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…

Warhammer 40,000 7th Edition Available to Pre-Order

warhammer-40000-logoIn just 8 days time Warhammer 40,000 7th Edition will be unleashed on the world. Coming in at £50 the standard edition rulebook is actually three books grouped together in a pretty sleeve. The books being divided into hobby, background and rules. 60040199041_40kStandardEdition01Whilst I balked slightly at the price tag I’m delighted about the splitting of the rules and rather suggests that Games Workshop have been looking at the other games companies and taking on board customer feedback. Gamers no longer have to choose between a tiny rule book without all the cool shit or a whale killer of a tome when they go to a mates house or to a tournament.

60040199041_40kStandardEdition02The styling is a big departure from what we’ve come to expect from a 40k rulebook. It’s much more contemporary and almost feels like a luxury graphic novel. This isn’t a complaint, I like how uncomplicated it all is and how the artwork (aside from being lovely) ties in nicely with the single heroic character of the codex covers.

And for those with more money than sense. Or so much money they need not care (I’ll have some if it’s going spare), the Munitorum Edition weighs in at £200. It comes with the three main books (although the rulebook is A5 size) and the Visions of the Dark Millennium book which is £45 by itself. There’s also some exclusive decks of cards. I’m struggling to see where the £200 goes as whilst the books are nicely produced, the carry box is cardboard and can’t account for £80 of the cost. It does look cool though.

Warhammer 40,000 7th edition is available to pre-order from the Games Workshop and independent stockists.

 

Salute in Review: Dreadball Fest!

Salute 2014

Salute, salute, salute salute salute. (sung to the tune of Black Adder) I’m sure no one minded me singing Rob’s Salute theme tune on the way home one little bit. In fact it probably made the trip back from London go even quicker [Especially as it took four hours thanks to Mat's atrocious SatNav - Ed.]. So I am sorry to say that it is over for another year and with 365(ish) days to go until the next Salute, I am going to have to go back to buying models in shops or online like the rest of the world. Oh the horror! The whole event was great and there was some awesome stuff to see: so much variety (which is a great sign for the hobby in general), so many great people to meet and I know even though I spent the whole day trying to see everything I probably only got to see half of what Salute had to offer.

The day went pretty much to plan, with no help from Forge World. They had everything a Warhammer 40k player could want…as long as you wanted something from the Horus Heresy. However as an Ork player I was disappointed to find out that they had brought none of their awesome Ork range so I had to order the heavy weapons I needed for my Battle wagon conversion. I hope they turn up soon. Needless to say I have learnt my lesson and next year I will be ordering in advance, still at least I didn’t have to pay the postage and packaging.

Zzappa

But then I wondered over to the Mantic stand…Not only did I got a great look at their Battlezones range (watch this space), but I also got some really exciting information about Dreadball Xtreme and Deadzone and how new rules will work and I am now more excited about both games than ever. I’ll be covering that in more detail soon. Then I bought a lot of stuff for Dreadball including the new supplement Azure Forest. Review to follow. [Damn Neil, you're gonna be busy. -Ed.] We’ve also made it on to Mantic’s reviewer list so we should be able to cover their products much more thoroughly in the future.

I also confirmed that I have definitely fallen in love with Malifaux and saw some amazing figures from Twisted, Black Scorpion, Taban and Mierce miniatures. I checked out some of the great scenery from Amera Plastic Mouldings, where I picked up a great amphitheatre piece and still regret not picking up another Dreadball Stadium, especially as by the end of the show they had them for £25! I was also really interested by a range I had not come across before – Z Clipz by Studio Miniatures.

Amphitheatre

So onto the spoils, and like I said I did buy a lot of Dreadball. I picked up booster squads for both my human and robot teams, as well as two hard-hitting MVPs Buzzcut and DRB7 Firewall and the Azure Forest supplement. Away from Dreadball I got some red dice (because red ones roll higher – it’s science), and a the aforementioned Ork Big Zzappa.

Firewall Buzzcut

Human booster

dice

It wasn’t the biggest haul I know but it was what I wanted and regrettably all I had time to get the rest of my day was meeting some of the #warmongers at the meet up, watching the mild-mannered Mat turn into a model buying machine and the rest of the day was business, meeting some great companies and talking about their new projects and The Shell Case. It should make for some great articles over the next few months.

Salute 2014

Salute 2014So tomorrow the big day will have finally arrived. And it cannot have come soon enough. These last few years I’ve pre-ordered my ticket as soon as possible. Not because I’m worried about missing out but because when I wake up the day after Salute I’m already looking forward to the next one.

For me Salute is the most important date in my wargaming calendar for the simple reason than it’s a room full of people, all passionate about ‘the hobby’ which has many facets to it that go far beyond genre, scale and metal vs resin vs plastic. For a day no one cares who plays what or how much crap we got painted from the year before. Or how much of the stuff we got from the year before we even still own. It’s a coming together of community behind the most inclusive and welcoming hobby there is. And then we walk, talk and breathe toys. And then we spend all of our money on all of the things.

It always tickles me that every year, and I include myself in this, there is a frantic burst of eBaying, Twitter bartering and the chucking of stuff on Amazon Marketplace in an effort to push the budget as far as possible. Because taking £100 isn’t enough. Oh no! £150, that’ll do. But if I sell this or that, or borrow from the savings and promise to put it back, I’ll have £200! And so on and so on. My budget this year is a little less than I’d have liked. The weight of home ownership has rested heavily these last few months. However, it has made me more focussed on what I want and what I need. The difference being that I don’t need the Praetors from Forge World but want them so I’m getting them anyway. But I do need a few bits to round off my X-Wing fleet until the next wave of stuff drops.

I also need to remember to take lunch money because walking around with a satchel or backpack all day is a pain in the arse.

Tomorrow is going to be a brilliant day. And not just because of the buying of all the things. Okay, a little bit that. But because it’s an opportunity to explore the parts of the hobby I haven’t seen, haven’t had the chance to look into or are totally new to me. It’s a chance to make new friends and get reacquainted with old ones and generally embrace this wonderful hobby of ours.

I’m really looking forward to the #warmongers Meet Up, as is the rest of the team. We’ll be meeting at 1pm outside the hall at which point we’ll find somewhere out-of-the-way and compare swag. The last couple of years it’s been a recessed section opposite the hall so we were nice and visible to any late comers.

Finally, we will have The Shell Case pin badges to give away to the first people who come and say hi to us on the day. We won’t be hard to miss, the entire team (apart from our beloved Ashley who is stuck on the other side of a very large bit of water) will be there in shirts. And just in case, they’ve got our names on them so you can tell us apart.

tscbadges

See you all tomorrow.

The Shell Case does Salute – Lee

Salute 2014

As the 12th April comes ever closer and the prospect of another day filled with nothing but the sights, sounds and smells of the UK’s best all-round gaming show (and with the recent trend with Games Day, arguably just the outright best) fills our every waking thought (especially Mat’s – it’s his first time and he’s really quite excited), the members of The Shell Case team attending Salute this year (sorry Ashley, next time maybe?) have taken time to reflect on their hopes and expectations for Salute 2014.

Here’s Lee’s thoughts:

Lee

This year’s Salute is going to be a little different for me.  With my new role as Deputy Editor and increased responsibilities within The Shell Case, this time round will be significantly more business focused than previously.  Whereas last year I visited each stand and cooed approvingly at their products whilst Phil chatted to his contacts (or attempted to make new ones), this time I must attempt to join in the conversations – whilst cooing approvingly at their products. Hopefully I can pick up a few things and acquaint myself with those who support us. We also have some new companies we are interested in working with, and Salute brings many exciting possibilities.

The most important stop I must make on the day is…the Forgeworld stand (I’m only human, and a wargamer).  I should be taking delivery of a Sicaran Battle Tank and a set of Phoenix Guard Terminators – so I’m very excited (and maybe even a Mannan’s Blades bundle depending on how the day, and the wallet goes). I have a Helblaster shaped hole to fill in my Empire army (Phil will be pleased) and I’m also going to be keeping an eye out for some good quality modelling hardware – a Paint Station, some Micro Magnets and the like.  Aside from that, I’ll just see where my wandering takes me.

I’m also looking forward to meeting up with my fellow writers at The Shell Case (those that can make it) now being more familiar with their work – along with anyone else that wants to say hi.  In all honesty, the 12th can’t come soon enough.

The Shell Case does Salute – Phil

Salute 2014

As the 12th April comes ever closer and the prospect of another day filled with nothing but the sights, sounds and smells of the UK’s best all-round gaming show (and with the recent trend with Games Day, arguably just the outright best) fills our every waking thought (especially Mat’s – it’s his first time and he’s really quite excited), the members of The Shell Case team attending Salute this year (sorry Ashley, next time maybe?) have taken time to reflect on their hopes and expectations for Salute 2014.

Here’s Phil’s thoughts:

Phil

This’ll be my third consecutive Salute and my third representing this site. It’ll be the first, however, that I’ll be going there with (most of) my newly assembled team of writers. My focus this year will be much more around building some links with all the various companies attending so we can bring you better content across a broader range of games.

I’m also looking forward to catching up with the likes of Mike McVey, the guys from Amera & 4Ground, Wendy from West Wind and Jed from Antenociti’s Workshop to name but a few.

The hobby fund is a little light this year thanks to a few unforeseen expenses so I’ll be keeping things focussed, although with Black Library not in attendance I’ll save £30 or so. There will be the mandatory, if modest, purchase from Forge World, a couple of A-Wings, if I can find them, and then the rest can go on childish impulse buys. As I’ll be on a budget I’m thinking of putting the Khorne Daemon Prince off in favour of the Legion Praetors as I’ve been wanting to update my Ultramarine captains for ages.

Obviously I’m looking forward to the #warmongers Meet Up. It’s always great to see familiar faces and put new ones to familiar Twitter names.

Myself, Mat, Lee, Neil, Reece & Rob will all be there with TSC shirts so please do come over and say hi. And the first 10 who do will get an exclusive pin badge. Just because we’re nice like that.

Orks: Coping with an Outdated Codex

warhammer-40000-logo

I first started playing 40k when third edition came out. Phil had convinced my Dad to get into it and I shortly followed. I made a vague attempt to collect Imperial Guard but they weren’t for me, despite the awesome old metal models. They felt too structured. Too…sensible. I fell out of love with 40k for a while after, before a couple of years ago Jeremy gave me the Ork contents of the 5th edition 40k boxset as a birthday present. Phil followed that up with a copy of the Codex. And so began my journey collecting an army with the same level of finesse and sophistication as me…As a collector of Orks I am happy to say, without any prejudice what-so-ever, that it doesn’t matter what army you collect and what species they are: I hate them.

The answer to why this is, quite simple; it is partially because its fun to hate every other army, it makes them easier to kill, but mostly down to jealousy. I’m jealous of your guns, technology, your ballistic skill, reliability and your initiative. So why bother collecting Orks? Well they are just so different. It’s not just their great background and their rules but it is the general character of the whole army. You can guarantee that even if you play the same way every time, no two games will ever play out the same.

6th_Edition_Codex_Orks

However, considering they are an army with such great variety, for the Orks, nothing has changed in a very long time and this is making it harder and harder for them to remain a competitive force. I know they are not the only army still waiting on a new 6th edition codex, and I know their current book is very well written (which is probably why it has survived all of the games rule changes over the years), but the fact of the matter is the Orks have not had a new codex since the 4th edition of Warhammer 40,000 way back in 2007. For the last 2 editions of the game I have seen other armies getting shiny new guns, units and some brilliantly devastating new rules and this leads me back to the whole jealousy thing.

A week or so ago I agreed to play a new member of our group using Phil’s Ultramarines, using the new Codex: Space Marines and 6th edition rules. As far as the armies in the Warhammer 40K universe go, I have always reserved my most bitter animosity for the Space Marines. I have always felt that as cool as they look and their background is, they are the 40k Universe’s equivalent of that guy we all knew at school who never put any effort in but passes every test, always wins and as well as this, somehow gets the girl… Not that the Space Marines have any desire or need for such things. They are in fact the kind of army that make me want to run full speed across the battlefield towards them, shouting at the top of my lungs, and hit them hard in the face with something quite sharp or heavy (or both). Luckily for me this has always been the most effective way of winning, especially as an Ork will usually find that even in Power Armour, if you hit them hard enough (and enough times), they are just as squishy as anyone else.

Orks 02

When preparing for the battle it was plain to see that on paper, just as they always have, the two forces look completely unbalanced with the Orks seeming to be completely out matched. The Marines can shoot further and far more accurately and even their base guns will ignore most Ork Armour, so there is no point in getting into a prolonged gun battle with them. The Space Marines are also as strong and as tough as most Orks and most importantly they are far less likely to run away. This of course poses a problem as unlike most other armies, even if you beat them in combat they are not going anywhere. To remedy this I plumbed the extensive green skin archives and consulted with some of the finest Ork tacticians, to come up with an almost fool-proof plan.

The plan was an old one but a classic. Overwhelm your opponent with sheer weight of numbers and grind them down. Then combine this with getting to them fast, or better yet very fast. Revolutionary! Granted it’s not the most elegant of plans but this is Orks not Eldar, and I have always found in the 5th edition of 40K that when in doubt this has proven to be the only way to really go toe-to-toe with and stand a chance of beating Space Marines.

I took large mobs of Boyz, some fast troops like Storm Boyz, Deff Koptas  and some trucks, plus a few special troops to deal with the inevitable well armoured tanks. Killa Kans and Tank Bustas specifically. I then ensured that set up my army in a good Waargh! formation; a wide line mixing fast vehicles in amongst the mobs to make sure I could hit his line in 2 waves. It got off to a good start as I lost fewer casualties than expected to gunfire and got my first units to the Space marine lines within 2 turns, but that is where the 6th edition changes made a difference and it all went wrong.

army10

(Some of the currently unpainted Waargh!)

army11

Warbosses and Nobs are now more vulnerable than ever, as instant kills have to be double the target’s toughness, not more than double. This is a game changer, as there are a good number of strength 10 weapons a space marine force can take. When I finally made it into combat I came across the next game changer. Furious charge is no longer as effective as it used to be. And the new overwatch rule means that some of the edge has been blunted from an Ork charge. Granted hitting on 6’s does limit the risk but rapid-firing boltguns will mean on average two Ork boys will drop. Seeing as you take from the front that can make the difference between a charge being successful and not. Which makes deployment, how you move mobs through the space and how you and when you choose to attack your targets more important than ever.

Don’t get me wrong, Orks do still dish out plenty of pain but the rule changes impact noticeably. Overwatch has the potential, given enough fire power and enough luck, to render your charge impotent. Which kinda sucks considering the assault phase is my thing. Between those changes and stuff like initiative being used  to determine whether or not a defeated unit runs, and a new Space Marine Codex, means that I’m going to have to go back to the drawing board.

The new Ork Codex can’t come soon enough and you better believe I’ll be getting it day of release and Believe me when I say I am looking forward to the new codex and I hope to be reviewing some great new rules or stat changes to level up the playing field a bit.

Codex Space Marines – A Review

warhammer 40000 logoSo 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.

CodexSpaceMarines

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.