing is that they’re optional so you can leave them off. I’ve done a mix in my squad of 10 as some are cooler than others. But that just adds to the Orky ramshackle look.

The Ammo Runts are a cool addition to the box and add not only an air of pomposity to the Flash Gitz in so much as they have minions following them around but their weapons are so powerful that they need said minions to follow them around with heavily laden with boxes of ammo, which is a nice touch. The models are pretty cool and well cast. My only thought is, whilst awesome and basically for free I’d have happily had them left out and the box be cheaper by a tenner. This said, Ammo Runts to a unit that really needs to hit with their shooting to get the most of out of them, they go a long way to boosting the combat effectiveness of the Flash Gitz. Although that’s true of all Orks, ramshackle guns or no.

And of course no Ork unit would be complete without the ramshackle rules to go with it (see what I did there?). The Snazzguns for all their ostentatious glory are a tad unpredictable. They chuck out an impressive Assault 3 at Strength 5 at a 24 inch range giving the Orks a tasty base of fire, supported immeasurably by the Gitfindas and the option to take Ammo Runts so shots will hit and have enough wallop to wound. Where it gets iffy is the AP is a D6 roll. The average roll is a 4 which means you’ll be dropping everything except Marines and Necrons which isn’t bad but the unpredictability does mean you’re always taking a risk when hurling shots at heavier targets.

The other problem they have is that they can’t upgrade their armour like Ork Boyz so they’re very vulnerable to return fire. Only their two wounds stops them from being mown down and at 220 points for 10 without upgrades, they’re a weighty investment in an Ork army. As with much of the meatier Ork units the answer usually revolves around mounting them in a vehicle of some sort and or putting them near a kustom force field.

But despite the question marks against them, it doesn’t take much for Flash Gitz to make back their points and more if you’re sensible with them and choose targets wisely. And the fact of the matter is that they have the stat-line of a Nob getting 4 attacks on the assault. So they’re just as capable at smashing skulls with the blunt end of their Snazzguns as they are blasting skulls to cinders with the business end.

Whilst Flash Gitz aren’t for everyone or for every army – the points value alone making some think twice – I think they’re awesome and will be a staple of my Freebooterz army…once I’ve thought of a cool name for Badrukk.

Kaptin Badrukk’s Flash Gitz are available from Firestorm Games priced £72.00.

Boxes of 5 Flash Gitz are also available from Firestorm Games priced £28.80.

 

Empire vs Khorne Tactica Part 2

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In Part 1 of this Tactica, we covered which units to take against the pure combat focus of a Khorne army and with an idea of what your list includes, let’s now look at deploying and using them effectively.

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I’m a firm believer in having a strong core at the heart of your army with everything else flowing around it – the expendable stuff, and that word synergy is at its most prominent at this point as you will want as many of your units as possible to benefit from your ability ‘bubbles’ and not have to spend time shuffling about after the game starts to get into range.

By keeping your core intact you can still win even if the rest of your army gets smeared into a fine red paste, which is still a very real possibility no matter how well you’ve prepared.  This core will of course tend to be your slower foot troops who don’t tend to move much, backed up by their support elements which make them better, and the simple diagram below shows that by deploying them in a compact line with the Celestial Hurricanum behind them, all three infantry blocks will be benefitting from the +1 to hit in combat.  The white squares in the Greatsword unit represent characters which can also then spread their influence to these units – namely the re-rolling of Leadership tests provided by your Battle Standard Bearer and the increased Leadership of 9 provided by your General in the shape of an Arch Lector. This entire group is now re-rolling its Leadership tests on an unmodified Ld of 9 (through Steadfast and Stubborn) whilst hitting back on 3’s with a ton of Strength 4 and 5 attacks. The Lector is also granting Hatred to the Greatswords and can also cast a prayer on them either increasing their chances to wound or improving their survivability. It would take a brave enemy General to charge headlong into that and he will bleed for the damage he inflicts – and seeing as you have around 110-120 wounds in that formation he’ll be hard pressed to outlast you.

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Once you throw in your Archer Detachments that can range in front of your line, you should be able to divert enemies units looking to charge you and set up favourable flank charges for when you do want to step out of formation.  This core also has the benefit of accounting for a significant proportion of your points making it harder for your opponent to achieve a victory and easier for you to avoid defeat.

Some of your more combat capable units can also act as powerful deterrents to those who think themselves strong enough to break your core.  For example, a Steam Tank makes a brilliant protector of this formations flank, it’s hard as nails and unbreakable letting you focus on what’s in front of you.  A counterattacking unit of Demigryphs or Knights can also fulfil this role.

If circumstances are permitting, always endeavour to get a unit of Demigryphs in a position to flank the enemy. This doesn’t have to be out on a flank necessarily, simply using a piece of terrain to hide behind waiting for the enemy to come past is just as, if not more useful.  At worst it delays your enemy as he doesn’t want to get flanked, at best you get to pull off a devastating charge that can roll right up a battle line.

You should always try to place your cannons out on the flanks and this is for two reasons. Many opponents forget to look sideways across a battlefield when moving their army forwards and often assume you will shoot the unit directly in front of the Cannon in an effort to keep them alive. Whilst this is an option, shooting across the battle field into the flanks of units of Skull Crushers and Chaos Knights is far more damaging to your opponent.  Your Cannons’ days are numbered as your opponent will do much to remove them as a threat as quickly as possible, so their only job is to inflict as much damage as possible before they go. The other reason to put them on the flanks plays into this.  They’re a great distraction and buy the rest of your army time while they’re being dealt with – and if they’re way out on a flank it’s even longer before their disposers get back into the fight.  I usually deploy the small halberdier units with my cannons to buy them another turn or two of firing to really soften up the enemy before they go and make sure my opponent has to commit a significant unit or two to deal with them – playing even further into reason two.

In the compressed battle line below, you can see the core formation in the centre – although it can be positioned anywhere – supported by the Steam Tank and unit of Knights protecting its flanks. These, and any other units, moving to assist the centre also have the advantage of coming under your ability bubbles too, further adding to their potential.  The Cannons are way out wide supported by the small halberdier units and the Demigryphs are well placed on either side to support either the centre by arcing around or the flank if necessary, or even to advance forwards and punch a hole through vulnerable points through the enemy line.  You can also see how a simple copse of trees can be hidden behind to set up a trap for any unit advancing on the core formations, with the screen of skirmishing archers being used to pull enemy units into favourable positions for flank or dual charges.

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By angling the archers correctly, you should be able to ensure a flank charge at least somewhere along the line and your opponent will likely be hoping to pass his Ld tests to stop his frenzied units charging into your traps.  Don’t be afraid to advance your skirmish screen aggressively to take the initiative away from your opponent who is used to having it when playing with such an offensive army. By getting those archer units high up the board you can clog up his approach with unexpected combats or slowed units trying to avoid getting into combat with them, and then overrunning into your lines unsupported.

The elements not visible in the diagram such as the Helblaster, Outriders etc. can be placed where they are needed as your enemy deploys.   If you can see he’s going to try to rush your core in force, put your Helblaster down in the centre to really make him suffer – or even abandon his plan. If he’s emphasizing (refusing) a flank, you should have an opportunity for your Outriders to find a prime firing position. A lot will depend on how your opponent deploys so try to keep your best stuff until the end. Things like Halberdiers and Knights aren’t going to hold many surprises with where they go, but the likes of Demigryphs and Steam Tanks are crucial units so try to get favourable match ups across the board to maximise their damage potential – and your opponent will be doing the same as he will be fully aware of the danger these units possess. Steam Tanks need to avoid anything with multiple high strength attacks like Slaughterbrutes, Dragon Ogres and tooled up characters. Demigryphs should simply avoid wasting their offensive power on grinding down units in multiple rounds of combat.  They are the point of the blade and if applied correctly should be able to take on almost any unit if they avoid a frontal charge.

The army is also surprisingly offensive when needed, with three mounted offensive units plus a Steam Tank battering ram, you can really take the initiative when the time comes and launch a crippling counter attack to carry the day.  Look for gaps or vulnerable points in the enemy line, as charges are made these holes will appear and capitalising on those moments to get a unit in behind his line will create a real headache as to how to deal with them – all the while you’re pounding him with black powder and magic.

Don’t be afraid to feed your expendable units into his to buy you the time you need to whittle him down with your shooting and get into position with your best units.  Expendable covers everything that isn’t in your core formation – even things like the Demigryphs.  As long as they are buying you an advantage with their sacrifice, you know that by protecting your core (which accounts for around half your victory points) you can still win.

The trick is to get him to underestimate your army.  Let him think he can roll over any unit you’ve got without consideration with his hulking combat monsters, ignoring the risks of charging across the board as fast as he can [With a Khorne army one doesn't have much choice in the matter. - Ed].  Capitalising on his overconfidence and haste in avoiding warmachine fire will let you dictate where the combats happen and with who. Constantly deflect his best units, either into flank traps or off the board to waste their time, and only taking them on when the circumstances are in your favour.  Do this and you will win the battle.

Riding the Green Tide

Recently I read and reviewed Codex Orks and something rather strange happened. I liked it. I’ve read Codices and Army Books before and liked them but I’ve liked them in the sense that it’s a good book that contributes something to the canon and offers the player an enjoyable army to use. I liked Codex Ork in the sense that I have put my hand in my pocket and dropped some cash on an army. Nearly 1,000 points worth if I’m honest.

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So what’s made a life long Imperium player suddenly start collecting the green menace? Well a few things but let’s address the most important issue first – I am not abandoning my Ultramarines. Ultramar’s fighting 1st and 5th aren’t going anywhere. Which actually brings me on to one of the main reasons for my decision to collect a new army. I’ve had my Ultramarine army in one form or another since 2004. It went from a small hobby project to pass the time to a 1k army, to a 2k army and then 3k. And then something peculiar happened and I accumulated a further 6,500 points and that was that. But the point is that The Chaps only ever play my Ultramarines. And as 3 of them also play Marines it can get a bit boring. Games are a lot of threes, then fours and then threes. Repeat.

Amusingly the thought to collect a Xenos army to make things a bit more interesting has coincided with Lee and Mat doing the same. Mat has flittered between a few army choices over the last 6 months including a Space Wolves successor, Death Guard and Tau but has settled on the Necrons. So far he’s really enjoying collecting them which is awesome.

Lee has hit on the idea of doing an Eldar Ghost Warriors army. Aside from looking incredibly cool – especially the way Lee’s planning to paint them – it will offer the entire group an interesting tactical challenge. A super elite super durable army that’s very good at killing Space Marines. Yuk. Equally facing an Ork army will cause Lee some headaches so it should be fun and japery all round.

The other reason for collecting Orks is that it’s something a bit different. Not just tactically, which is pretty obvious, but from a hobby stand points as well. Don’t get my wrong, I love the Space Marine models. The tactical squad box is probably my favourite set of models ever. But I’ve always enjoyed their cobbled together approach to war that somehow makes Orks utterly devastating. Some of the best fun I’ve had in the hobby has been helping Neil work on looted wagons. His now illegal Burna Wagon is a personal favourite with its gravity fed burna turret. You just don’t get hobby opportunities like that with the Emperor’s Finest. Not without raising a few eyebrows anyway.

The variety within the army is pretty sweet too. Aside from the piles of units available, Ork kultur allows for some amazingly varied armies. Whilst klan rivalries would be a concern fluff-wise, on the board it doesn’t matter which gives hobbyists the luxury of creating a tribe that really feels like its part of a great Waaagh. And that’s incredibly cool.

I’m opting for a Freebooterz army. This has a lot to do with the Kaptin Badruk model being awesome and my long-term affection with Flash Gitz. And not just because I get to use the word git a lot. Git. I also like the idea that they’re ostentatious and quite commercially minded. They sell their services and ships to the highest bidder and then get first dibs on the spoils. I like that some of them are organised and regimented and it’s only their selfishness that stops them from being a galactic threat. This is also suits my painting style. I don’t really like messy painting. I’m no good at it. Chipped paint work is my limit. I suspect it may be the result of painting two 3,000 point Ogre Kingdoms armies back to back for other people. That’s enough rust to last a life time. Git.

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Best of all it allows me to take all the models I really like completely guilt free. Flash Gitz are mandatory, Gorkanauts and/or Morkanauts are a must and then lots of Battlewagons and the odd Dakka Jet or two. Basically an army that announces its presence from the horizon not just from the noise of its engines but from the size of its constructs.

If it’s possible a Freebooter army lacks even more subtlety that the standard Ork army as ego is allied with wealth so not only does the Kaptin in question have the biggest and best toys but wants to make damn sure that everyone knows it, especially the enemy. This does, of course mean, fairly un-Orky colour schemes. Bright colours with a fairly human approach. My plan is to draw on RPG art work of Rogue Traders and base my colour scheme on them on the basis that Freebooterz will come into contact with them on a regular basis either to trade with or attack. And they’re bound to have fancy clothing and shiny baubles. The image above rather nicely reflects my plan for the Orks, right down to the rather shiny shoes. The only challenge I have is keeping the colour scheme simple for the units as my 1k army has 61 models in it at the moment. Which is the same as Mat’s 3k list. So…yeah. And with a little points jiggery I can either fit in another character or 10 more Boyz.

The most important thing however is that I’m really excited about getting this project underway. The first units have started to arrive and that means I’ll be picking up a paint brush for the first time in far too long…and discovering all my paint has dried up most likely.

However, we’ve all agreed that we’re not allowed to go above 1,000 points until we’ve painted everything…so there’s every chance my army won’t be any bigger than 1,000 points.

More over I’m looking forward to playing some games with a completely new army. New tactical challenges and a different mindset. I’m so use to the precision violence of Space Marines I’m not sure how I’ll handle the brute, bludgeoning, violence of the Orks. I can only hope playing Neil’s army would have taught me a few things. And I’m especially looking forward to playing against his Orks as well.

We’ll be writing articles all through our journey into the realms of the Xenos about our army choices, how we’re painting them and hopefully a couple of battle reports as well.

The Ork range is available from Firestorm Games prices starting from £5.60

- Phil

Codex Orks – A Review

warhammer-40000-logoThe first Codex of 7th Edition and one so sorely deserved, the Orks having been passed over during the 5th & 6th edition iterations. I have no idea why it took so long for the Games Workshop to give the Orks an updating although I must confess the likes of the Dark Eldar did need it more. Because they were shit.

So the warbosses of the world can rest a little easier on their piles of teef and loot, safe in the knowledge that they’ve finally got a new Codex. And it’s really quite good…

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First up the background is a cracking read. It’s the first time in ages I’ve felt really engaged by the background. Perhaps waiting so long between the iterations has given the design studio plenty of time to mull things over. Whatever the reason the Codex feels more coherent and more complete than it ever has before. Whilst not every page is original content everything has been tidied up and the expansion of the background around Ork society is incredibly interesting to the point that I went from having no interest in collecting an Ork army to really wanting to collect an Ork army. And I hadn’t read the army list yet.

An awful lot of effort has gone into making the Orks feel like a civilisation rather than a vague, mindless conglomeration of tribes that sort of maybe invade places and are sort of maybe a problem. The downside of this big zero gravity moon step forward in the background is that it goes too far the other way. Much like the rule book it beats you over the head with the utter hopelessness of humanity’s situation which is irritating but the writing around it is strong enough that you push it to one side. What isn’t awesome about the writing is the…you guessed it…typos! It ran great guns for the first half of the background but then mistakes started to creep in and one sentence just made no sense. Literally none. And that’s pretty shonky editing.

That aside, the background is fantastic and really well presented along with the rest of the book with some ace new artwork and klan descriptions that really help you to understand who you could be collecting rather than just the cool shit you can justify taking. It still justifies it of course but in a far more interesting way. But best of all the background reintroduced Freebooterz in a such a manner that I can see players actually taking an army of them now. They’re no longer a 30-year-old foot note, but a viable army thanks to having something concrete written about them.

No Codex would be complete without the photo section which, like the Galaxy at War book is a little thick but beautifully shot. As I flicked through the pages I did feel slightly taken for a ride (a) because there was lots of photos and (b) they were only of one klan. Which means supplementary codices, which is a bit of a con if you don’t want to paint you Orks yellow.

The army list has a streamlined layout which personally I’m not wild about. In previous Codices the book would describe each unit in turn, detailing special rules etc then provide you with a handy-dandy army list at the back with all the points values so it was all tidy. With the new Codex Orks all the information is on the single page. This makes for a lot of page flicking made worse by the fact that the weapons and upgrades are all at the back in the traditional format. Whilst it’s not the end of the world and leaves space for more fluff, more units and more upgrades, it’s a less efficient way of working an army list as units in the same part of the organisation chart were all on the same page, or as much as possible.

The main changes to the army list revolve around the special rules. Ere We Go makes up for the changes to Furious Charge, making it far more likely Orks will make it into combat thanks to a re-roll. The Mob Rule has also changed much to non-Ork players’ delight. It was far too powerful and was massively open to abuse. Now it feels more like the Animosity roll from Warhammer but instead of your mobs doing feck all they count as rallied but it may result in a few Orks being stomped into the dirt. So very much a two-edged sword. I suspect this’ll be toned down in the next edition because it does seem a tad heavy-handed.

Obviously the big and exciting new entry to the Codex is the mandatory walker model. Although the Orks get two. Because…well because fuck you basically. The Gorkanaut and Morkanaut are big, nasty and expensive. But the bigness comes with big shooty weapons and armour 13 to the front and sides. And as one would expect from a new Ork unit, it has weapons of one stripe or another bolted to every surface. Throw in the fact that they have a transport capacity and the Morkanaut can take a kustom force field and it makes for Orky levels of lethality. Flashgitz too have had a tweak to make them worth taking with a reduction of points and some shiny new models and further allows gamers to take a themed Freebooterz army.

Indeed the book is full of dakka related lethality and whilst the naming convention behind Da Dead Shiny Shooter or Da Finkin Cap may not be everyone’s cup of tea there’s no denying the new and exciting ways in which to inflict misery on your opponent. The Orks as an army seems to channel the most fundamental rule of wargaming: rolling lots of dice is fun. Things like the Deffstorm mega cannon which allows you to roll 3D6 Strength 6 shots a turn.

The only thing that counts against the army is the sheer volume of unit options. There’s tonnes of them and you’ll never be able to take everything you want within the usual force organisation structure which is a bit of a downer but with some careful planning you can take most of it. But I suppose the point of the Orks is that they have a solution for every enemy. By having a strong core to your army and a few options in the Elite, Fast Attack and Heavy Support slots you can simply swap one unit for another depending on who you’re going up against. Granted this is good news for the Games Workshop but as you’ll need hundreds of models for your army anyway, what difference does another 20 or 30 make? And the fact is they’re all useful. There’s nothing in the Codex I wouldn’t take. Sure there’s stuff I’d take over the others out of preference but there’s nothing in there that makes me question its place in the army.

Codex Orks is immensely fun to read. The background is engaging and genuinely a huge leap forward from where the Orks were. The army list is varied and whilst some of the rules have been changed or toned down a bit the green menace is still exactly that. The book has found the perfect balance between presenting the Orks as being the ‘fun’ army and being a force that will simply smash you to bleeding bloody chunks. All this adds up to a great book and an army that I’m so sold on I’m going to start collecting them.

Codex Orks is available from Firestorm Games priced £27.00

Gamers Gonna Game

It’s that time of year again when the Games Workshop releases their financials and the community explodes with rumours that they’re going under, that Hasbro will buy them out, that they’re woefully out of touch and they can basically go fuck themselves.

I freely admit to being guilty of this to some degree in the past. I’m the first to admit that I gripe about the pricing model either on The Shell Case or on Of Dice & Men (I promise there’ll be another episode up soon!) with some regularity. And I stand by those comments. The models are expensive. But you know what? I still play their games and I still pay their prices so who’s the bigger mug?

Reading Twitter today I was quite shocked by some of the comments that wargamers were making. Whilst I’m sure similar comments were made 6 months ago and the 6 months before that and so on, I’ve just never noticed until now.

For a hobby that is as inclusive as ours I’m bummed out to see so many people are willing the company to fail. People that moved to Warmachine or other game systems as an act of protest or to spite the Games Workshop – as if the Games Workshop knows each and every one of us and gives a shit what we do, say or think – berate for playing Games Workshop games and celebrate every penny lost in profit as a personal victory. And before I get pelted with angry comments I have to point out that no company genuinely gives a shit what we do, say or think. Not truly. If they did the XBox One would be free and delivered on a velvet pillow by the glamour model of my choice (don’t pretend I’m the only one who made the suggestion on the forums).encourage

I play Games Workshop games. I play the games they discontinued too and whilst I really wish they hadn’t canned Battlefleet Gothic and Mordheim, I understand why they did. But as I say, my understanding, my compliance or even consent is not required. Just my acceptance because there’s sod all I can do about it. Because I’ll live a longer happier life if I do. And not because they’ll send the Black Ships for me otherwise.

But I also play other games. I love Mantic’s Dreadball. Although they’ve been in a case for a while , I really enjoy Dystopian Wars and Firestorm Armada. I love X-Wing. And Studio McVey’s Sedition Wars, and lots more games beside. Whilst I’m not a fan of the Warmachine fluff or the sculpting style I can appreciate the quality of the game. And I know I ‘bash on it’ during episodes of Of Dice & Men, but it is all in jest. I honestly don’t give a monkeys what games people play. All I care about is everyone having fun.

Games nights with The Chaps – good and dear friends all – are a bevy of game systems and that’s cool because the key ingredient is we’re having a giggle. Good games, good models, good mates and good banter. What more could you possibly want. Apart from maybe the aforementioned glamour model to serve light refreshments. But you can’t win them all.

The point is this, before arguments break out – and I’ve seen it happen – just let it go. I urge all to stop sabre rattling. To stop clamouring for a company’s demise when that company not only represents a lot of enjoyment but people’s livelihoods as well. It is callous to forget that there are folk, just like you and I, doing a job there. A select few make the decisions that impact on us and whether or not we agree with those decisions, the majority shouldn’t be punished. Yes people are entitled to and should have opinions and yes they should be discussed but let’s remember the object of the exercise is not to win at all costs, or to be nasty or snide or bitter or resentful for some imagined slight. We have zero rights. Zero say. You’re a director or a board member you have as much entitlement to piss and moan as you have to tell me what colour socks to wear.

DontBeADickYes it’s frustrating that prices go up. Yes Games Workshop have us over a barrel and yes they know it. But the reality is this: play their games or don’t. Pay their prices or don’t. Just don’t be a dick about it.

Gone But Not Forgotten

Some of you may be aware that I have been on sabbatical/hiatus/break/time out whatever you want to call it. I have been taking some personal time or rather dealing with real life which generally happens when you’re trying to finish a high level diploma, buy a house, look after a 1-year-old have a heavily pregnant wife and have the workload from hell in your day job. All this meant I have to stop doing what I like doing…go on Phil make a comment…[I don't know what you mean? - Ed.] Now he’s got that out of his system…

With all that going on I took a break from hobby writing and doing to finish the one thing I had some sort of control over my Diploma which is now all but done hooray. So I thought I would celebrate with a quick “Mat’s Hobby update”.

What have I been up to? Well I have in the last few months streamlined my hobby collection, found a treasure trove of old school miniatures, started getting into Warhamster, and jump armies around a bit. So as you can tell I’ve not been idle on the hobby front despite the work load.

Streamlining how on earth did you do that Mat?

Honestly by being ruthless and realistic, I bought a lot at Salute as Phil and Lee can testify to. Much of this has now been sold. However much I friggin love the Death Guard (Heresy Era) and however much I want to do a loyalist army my tastes are just too rich and although I dearly love them, my Deathshroud were the first for the chop. Although I’ve not actually sold them yet. I just can’t seem to let them go. But I will… Closely followed by my Tau… Yes, yes I know how I went on about being gay for the little blue dudes but by the time I’d put together about 2,000 points worth I just wasn’t feeling it. I’ve kept my Pathfinders as I want to create a kill team with them but more on that later. Dystopian Wars was next to go having not played it or painted it and honestly I couldn’t ever see it getting any time on my table (saying that I’m loving some of the new stuff).

So still hanging on in there is my Sorylian fleet, I’m in two minds about it having not played the game yet having a clear idea of what I want to do are playing conflict with my thought process, so they are safe for now.

And oh the treasure trove of old school stuff, my god there were miniatures and paints in there from nearly 30 years ago, including old Squats, Rogue Trader Robots/Dreadnoughts, Inquisitors, Chaos champions, a butt load of Epic, Imperial Guard, a few land raiders, some Elder. Honestly it is immense! I am slowly working my way through it all cleaning it up and systematically selling it off through eBay to pay for more hobby bits.

I never really had much interest in Warhamster but I have found myself looking at it more and more. I think its stemmed from Mordheim and my want to build a beastman warband which got me looking at a Beastman army, and then Lizardmen. But eventually I settled on Skaven… let me explain I like the Beastmen but my god do they get their arses kicked and are actually difficult to play. I love the Lizardmen but the idea of painting them daunted me so I ended up with Skaven. But I’m not going to do the normal 5 warp lightning canons and 100 plague monks (I hate the plague monks) like you often see. I’m going Clan Mors affiliated with Clan Moulder and I actually have the rule book and some models (no army book yet mind, well not in hard format). But I’m looking forward to this and have a plan on writing a few articles on building a themed Rat army that’s not going to get people groaning when you take to the gaming table, and making sure you keep it within the theme and fluff.
So finally the Tau have been replaced with Necrons again I’m planning on theming the army so as not to make it bloody stupid, but this is going to be a slow burn as I really got it hot for the rats.

Other than all this in my time out ahem… I have continued to grow my X-Wing Imperial fleet and can now field a Bomber an interceptor oh and a couple of defenders. I will attempt to write-up on these in the next week or so, and I am really looking forward to seeing what they add to the game and if I can finally take it to Han Solo and stick it in him good…

So that was my down time… might give you an idea of what I’m like when I’m not on a break, especially as I haven’t mentioned my growing Dreadball collection and current obsession with Zombicide which I’m not allowed to buy until I either play or get rid of Sedition wars. But on the plus side the Wife said she’d play Zombicide with me.

Anyway this is me signing off and happy to be back in the saddle even if it is only with one foot in the stirrup at the moment.

-Mat

That New Army Feel

I got my hands on the new Codex Orks earlier in the week (review coming very soon) and I’ve been reading it every chance I get and I’ve been thoroughly enjoying it. So much so I’m considering collecting an army of them. I don’t have much luck collecting enemies of the Imperium but the Orks I’m feeling particularly jazzed about.

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The issue I have is that I’m also planning a Lizardmen army once I (finally) finish my Warriors of Chaos army which has stalled somewhat of late. 

The reality is that I’ll probably end up doing both. Much to my wife’s dismay. Because there’s something fundamentally magic about finding an army that you really like to the extent that you want to part with hard earned cash to collect it. It’s a bit like a new relationship. Lots of excitement and trying to learn as much about them as possible. Occasionally a friend might advise caution or tell you all the bad bits that you don’t want to hear like they’re high maintenance.

But ultimately you don’t care because they’re so shiny and new and they’ll let you do stuff that your other armies won’t let you do. And if you’re really lucky you can field them at the same time…

Okay enough of that metaphor.

But the point remains, there’s nothing quite like that new army feel. The excitement of reading the army book, learning their place within the world and the first tentative thoughts around army formations.

Pouring over the model range, the eternal struggle between what’s shiny or characterful verses what will actually win you games. The latter rarely wins for me. And of course the ultimate question – once you’ve settled on your first purchases – what colour are you going to paint them? I never worry about the last one because I get too carried away with the collecting bit to actually apply brush to model. But I always have very high minded ideas and that has to count for something.

There’s obviously the trap of new army syndrome. The waves of shiny models, the new or updated rules and the hype is hard to ignore. I’ve fallen into the trap a couple of times. The Grey Knights stick in my mind the most. I bought the codex, worked out a 3,000 point army list then I realised I found them utterly boring. Just my opinion mind, please don’t fan rage me. I guess the moral of the story is: buy the book, read the book. If you’re agonising over what to take rather than struggling to find inspiration for your army list then they’re probably a keeper.

The hardest part of starting a new army is not going crazy. Resisting the urge to buy stuff before you’ve written an army list, or buying loads of stuff at once so you can get that first game in. I do it every time. 500 points isn’t manly enough so I collect the first 1,000 points. Which is just too many models to be a manageable new painting project so then it becomes a mountain to climb. Unless it was like my Covenant fleet which was black with a bit of copper and wood…

The point is this – be sensible. Don’t be envious of other people’s armies or feel like you need to race to get to 3,000 points because you want to play a proper sized game. Basically don’t do what I’ve been doing for 25 years. I’ve only ever completed one 40k army. And that was my Ultramarines when they were 2,000 points. The models to take them to 3,000 were partially painted. My Ultramarines are now 9,500 points… So…yeah…

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Starter sets, battle force and battalion boxes are a good jumping off point. They’re not as crammed as they use to be and you don’t always get everything you want but with a thriving second hand market there’s always a buyer for the units you don’t want. And chances are it’ll still work out cheaper anyway.

So to return to my earlier metaphor, starting a new army is a lot like starting a new relationship. There’s lots of temptation to go too fast too quickly. Too get too invested only to discover that there’s just no love there. And there’s always that one friend who can’t resist saying ‘I told you so’. But get it right and it’s a joy. It’s effortless and everything evolves naturally. 

Now, how many Stegadons can I take again…

Warhammer 40k 7th Edition – A Review

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So 7th Edition has been unleashed upon the world. I’d like to say that I was eagerly anticipating its release but if I’m honest I felt fairly indifferent about the whole thing. Mainly because I do my best to avoid rumours and I really hate the way Games Workshop give people a week’s notice to find £50.

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Of course to avoid all the rumours flying around concerning 7th Edition I’d have to delete my social media accounts, not talk to any of my friends and quite possibly move somewhere fairly far away and possibly underground. The persistent rumour was that it would be Blood Angels and not Space Wolves joining Orks in the new boxset. Another was that there wouldn’t be a boxset at all. Well done Games Workshop you finally got one over on us.

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In a way I’m quite glad I ignored the rumours because when 7th Edition finally came out I had the opportunity to be surprised by a book I’d already owned 5 times previously. And that was quite a novel feeling. Of course the main change is that the Games Workshop have heeded the cries of its customers and split the book into three – hobby, fluff and rules. This is welcome news for gamers – particularly tournament gamers – who no longer have to lug around a chuffing heavy book with them wherever they go. They are also stunning to look at. It’s a real departure from the traditional with this iteration. It has new type faces, bold colour block, new stylised aquilas and groovy new art up the whazoo. Plus some of the best pieces from the previous edition. The books feel cyberpunk rather than sci-gothic which is actually a pretty clever. For the first time it feels like a work talking a bout the universe rather than a document from the universe. Which I think makes it far more relate-able for those who just want to paint some toys or play some games, not go balls deep into the fluff. And breaking it into three makes it more digestible. But, for me, harder to get into. Mainly because I do my reading in snatched hours so as I finished one part I was usually nowhere near the others.

A Galaxy of War – the hobby book – is, for me, a huge indulgence. It’s padded to hell and basically a hardback version of Warhammer Visions which is a bit poor. Lots of full page or double page photos which are totally unnecessary. It could be half the thickness, still look good and make just as much contribution to your hobby. I suspect it was thickened up because it would rather put lie to the principle that the wargaming is divided into three equal parts – painting/modelling, gaming and background. There are some new and pretty good hobby articles in there which is very refreshing considering the last couple of iterations have been rehashes of the ones before them. And it’s also cool to see a proper article about collecting an army and giving it some personality. It has nothing to with it being Ultramarines by the way. Although it’s nice to see Captain ‘Angryman’ Agemman getting some love considering he’s contributed almost as much to the Codex Astartes as Marneus Calgar. It’s the first hobby section in a while that I can see a seasoned gamer actually taking the trouble to read. I can’t promise they won’t get bored by the huge amounts of wasted space but at least there’s some value to it. Especially with the changes to the Citadel paint range in the last couple of years.

The book I was looking forward to most, it’s no surprise, was Dark Millennium – the background book – but it was the one that disappointed the most. Now I’ve been immersed in the Grim Darkness of the 41st Millennium for the best part of 25 years so I’m aware that the Imperium is not a happy or easy place to live but this book was so utterly bleak to the extent that when I reached the timeline I was questioning what the point of playing any more. In the past there was always an element of hope. Yes humanity was besieged on all sides and the outlook was grim but through strength or arms and sacrifice humanity had a chance. That has been replaced with a bludgeoning hopelessness that does beg the question why anyone would bother. And it lacks finesse. There’s no ambiguity which was always Games Workshop’s strength over its competitors. Everything was myth and legend and open to interpretation. Debating the background has always been a bit of a hobby within a hobby for me. 7th Edition just seems to be a bit…factual. Not bad by any chalk just factual. But I suppose that does tie in with the idea that this is a book about the 41st Millennium rather than a book from the 41st Millennium. Some aspects of Imperial society have been nicely fleshed out – the Imperial Knights being slotted in for one – but it does get a tad repetitive. And if you’re anyone but a lapdog of the Emperor then you may not enjoy this book because 88 pages of the 128 pages is given over to the Imperium. Granted it’s been padded with the usual large pieces of artwork but still. The Eldar – one of the most important players in a galaxy gone mad gets two pages. And that’s split between Dark Eldar and full fat Eldar. There’s a fair few pages about Chaos but even that is Imperium-centric. I stress it’s not a bad read but the old guard, those few of us that are left, may find it a bit of a direction shift.

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And finally the rules themselves. I’ve heard more than a few people call 7th Edition Warhammer 40,000 v2.1 and with good reason as it seems to have tightened up the rules that have been evolving since third edition and added in some of the best bits of 2nd Edition. They started in the previous version with Over Watch and the like but that face that unbound armies are back is very welcome indeed because for the first time since I collected it, I can now use my Ultramarines 1st Company without borrowing rules from another army. This is joyous news. There’s other big changes like a dedicated psychic phase bringing it back in line with Warhammer having spent 16 years making it different. There’s little rule tweaks particularly around cover and line of sight. There’s clarifications around Over Watch and a raft of other things. But most importantly: vehicles don’t suck any more. There’s been no real rule changes other than to damage table. As I said in my review of 6th Edition the studio completely failed to notice that mid strength rapid firing weapons – like assault  cannons – had become the most valuable in the game because they could glance vehicles to death. Whilst this is still true, they no longer can get a lucky kill in on a penetrating hit. The only way you can now outright destroy a vehicle is if you have a weapon that’s designed to do the job. Which. Makes. Sense. Suddenly lascannons and multimeltas are worth taking again. The best lesser weapons can hope for is to destroy weapons or immobilise them. A lot of effort has gone into the ‘gaming’ aspect, specifically scenarios and missions. Taking the throwaway after thought that was the 6th edition offering and making it a clear and digestible and, most importantly, good. The woeful, soul crushing, miserable Compendium of Special Rules has been thrown out in favour of something logical – rules grouped together by type. It actually means you can find rules too. Which is novel.

Overall the 7th Edition of the Warhammer 40,000 rules feel the tightest they’ve been…um…ever. The books are gorgeous and aside from sterility in the background it’s a strong offering from Games Workshop. The flyers are still over powerered – the Heldrake still being mental – and the fact that there’s still millions of special rules, however nicely they’ve been organised, means it can still frustrate but it’s not enough to put me off.

It’s been a long journey since 3rd Edition hit the shelves back in 1998 and it’s actually been fascinating watching that rule set evolve and see some of the facets of 2nd make a return. Not all the changes have been well received but then again you can’t please all the people all the time. I think there’s probably another iteration (or two) to go before Warhammer 40,000 hits that sweet spot where everything is working in harmony but for now I’d 7th Edition is pretty close.

For me the consideration that’s gone into the small details is what makes it good. Clarifying small but significant sentences cuts down rule flicking, arguing and prevents anyone from feeling hard done by when they lose the inevitable roll off. It’s just a far more well rounded offering and feels more robust because of it. It’s the first time in a while that I’ve felt confident in the rules I’m reading.

The Warhammer 40,000 7th Edition rules is available from Firestorm Games priced £45.00.

Sanctus Reach: Stormclaw Video

warhammer 40000 logoNow I’m the first person to admit that I’m a little out of touch with the 7th edition release. One minute there was no new box set and a rulebook with Dark Angels on the sleeve and now a new boxset with Space Wolves and Orks, putting lie to the persistent rumour that the box set would contain Blood Angels. Well done Games Workshop, you’ve finally managed to hoodwink us.

So here’s this new boxset with an add on campaign book which effectively catapults the start up costs from a fairly steep £75 to a stomach churning £105. Just a frame of reference – the second edition boxset from 21 years ago cost £40 with roughly the same amount of plastic. That’s an 87% increase in price. Granted it’s at least an 87% increase in quality of models but that’s still very rich tea.

Looking at the boxset whilst it may not wow many compared to the previous two boxsets, it’s actually not bad in terms of relative value. Grumbling above aside. By my sums there’s roughly £134.50 worth of toys in there, plus the slim rulebook. Which makes it fairly good value verses its price tag – if we ignore the over inflated prices in the first place. Oh and it’s just about legal on both sides for a change.

I also love the Space Wolves captain model. Many may not remember the cover art to the third edition Space Wolves codex or the Forge World display piece that was made of him, but I most certainly do.

SWvsOrksIt’s great to see the old boy still fighting the good fight with nothing more than a little less hair, one less eye and a lot more trophies…

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Warhammer 40k: Eternal Crusade Pre-Alpha Gameplay

Graphics aside, because it is pre-alpha, this so far looks like the Space Marine multiplayer. Which I personally thought sucked. One must assume there’s going to be some plot and many places to explore.

But right now here’s some poorly rendered Space Marines having fisty cuffs with some poorly rendered Chaos Space Marines…