Вы находитесь на странице: 1из 49

September 2010 | Issue 7

inside: Seer Council f New Media f Math-Hammer f Painting Space Hulk f Brush Techniques f Soul Drinkers f Homebrew f Rumble in Richmond

mag.astronomican.com

Issue 7 | September 2010


ello all,

Editors Letter

It is long over due, I know, but real life can really throw wrenches into things. The Mag is back, though, so expect future Issues to arrive in a more timely manner. This issue is crammed full of goodies! The Table of Contents

Thank you for downloading Issue 7 of the Astro Mag!

EDITING STAFF
chief editor

has a more thorough listing, but my favorite articles are the Basic thorough and educational article by Roman over at Massive Voodoo (www.massivevoodoo. blogspot.com); great for folks new to painting. The latter is a 2,000 battle from the Richmond of gaming. And game we did... Rumble, a meeting of four Astronomican members in Richmond, Virginia, to have a weekend Weve got a change for this issue in terms of the staff. LutherMax is the new Design/Layout Thank you, reader, for downloading and reading this issue of the Astro Mag. Make sure to Brush Techniques and the Battle Report. The former is a very

Morgan Consadine Rimehart


staff editor

Nomad
lead layout designer

LutherMax
Thank you to all of the DeviantArt Warhammer 40,000 artists for the awesome artwork that made this issue work! Check out their art throughout the magazine and make sure to click into their deviant page to see more!

editor and has done some excellent work. I hope he stays onboard!

tell your friends about the Mag, send us some feedback... hell, write an article for us! Send in some of your original artwork! Write some fiction, send in some pictures of your pride and joy miniatures! Mr C Cheers all, theastromag@gmail.com

cover image

Warhammer by ~Lestare from DeviantArt

Astro Mag is published every three months in association with Astronomican.com. All text and layout remains the copyright of Astro Mag. Astro Mag is a fully independant publication and its views are not the views of any company mentioned herein. All characters and artwork shown in this magazine remain the copyright and trademark of their respective owners. No part of this magazine may be reproduced without the express permission of the owner. Astro Mag can accept no liability for inaccuracies or complaints arising from editorial or advertising within this magazine. All letters and emails received will be considered for publication, but we cannot always provide personal replies. This fanzine is completely unofficial and in no way endorsed by Games Workshop Limited. Astro Mag is a non profit making fanzine with the aim of promoting Games Workshop games, products and hobby. For more see the disclaimer at the end of this fanzine.

mag.astronomican.com

Issue 7 | September 2010


Editorial
What can the Seer Council do for you? From the Void Math-hammer & You 11 14 4

In this Issue

Painting

How I Paint Space Hulk: Terminators Basic Brush Techniques

Homebrew

22 26 32

17

From the Warp Blogger Community


astro mag supporters: 40k origins all things 40k Confession of a 40k addict Dei greci From the Warp gamers World hephestos Forge on the painting table terran Forge rajabersiong rites of Defiance are you a From the Warp member and want your blog included here? email us at: theastromag@gmail.com and well add you right away! all you need to do is link back to the astro mag Blog.

Loyal Traitors: A Soul Drinkers Army List The Homebrew

Fiction

I Hate Cadia by Anne Marie

Battle Report
Rumble in Richmond

35 36

mag.astronomican.com

Issue 7 | September 2010

Editorial

What can the Seer Council do for you?


Rob Rivard

his article is going to look at one of the nastier units out

Why is the wytchblade so cool?


Im glad you asked. Short answer: it wounds on a fixed 2+, and it strikes at S9 versus anything with an armor value. In other words, Warlocks are very adept at shanking people, and they will also beat down vehicles. On the charge, Warlocks throw three attacks: 1 base + 1 for 2 CCWs + 1 for charging.

you ask? A Seer Council is a HQ unit comprised of the Eldar always accompanied by a Farseer. These guys have the capability to be one of the most durable, killy and expensive units in the codex.

there: the Eldar Seer Council. Whats a Seer Council,

sergeant type upgrade called a Warlock; this unit is almost

Warlock Wargear
Warlocks come with three pieces of wargear: the shuriken pistol, the wytchblade and rune armor. They have a single base attack, They may upgrade their wytchblade to a singing spear for a mere that footslogging Warlocks have Fleet special rule. and WS4, I4. Strength is irrelevant as they carry the wytchblade. 3 points. While its not wargear, this is also a fine place to note

mag.astronomican.com
Editorial

Issue 7 | September 2010

On the Singing Spear


The Singing Spear gives you the ability to shoot at vehicles. It base one attack. At range, the Spear is S9 with a 12 range. is a two-handed melee weapon, so Warlocks are stuck at their It is probably worth considering a Spear or two, for a couple options based on damage results; wound allocation games, as they can create another group for allocating wounds.

reasons: if on jetbikes, you can shoot the vehicle and then have

Warlock Powers
Warlocks have access to a variety of Warlock Powers. These are technically psychic powers but do not require psychic tests. hood. The main point? Warlocks are psykers. Oooh, ahh, so Assassin nearby, and who runs those?

As such, they cannot be countered by something like a psychic noted. Not important unless theres something like a Culexus

Destructor
This is the neat little thing that makes Seer councils absurdly killy at close range. It is effectively a heavy flamer. It is 10 points for a Warlock, and deadly against troops, especially

when combined with Doom. AP4 means you flat-out kill any

tabletopgamingnews.com
5

xenos; few are those non-marines with 3+ armor saves.

Enhance
This is a neat melee support power. Your unit benefits from +1WS and +1I. This is not cumulative, so theres no I brought

4 Enhance so were all WS8, I8! No, thats crap, so dont try to

mag.astronomican.com
Editorial
pull it. It does boost Warlocks to WS5, I5, which means they

Issue 7 | September 2010

generally go first/simultaneously and will they hit on 3+ most of the time. Well discuss why its worth bringing this power later. 15 points is on the pricier end for the powers, but it is nonetheless worth it.

Embolden
5 points for a power that lets you re-roll leadership tests. Now, Warlocks are Ld8, but the Farseer that might be attached to them has Ld10. This makes it difficult to break, and it also is get psychic powers off.

the most effective means of boosting your Farseers ability to

Conceal
15 points to always carry a 5+ cover save with you for the unit. Warlocks have a 4++ save from Rune Armor as it is, so you can that I can think of that negate invulnerable saves at range; the safely skip this for the Seer Council. There are two weapons Psycannon and Incinerator. If you have an armor save (and you ought to; well explain why in a moment) then you ought not worry about these either. if you are on foot, it is much easier for the enemy to simply blow you away before you get close enough to do damage. melee more often than not, Enhance is similarly worth it. You may have to assault into cover, and theres nothing to help with that. Moving to WS5 will generally move your Warlocks to is worth it.

Gearing up the Seer Council


There are effectively two ways to run a Seer Council in 5th. and load them into a Wave Serpent. You could theoretically You can mount them on bikes, or you can leave them on foot footslog them without the transport, but you run into the Eldar

Basics of Warlock Configuration


Warlocks are close-ranged units. That much is apparent from their gear and power selection: essentially nasty melee weapons and heavy flamers. Since the Farseer will be with them, Embolden is worth far more than its 5pt price tag. (psychic

hitting on 3+, and still being struck back at 4+ in assault. This The rest of your powers? Warlocks may select a single

power. You dont have to take powers, but 3-4 Destructors are usually enough to thoroughly BBQ your target unless its something stupidly resilient like Plague Marines. You will, of

issue with fielding a horde: you are an army of specialists, and

tests are leadership tests, after all). Since you will end up in

mag.astronomican.com
Editorial
course, heap the wounds on them and any other monstrous creature. Were you hoping your T6 would defend you? Thats CAN take the abuse you dish out. So, for the council: Embolden x1 Enhance x1 nice, we wound you on 2+ in melee. Still, some durable targets grants you a 4+ invulnerable. With Fortune, therefore, you have an 11% chance of failing an armor save, and a 25% chance of failing an invulnerable save. The enemy MUST devote a massive number of shots to force enough wounds to deplete the council. The moral of this story? Bring a lot of jetbike and and still be a threat. Embolden 3 Singing Spears Total: 420 points.

Issue 7 | September 2010

Farseer w/ Jetbike, Runes of Warding, Spirit Stones, Fortune, Doom. Total cost: 175 Final points cost of the 8-man minimal Seer Council: As said, this is a bloody expensive unit, but very durable,

Warlocks, as they need to be able to survive a heap of gunfire King Elessar brought up an interesting point for the Seer

3-4+ Destructor

1-2+ Spears, to taste

more. The enemy (if they dont already know) will realize that your council is capable of doing unspeakable acts to ANY unit on the board they can catch.

That means we want at least a 6-man council, ideally

Council: Mind War over Doom. If youre hitting an enemy squad that has a powerfist or something hidden in it, and Powerfist/klaw/what-have-you. His words are somewhere in you want to be locked into assault, nuke the fellow with the the middle of this post. Personally, I find Mind War to be highly comical when you kill a linchpin-type unit in the other guys army. An additional note with the jetseer council? If you have

604 points.

and capable of doing damage to anything it can catch. Four

heavy flamers for hordes (and even a heap of twin-linked Really.) and then massed Wytchblades for melee against them without fear of reprisal if youve got Enhance.

Shuriken Catapults, for what theyre worth. Yay, bike guns. vehicles, walkers, etc. You can charge dreadnoughts and kill

The Biker Council


Make no mistake: the biker Seer Council is expensive in terms of points and cost as well; GW for some reason feels like bikes ought to cost. Warlocks on a Jetbike and no powers comes out to 45 points. This means a maxed-out 10-man council starts at 450. Then, you have to add in the Farseer to the cost. I suggest

the attached Farseer cast Fortune on the squad, you can get

18 in a turn: 12 move, + 6 in the assault phase as you are Eldar jetbikes and therefore entitled to a 6 move in the assault phase. Huzzah, space elves. Really. Your bikes are cooler than theirs. If you have two Farseers, the non-Jetbike Farseer can simply cast Fortune on the Jetbike squad, and then you can turbo-boost on bikes, per the rules. turbo-boost. Note that you cannot use psychic powers AND A sample Jetbike Seer Council would be something like:

Wound Allocation in the Unit


First off, if you lose the Farseer, you lose psychic support, and a good chunk of your durability. If you are facing an enemy that is a neat goody, but after you get into the enemy early on, it becomes less important. The naked warlocks are obviously

the following Farseer for the Biker Council:

has WS3 or lower all around, Enhance is expendable. Enhance

Farseer w/ Jetbike, Runes of Warding, Spirit Stones, Fortune, Doom. Total cost: 175. Fortune is what gives the Biker Council its real oomph.

expendable, but while there are still enemies out there to burn, while you are T4, its actually T3(4); you still eat Instant Death you can.

you want to hold onto your Destructors. Bear in mind that on the Farseer on S6+ hits. Avoid giving him those wounds if

8 Warlocks on Jetbikes 4 Destructor Enhance The Jetbike grants you a 3+ armor save, and the Rune Armor

mag.astronomican.com
Editorial

Issue 7 | September 2010

pile in. But, only unengaged models pile in. So, if the enemy has a powerfist, it behooves you to see two conditions met: 1 2 You hit the powerfist on the getgo with your charge moves

Your Farseer is on the other side of this melee. You want the Farseer on the other side so the Powerfist

isnt within 2 of anyone engaged with the Farseer. Otherwise, the fist can still reach the Seer and turn your psychic support into chunky spaghetti sauce. Hopefully, if you cant avoid

engaging the first you kill it before it swings, and failing that, my Seer?

youre in the land of Oh, crap, can I make the saves and keep

The Joy that is the Eldar Jet Bike


Past the T3(4) note and the semi-interesting guns (hey, Ill take the twin-linked catapult over the pistol any day of the week if Im shooting something), the Eldar Jet Bike DOES have one big advantage. Youll have to hit the main rulebook assault phase, even if they are not moving into assault.

for it, but note that Eldar Jet Bikes may always move 6 in the What does this mean to you? Versatility, thats what.

Assault and the Farseer


The jetbikes have a little more leeway in this because of their after the burning and the spearing, youre going to assault. speed but it goes for the foot council as well. Sometimes, Sometimes, that unit has a schmuck with a powerfist or something else capable of inflicting Instant Death on your

Farseer. Now, hes an independent character so in assault hes

a unit unto himself (or herself, if you prefer. Call me crazy, or maybe its Dawn of Wars influence: I see Farseers as female. Oh well.). This means the other guy can single out the Seer. Well, we look to assault rules, and find that you have to move your closest unit into assault first. Then, the other guy has to

still get Fortune on, and move 12+6 for an 18 advance.

Well, if you only brought one Farseer, it means you can The second major advantage is you can decide what you

want to do after your shooting phase. Lets say you brought a few Singing Spears. Not a hefty investment. The enemy has a

transport nearby. Say you got within 6 of it. You throw your spears. Well, if you blow up the vehicle and have enemies

mag.astronomican.com
Editorial
in assault range, you can follow up with a charge on them. If you dont blow up the vehicle, you can consider assaulting the vehicle, depending on how fast it moved last turn. Or, if you blow it up and the other guys are out of charge range, you can back off 6. The same goes for hosing down troops with As you can see, dropping the bikes and picking up a Wave

Issue 7 | September 2010

Serpent (which, here, is optimized for troop delivery only) saves you 100 points over the Jetbike Council. You are less durable as Warlocks with just a 4+ re-rollable. If you lose the

Destructor. If you break them and they run out of range, you range. Or you can simply plunge in and finish the job.

Serpent early, you are on foot, and we go back to the problem

can backpedal 6 and potentially get out of easy counter-charge

of Ah, I bet I can nuke that before it gets to me. If you lose the position to hurt your Council dead.

Serpent in the other guys face, well, if hes smart hell be in a Alternatively, you can cheapen the squad and just run it as

The Foot Council


To be honest, I see the Foot Council as second place to the Jetbike Council. You can still take a massive unit and try to launch assaults out of the back of a Wave Serpent, but there are issues (touched on here) with that. Mostly, you have to run next turn.

a heavy flamer delivery system. I think it might look something like:

Farseer w/ Doom, Spirit Stones, Fortune (130) 4 Warlocks (100) 4 Destructor (40) Sub-total: 270 (before Tr ansport) Here, weve got a much smaller and more focused Warlock

up, hope no one blows you up, and then get out and assault As such, you would be looking at something like...

8 Warlocks 4 Destructors Enhance Embolden 3 Spears Farseer w/ Runes of Warding, Spirit Stones, Doom, Fortune (145) Wave Serpent w/ TL Shuriken Cannon, Spirit Stones, Vectored Engines (130) Total: 504

unit. Its sole purpose is to Doom a target and feed it four heavy

flamers. It will then promptly die, much like Fire Dragons. Why? This is a lot of firepower focused into one package. After configuration could work; though I would suggest my default it appears, anyone who can do so will kill it. I suppose this Serpent config of Bright Lance + Shuriken Cannon at 145 points, since you may want to sit back and shoot for a bit. We bring Fortune so we can grant our Serpent a rerollable 4+ cover to drop it, which is a problem.

save. This means the enemy must focus more fire into the tank

mag.astronomican.com
Editorial

Issue 7 | September 2010

the Council ignores its Witchblades and potential durability. If you, as I am curious.

Still, I cant shake the feeling that such a minimalist use of

anyone uses it in such a manner, let me know how it works for

Conclusions on the Seer Council


enemys face, butchering their vehicles or burning their troops down before shanking the remains with psychicallycharged blades. As such, the challenge in using the Seer Council is getting it to the effective short range. The Biker Council Make no mistake: the Seer Council, in any form, is capable of being a massive threat. It wants to be in the

Final Note on the Serpent-mounted Council


There is one glaring weakness of the mechanized council: if Serpents are durable with their energy field but even then its just AV12. They are not immortal. On the other hand, the Serpent Council has the Serpent the enemy pops the transport, game over for the council. Wave

is mobile until dead, whereas the mounted council ceases to be as much of a threat if you pop their transport early. of a pain to deal with.

However, Fortune + Flat Out = a Serpent with a 4+ re-rollable save in the other guys face, which is usually a bit Any way you look at it, a Seer Council is a massive fire magnet. They do their best work up close, and if the

around it. If the enemy manages to knock the Fortune off the Jetbike Council (for whatever reason, be it a psychic hood, you just flubbed the roll, or just came in from reserves) then you

enemy can stop them before they close? Lots of points rendered ineffective, but thats something you might be used to if youve rolled out the Land Raiders and such.

are essentially Marines in cover in terms of durability and the enemy WILL maim/kill the unit. Alternatively, a Serpent Council can combine a turbo-boost save of 4+ and Fortune. turbo-boost save and blow you to hell in a hail of twin-linked autocannon shots.

protection, and can combine a flat out 4+ cover save with Fortune. The Jetbike Council has a 3+/4++ set of saves but is much more reliant on Fortune to be durable. If the enemy can get you without fortune (IE: came in from reserves, flubbed the roll, or got a psychic hood to the forebrain) then you can expect them to try to nuke your and mobility are a tradeoff.

For durability, both Councils have access to a form of it. The Serpent Council has a wave serpent hull for

Beware Hydra Flak Tanks, though, as theyll just laugh at your

council. On the other hand, a Jetbike Council cant lose its mobility to a single lucky shot. In short, the durability In terms of assaultyness, the Jetbike Council wins out in my opinion because of the assault move; they can

back off if the situation warrants it whereas the Serpent Council commits, and if they really want to assault instead of just being a flamer unit, they take a couple turns to get a convincing one off. Any way you cut it, the Seer Council is an investment; youre looking at 500-600 points in anything beyond

a minimal burny Council. However, this unit can do some serious damage. The only thing to watch for is stuff with hefty armor saves; things like Terminators with 2+ saves and Plague Marines with 3+ armor and 4+ FNP can absorb a heap of wounds.
Thanks to Fritz at The Way of Saim-Hann blog for letting us use pictures of his Seer Council in action Thanks to Fritz at The Way of Saim-Hann blog for letting us use pictures of his Seer Council in action

10

mag.astronomican.com
Editorial

Issue 7 | September 2010

From the Void


Our New Media.

From the Coast


40k Radio is the longest running podcast solely dedicated to Warhammer 40,000. Based in Pennsylvania it was originally hosted by Spencer Harding and Phillip Johnson but over the course of the last few months there have been some changes in

the hosts. The new team was Spencer, an experienced gamer and

hobbyist; Scott Steva, a long term role-player turned wargamer added some excellent moments and an insightful Newbies focuses on extensive Codex Overviews often covering every

ne of the best aspects of this hobby is that it is constantly evolving. As Games Workshop continues

and finally Chris Chipley the new boy on the podcast who Corner detailing his experiences as a new gamer. The show entry in a new codex in great detail. Its not unknown for them to spend an hour on every section of the codex. They also have a good variety of other sections including one on building a

Vulpus Rex

to release Codices and Rulebooks, FAQs and supplements article is testament to that, part of a community effort to

we the gamers continue our own progression as well. This benefit the hobby through the Astro Mag. Truly the internet

has galvanised the whole of the gaming community, and gamers have started to talk and share on a unrecognisable

with new forums and blogs appearing left right and centre, scale. As this has occurred, people have tried to do new begun to use the new medium of podcasts to reach out to other gamers. The trend was started by Australian WFB player Jeff Carroll who created Podhammer in August 2007

good gaming table and an infrequent Third Party Products with good honest reviews. Their final distinguishing feature is circuit, recording shows at The Big Waaagh, The Battlefoam their regular appearance on the US Rogue Trader Tournament Wild West Shootout and the Adepticon weekend. All in all

things and make their voices heard so recently we have

this show can divide people, some love it and some dont, but it Radio also has a paid forum, the Freebootaz, some of whom feature on the show from time to time.

is the original 40k Podcast and will be around for a while. 40k

his podcast is solely dedicated to Warhammer Fantasy and

has been running for over 75 episodes. And importantly for us, following close behind came our first 40k podcast: 40k Radio. That was how it started and since then we have seen and active and fascinating podcast scene develop.

40k Radio was retired and then brought back. Romeo from Battlefoam now runs the show but there are two new hosts: George Miller (Eldanesh) and Rik Massei (Rikarius). The first

After some Internet drama and other unknown factors,

11

mag.astronomican.com
Editorial
shows drops after this article was written but before this issue goes out, so we cant give a review of the new show. recently arrived that due to a new job Mack has left the podcast. There is a unique tone to DLT and it can be off putting to the new listener, they are trying to strike a fine balance and of late their struggling to keep the poise of the shows when they were split, which is in my opinion their highest quality output so far. The California show is now over due to Mack moving to

Issue 7 | September 2010

Overview:
Hosts- Spencer (ret), Philip (ret), Scott (ret), Chris (ret), Romeo, Rik and George Website- www.40kr adio.com Release schedule- On the 1st and 15th of every month Game Systems- 40k.

Michigan for a job. The Chicago crew diligently carries on, producing a new show every week. They have recently started at 10:30pm CST on Fridays (that would be -6 GMT). doing live shows on Ustream, which typically starts broadcast DiceLikeThunder recorded and released their 100th

Enter Chicagoland
Born in Chicago, this podcast was started by Mack Martin My second 40k podcast is DiceLikeThunder [DLT].

episode while this Issue was near completion. Quite an achievement! Heres our little shoutout from a small corner of the 40k community: Congrats, crew of DLT, and keep them coming!

who pioneered the show on his own and then gradually build They try to give an alternate look at the hobby preferring, for anti Ork tactics rather than a Tactica-Orks which features in

Overview:
Hosts- Mack (ret), Rich, Dan, Dave, Jon, Chris. Release Schedule- Every week Game Systems- 40k, with a few episodes devoted to Dark Heresy and Battletech

up a great team of Dan and Rich with regular local guests. example to do Ork Hunting segments where they discuss many other places. Like 40k Radio they record a weekly show. curricular material such as their Fluid 40k update system, their

Unlike 40k Radio, DLT has a free forum and a slew of extrareworked Forge- Star Necron codex and their Firefight small the podcast, first with the split to two different shows as Mack

This... Is the End


Now we reach the cream of the crop, from their first episode Worlds End Radio [WER] have had a polished presentation that some well established podcasts are still striving for. They

game system. Recently there have been a bit of an upheaval for moved away from Chicago, Dice Like Thunder- Chicago and Dice Like Thunder Cali-40k-ation, and now the news has

have kept a professional, quality tone to their podcast from

12

mag.astronomican.com
Editorial
episodes one to sixty. Hosted by Australians Luke Retallack of the country than Podhammer, literally at the end of the Workshop games from Lord of the Rings and WFB to balance between their sections and if youre looking to expand

Issue 7 | September 2010

and JJ Layfield it comes from Perth Australia, the other end world. In their episodes they cover 40k and all other Games Necromunda and especially Blood Bowl. They have a great your hobby horizons this is the podcast for you. Both of the hosts are very experienced tournament players and organisers hosting the WestGamer Forum Ultimate Tournaments for 40k and WFB for the past few years. Their coverage rotates interesting them this week. They also have bonus shows out of their usual numerical sequence including the Worlds End between all of the systems depending on whats new and whats

An Unlikely Alliance
Within the podcasting community two groups have formed, podcasts including Podhammer, 40k Radio, Worlds End the Wargamer Radio Network is the old guard of seasoned Radio and D6 Generation. It has been around for a while and youll hear regular cross promotion on all of the shows. I can group and all well worth a listen. say definitely for three of these shows that they are a quality The other group that has only arrived in the last month

or so is the HobbyTalk Network; made up of many younger podcasts it includes the Warbanner Podcast, Dice Like Thunder and the Imperial VoxCast. They have brought some fresh insights to the scene and this division is a great step will only continue to grow over time. showing that the podcasting scene has a depth and variety that

Mailbag where they held an entire show dedicated to listener questions. Back in the normal sequence of things some of their other topics are as diverse as Working with Resin, How to

Participate in and Run a Gaming Club, The Psychology of in all Worlds End Radio is leading the Way in 40k and mixed system podcasting, and its lifting the hobby up with it.

The Game, Theming Armies and The Lore of the Hobby. All

Our New Media.


So all in all there are a huge variety of shows to suit every hobbyists preference. Personally I enjoy the podcasts as I paint models and from them I have learned a lot about tactics and other ways to enjoy the hobby. See you in The Void

Overview:
Hosts- Luke, JJ Release Schedule- Every two weeks Game Systems- 40k, Fantasy and the Specialist Games (a passion for Blood Bowl)

13

mag.astronomican.com
Editorial

Issue 7 | September 2010

Math-Hammer

Rob Rivard

&

Chance to wound (S4 vs T3) = 2/3 Failed saves (4+ cover) = 1/2 Ergo: 20 * (2/3) * (2/3) * (1/2) =...

What Is Math-Hammer?

You
Dire Avengers are BS4 Their guns are 2-shot, S4, AP5 jobs Guardsmen have T3, and a 4+ cover save.

20*(2/3) = 13.333 hits * (2/3) = 8.8886 wounds * (1/2) = 4.44 Casualties. Hooray! We just killed some Guardsmen!

Except Not
So, whats the problem with this model? There are a few: namely, the dice, the laws of statistics, and template weapons.

m going to use Math-hammer as a term to describe the

The Dice
Dice are not necessarily impartial random-number generators. Some people suggest that Chessex dice (the default, little rounded-corner boggarts) lean towards the 1 a little bit. There are also some nasty tricks you can do to manipulate dice. My

to figure out the outcome of a discrete round of harming the other guy.

rudimentary application of statistics to 40k in an attempt

Math-hammer usually takes the form of something like this: Number of shots * chance to hit * chance to wound * Lets put this neat little model into action: I fire my 10

failed saves = Number of casualties.

personal bias involves just playing with the Chessex dice, and

the hell with the bad rolls you get. Actively trying to rig your kicked in the dice bag.

Dire Avengers into your Imperial Guardsmen that are in cover. The pertinent facts are: 1 2 3

rolls is a punk thing to do, and should realistically get you The bottom line is that the dice do not always behave in a

perfectly predictable manner, but we can still make some basic assumptions about how theyll act any given time we roll them.

Laws of Statistics
Think about most the times you roll dice in 40k. Maybe its an ordnance shot or blast weapon; then its 2d6 and the scatter

Lets turn that crank with the following data: Number of shots = (10*2) 20 Chance to hit (at BS4) = 2/3

dice (...just TRY running some math-hammer for scatter. Its

14

mag.astronomican.com
Editorial
pretty rough). Maybe its your Predator Destructor kicking out 8 shots in a turn. Maybe its your tactical squad rapidterminators on the charge with 15 attacks. firing someone with about 16ish bolt-weapon shots. Maybe its What do a lot of these have in common? Its not a lot of and theres a 33% chance of getting a hit result on the scatter of the time. 33% of the time, scatter will then average 7-BS, so we have some idea how far the center dot might go. About the

Issue 7 | September 2010

dice. So, right off the bat we know a blast weapon will hit 33%

dice. Statistics works best with large samples; a good statistical

only place we can use this knowledge is when we try to apply

sample has a minimum of 30ish trials. Some units can indeed pull that off in a single action (IE: Orks shooting/charging, Fiends of Slaanesh in assault, 30-man guard squad w/ First cannot throw thirty dice in the course of the game, even if all seven turns happen.

it to vehicles and how big their hull is; we have a better chance for example.

of landing a blast template on a Land Raider than a Killa Kan,

Rank Fire, Second Rank Fire), but most cannot. Some units

Why use Math-hammer, then?


Why, indeed? Because it gives us a starting point for making decisions. Common sense tells us that one Guardsman is but it IS still possible. On the other hand, some things get a

game, you cannot necessarily expect average performance out of a given unit.

Whats that mean for you? Even through the course of a

unlikely to beat up a thunder hammer storm shield terminator, little closer. Math hammer gives us tools to make a guess at the base your decision on.

Template Weapons
Now, if we take a basic weapon that has fixed chances of hitting, we can run the rest of our formula from there, yes? Same goes for assault. The problem lies in predicting how many

outcome of shooting or assault, and thats at least something to The numbers are not always accurate. However, its a darn

hits you can slap on a target with a flamer or blast weapon. Templates have to take into account how close models are, and the formation they are arranged in. If everyone is standing shoulder to shoulder with a 2 max coherency spread, its a much different picture for blast weapons than if theyre all in formation, for example.

sight better than just using wishful thinking and sacrifices to firepower.

the dice gods as a means of making decisions with your armys

base-to-base contact with each other like a fresh Deep Strike The best we can do for Blast Weapons is model their

Using Math-Hammer intelligently


Here are some suggestions for using Math-hammer to your advantage:

scatter, armed with the knowledge that 2d6 averages about a 7,

15

mag.astronomican.com
Editorial

Issue 7 | September 2010

1 Know the limits of the stats


You need 30 rolls to get an accurate sample size; if its below that than youre not really guaranteed an average result

5 Know that Things Can Still Go Wrong


-The dice are still fully capable of throwing complete outliers at you. We call this the wheels coming off, when you fire five bolters into a single guardsman in the open, and he still lives, for example. (Worse still, he kills 2 guys on the charge, and lives.) -In other words, you care about math, but math doesnt

Conclusion
Math-hammer is a tool. No more, no less. Its not perfect, but its a workable enough basis for making decisions about dice in this IS a dice game, and Math-hammer DOES tell us a little how the dice work. Its a more reliable basis than all the little pre-concieved notions that your brain tends to have.

2 Know the limits of the dice


Dice are not perfect random-number generators, either through rolling. manufacturing processes or human interference a la practiced

the game. As such, I suggest a working knowledge of it, since

give a flip about you, and can screw either of you over, or both of you, or neither of you. Crap happens. Deal with it.

3 Its Still Math


Math, when done right and mindful of its problems, is STILL a reasonably reliable when you follow the steps. -At least, math is a reliable tool given an understanding of

6 Realize the limits of Math-Hammer


There are things Math-hammer simply will not do, and they are: Tell you WHERE to move Gauge range Tell you what your opponent will do Tell you how many of your infantry will actually be in range of your target Tell you a blessed thing about how many people you actually will hit with a template-based weapon Math-Hammer CAN give you an idea on: How much fire you need to kill a target How much fire you need to force a morale check you just need base-to-base with ONE guy) The chances of you winning/losing an assault, and potential morale results

know about the assumptions, the more use you can get out of the theory. At the end of the day, theory itself is a tool. Theory simplifies the world, loses some resolution, and usually gives learning about an aspect of life, the universe, and everything.

Any kind of theory makes assumptions. The more you

the tool. Its like a computer: it can only do what you tell it to do, how you tell it to do.

you a (reasonably reliable) method of making decisions and/or Math-hammer just gives you a rough idea of what can

4 Know what the Average means


-The average result is the midway point, which means that IF you roll enough dice, THIS is what happens about 50% of the time.

happen when you throw the dice, and thats better than nothing, in my book. There are days where the average will happen every single roll, there are days where the dice will roll games, the dice will roll average.**

sub-par on a game level for you, but in the end, across enough *Disclamer: Im being a little lazy here and linking to

(aka bell-shaped curve)*. Youre hoping that your dice will land a given set of rolls fall way the hell away from average (hey, its the same chance of seeing five 6s in a row as well)

-What youre really dealing with is a Normal Distribution

somewhere in the middle, but it is still entirely possible to see possible to see 5 1s, [0.01% chance, theoretically] and you have

Wikipedia. Note that since Wikipedia is open to anyone who

Whether or not you might make assault (remember, The chances of immobilizing yourself in terrain

wants to edit it, anyone can (and in some cases, has) tweaked info, wikipedia is a good start, but then youd better check out the sources theyve listed in the article, and move from there. **Unless youre a bloody dice cheat. Or the other guy is.

the data in an incorrect manner. If you really, truly want solid

16

mag.astronomican.com

Issue 7 | September 2010

Painting

How I Paint Space Hulk: Terminators


Kevin Ark aedin Fronczak

onventional painting tutorials are generally very bland

of painting (which, of course, has its own merit) but most fail to explain why steps were chosen and why things were painted the way they were. Everyone has their own painting style and instead of just showing you how I paint my Space techniques I did in an attempt to give you a new point of

and monotonous. They attempt to show you the method

Hulk Terminators, Ill explain why I chose the paints and view when tackling a new mini. First I must note that this painting (thus the inks and washes). Anyways, lets begin!

technique was developed to be quick and conducive to bulk

17

mag.astronomican.com
Painting 1 2 3

Issue 7 | September 2010

STEP 1
Step one involved a simple base coat of Mechrite Red slightly watered down. Watering down your paints, especially foundation paints, is incredibly important because otherwise they will be very thick and ruin details on your model. Granted my method doesnt really make the most of the incredible

STEP 2
Step two I used some Brown it over the model. Caligraphy Caligraphy Ink and washed Ink, unlike normal hobby inks, is not water proof. This means if you get water begin to run. On that same

in some Matte Medium. I failed to do this on one of the later steps and youll be able to see what happens when you dont. I chose a Brown Ink over, say, Black because Browns tend to deepen Reds more whereas Blacks tend to just dull models down.

STEP 3
Step three involved a drybrush of 50/50 Mechrite Red to Blood Red. This simply serves as a primary highlight.

details on the models, I still urge you to water down your paints slightly. I chose Mechrite because, like all the foundation paints, it provides a very solid base color and only requires one coat.

on the model, the ink will token, these inks were free because I found them sitting in my inks you can counter-act the fact that its water-proof by mixing

basement so I made the most of them. If you have Caligraphy

18

mag.astronomican.com
Painting 4 5 6

Issue 7 | September 2010

STEP 4
Step four is a secondary highlight of a straight Blood Red drybrush. At this point the brightness of the Blood Red is meant to accentuate the edges and provide a nice contrast with the browns in the recesses. The armor begins to come together at this point.

STEP 5
Step five is a Baal red Wash. I do this to to not only blend the highlights together but also to emphasise the reds in the model.

STEP 6
Step six is a final highlight and is a very light drybrush of 60/40 Blood Red to Fiery Orange. This final highlight provides a the red of the armor itself. I wanted the models to be noticeable serves to do just that. noticeable contrast between itself and not only the recesses but and eye-catching on the Space Hulk board so this highlight

19

mag.astronomican.com
Painting 7 8 9

Issue 7 | September 2010

STEP 7
Now here, step seven, is where I screwed up. I apply Red Caligraphy Ink here in

STEP 8
Heres where the detailing begins: step eight. I decided to paint any metallic silver parts first as that seemed to be the most Boltgun Metal for this, but Chainmail would suffice as well. prominent color on the model other than red (obviously). I used

little to make them more subtle (and thus increasing the appeal surface over with Shining Gold (for obvious reasons) and then a very light highlight drybrush of 2:1 Shining Gold to Mithril Silver. This just accentuates to extreme edges producing a more Bleached Bone with a highlight of 50/50 Bleached Bone to Skull White. I then used Black to draw small writing on the

of the red armor on the table). Next I drybrushed any gold

order to deepen the reds and give the model a slight gloss. However, I failed to mix in any Matte Medium and as you will end up seeing in step

STEP 9
Step nine involved base coating any gold or parchment colored surface with Bestial Brown. I decided on Bestial as it is, more or less, a bridge between Snakebite Leather (good for golds) and Graveyard Earth (good for parchments). I decided on using this middle-road color in order to maintain some uniformity over the model and helping to blend the details in a

vibrant gold color. The Purity Seals were simply painted in

seals. Finally, over all of the gold and parchment surfaces, I Brown undercoat, serves to tie the different details together (and also adds a nice weathering effect to the parchment).

nine, the red starts to show through a bit.

applied a Gryphonne Sepia wash to them. This, like the Bestial

20

mag.astronomican.com
Painting

Issue 7 | September 2010

STEP 10
line highlight of Codex Grey with another Fortress Grey The final step is to highlight the gun with grey (I did a highlight just to make the gun pop a bit more) and paint the lenses. What I did (for the eyes) was base coat Dark Angels Green, highlight 50/50 Dark Angels to Scorpion Green and

finished the highlight off with a straight Scorpion green line in dot in the rear of the eye to simulate a reflecting effect that optics would have.

the front of the lens. To top it off I placed a small Skull White

my genestealers which can be found on my blog Terran Forge (http://terranforge.blogspot.com/). Happy Gaming!

And thats about it. Ill be doing a similar tutorial for

21

mag.astronomican.com
Painting

Issue 7 | September 2010

Roman ak a jar

Techniques
T
his article should be considered as a basic equipment

Brush
1. Dry Brushing
Applications: Figures, terrain, bases, etc. especially for applying lighter colors over a darker color. Colors: All colors except special Inks. Advantage: Simple technique which is quick, can deliver good results even in the new painter, and with a little practice can also provide very good results. Might help painting a large number of models in a manageable time. Disadvantage: Often, this technique is applied in an and could result in the overall impression of a figure strongly going downwards. [Check www.massivevoodoo. uncontrolled manner, which usually leads to messy results

Basic

You can also drybrush with a slightly larger fine hair brush, but this usually leads to a very rapid wear of the brush.

When you drybrush, a bristle brush is usually an advantage.

The brushing operation in theory


A tiny color amount is carried on the brush, then this dried on a cloth or tissue to get rid from the main amount of the color from top to bottom or from left to right, etc. The dusty pigments are deposited on the highlights of the figure / model steps from dark to bright.

and the color left on it is powdery. Now then brush as desired

/ terrain and allow it to stand out. This can be done in several

steps of the most common techniques known to me. It is not checked for completeness and only shows my personal view on the things I have learned from others. There are different ways to paint a figure. From brushing

and is only concerned with the theory and a few practical

to washing, inking to multi-layering, there are probably already countless different definitions for each technique. I am trying to clarify a bit; I hope I manage it in a purely theoretical form.

about it are done it will arrive in the future, like most plans blogspot.com for more articles and helpful posts. -C] do, so please be patient :)

Also, this is just an overview. Plans for talking deeper

22

mag.astronomican.com
Painting
Basecoated:

Issue 7 | September 2010

Variants: If there is a dry brush, there must be a wet brush, right? It should be mentioned that there are different variants of how to start a brush session. The dry brush is certainly the easiest way. If the color is diluted with water, the brush result will not be so dusty, more a fading touch of color also try to catch the upper parts and areas of your model as described above but be sure the drying on the tissue step needs some more time and attention to avoid getting the color everywhere around.

that the ink is specifically brought to the point where it should be. Also you can put it as a thin layer over an existing basecoat to bring different color over it.
It says Not wet!

Bright undercoat:

Dark Undercoat (would have been better to basecoat in black, haha):

2. Washing / Inking
Applications: Washing / Inking is usually used to differentiate wells quickly from higher points of the miniature. It also works well in combination with dry brushing before and sometimes after the washing. Colors: Special Inks / Inks by various manufacturers.

Leads to:

Advantage: Fast results, gives more depth to a model,


Drybrushed with a lighter tone:

quick and good for painting a large amount of models or to find a basic idea of where to go. Disadvantage: Inks are often glossy, even after drying. The colors may run if not applied in the correct areas. Variants: Washing is also possible with normal colors. Here one often speaks of glazing such as glazing in the shadows In the end you make through dilution with water after drying. Glazes are also often used for more sophisticated techniques but this is further below.

The Ink-/Washing operation in the theory


Get some of the color up via the brush. As Inks are often very fluid, extra ink should be drawn off on a cloth before it goes to the miniature. Also, a dilution with water is possible to

a color like a Ink from its way of use / one that does not shine

mitigate the intensity of the ink. When you order, make sure

metallic paints to give you a subsequent staining or a structure by underscoring the modeled wells.

Washing/Inking is often used in conjunction with

23

mag.astronomican.com
Painting

Issue 7 | September 2010

3. Layering
Applications: Most common method of painting. and opacity, barely take care!) looking miniatures. Colors: All colors possible use of Inks and Washes (gloss Advantage: Good effect easy to learn, results in nice Disadvantage: Hardly any! A specialized form of this, the so-called Blending, or making clean color transitions from light to dark, is the basic of high quality painting.

4. Shading
Applications: A preferred technique for sounding subsequently stained bodies to be consulted or more the reverse style of Layering. Colors: All colors available.

Advantage: Subsequent follow-up would allow the development of finer differences in color. Disadvantage: Just enjoy exercising. Strongly dependent on the value of the painters experience in dealing with glazes. So a brush is like a guitar it is built to paint.

Highlighting operation in theory:


Highlighting starts on a dark base and the process starts by the (highlight points of a model).
It says from dark to bright:

The Shading operation in theory:


When Shading a complete character you start with a very light stains in the dark. Here, you brush towards the shade sites.
It says from bright to dark:

addition of an ever-brightening tone to the distinctive features

foundation and pulls them through with wispy glazes and

Variants: Through strongly diluted paints you can also highlight with glazes. The transitions are softer and gentler and form a more harmonious overall picture in the end.

Variants: This technique is particularly well in my eyes subsequently to incorporate areas of color, a certain tension by being carefully retouched with a subtle color flow. The

24

mag.astronomican.com
Section
subsequent Shading often helps me to work wild and work out re-identify the points of light afterwards similar to accentuate transitions softer.

Issue 7 | September 2010

my shadow areas. Highlighting afterwards is good advice to and shade with middle tones during the operation to make

different techniques may be combining the advantages of your own personal experience what i am saying here is for

Striving for the most ideal one, the gap between the

each. This requires practice and is for sure depending from sure not the holy grail. Through experiments developed from so called Wetblending or Feathering or any other words

5. The edge-accentuation
Applications: Similar to the accentuation while Layering raised edges of the figure get more attention. this. Colors: All colors possible, except inks are not good for Advantage: Emphasizes the edges; you can set final focus areas, or the ways the eye is moved to the focus. Disadvantage: Hardly any! It is on professional Variants: To use this technique at a high level, long practice is probably necessary I do not mean the technology itself, but the combination of different techniques and

the above basic techniques and other forms, such as the and descriptions found out there in the WWW, remember learn through them.

everything is just a matter of bravery to do experiments and So far from me I am also practicing once again ... And

remember The Way of the figure painter must not be difficult one just keep on Happy Painting!

application under inclusion of light and shadow as a basis of professional painting. If applied quickly and/or with no use of light and shadow, miniatures can often look unclean.

knowledge of color and its authority can apply harmony (color theory) and the knowledge and clear light situation on a figure.

The edge-accentuation in theory


When accentuate all existing edges are usually tightened on the more impressive and easier to catch. The color is added with the model. This means that the clarity of contours of the model is brush and pulled over the edge. Here the fault often happens that you might work the tip of the brush while drawing the accent this usually leads to shaky results. But one uses the

Conclusion
You can hardly call any of the above-mentioned techniques as the way there has to be dealt with. Each technique has its justification of existence, as they specifically targeted for specific applications and desired results. Also, different people thing by practice and experience. like different things, so it is up to you to find out what is your

surface of the brush and moves it around in a 45 angle over the edge so the result is after a little practice clean and fine.

25

mag.astronomican.com

Issue 7 | September 2010

Homebrew

LOYAL TR AITORS
A SOUL DRINKERS ARMY LIST
Dan Dur an & Richard Eckert

elcome to Loyal Traitors, A Soul Drinkers Army List. This home brew codex has been designed to allow you to play a Warhammer 40,000 game or campaign as the Soul

Thanks to: C-Swizzy, D-Skizzy, J-Nizzy, Sidetrack Nick, Beeny13, Dezzo and a whole host of other people who gave invaluable insight and advice on this project. Thanks also to Ron Saikowski of fromthewarp. blogspot.com for the wonderful image of his Sarpedon model and Ed aka Thantos for the image of his spot-on Tellos model. Final thanks to Morgan from the Astro-Mag who graciously donated additional art from his massive stock pile. Special thanks go to Ben Counter for writing the Soul Drinker novels and to Black Library for publishing them. A Dice Like Thunder Production, 2010. This document is intended for use with the Warhammer 40,000 5th Edition rule set and, optionally, the Fluid 40K game system. You can learn more about Warhammer 40,000 at www.games-workshop.com. Fluid 40K can be found at www.dicelikethunder.com.

Drinkers. While it is not necessary to read the Black Library novels written by Ben Counter to play the Soul Drinkers, we heartily recommend it.

40K 5th Edition rule book and Codex: Space Marines and Codex: Chaos Space Marines. It also is assumed, unless written otherwise, that all rules pertaining to game mechanics, game length and force organization are used.

We assume you are familiar with a large majority, if not all, of the rules in Warhammer

Most everything written in a novel is designed to be cinematically entertaining and we all know that not every game is so played. Great care has been taken to pull the essence of the Soul Drinkers from the Black Library novels and translate that into table top play.

The inherent limitation for writing this home brew codex is the Movie Marine principle.

when drawing your force from three sources. We have attempted to iron out these difficulties for you. Should you have any questions, feel free to email us (Richard@dicelikethunder.com) with any of your questions. We are also open to suggestions or changes for better play. We hope you have as much playing the Soul Drinkers as we did writing and play testing them.

Undoubtedly, you will have questions on how certain codex mechanics work especially

26

mag.astronomican.com
Homebrew

Issue 7 | September 2010

What you need to play:


Warhammer 40,000 5th Edition rule book Codex: Space Marines

ELITES, 0-2 0-2 0-1

0-2

Unit: Sternguard Veteran

Chosen Chaos Space Marines*

Reference: Pg. 125, Codex: Space Marines

Codex: Chaos Space Marines Loyalist Traitors: a Soul Drinkers adventure

Possessed Chaos Space Marines*

Pg. 94, Codex: Chaos Space Marines Pg. 95, Codex: Chaos Space Marines

TROOPS, 2-6 2-4 0-2 0-1

A table 6 x 4 or larger (depending on how many points you play) Fluid 40K (optional)

Unit: Tactical Squad Scout Squad

Chaos Space Marines*

Reference: Pg. 134, Codex: Space Marines

Pg. 96, Codex: Chaos Space Marines Pg. 134, Codex: Space Marines

DLT Missions Book (optional) Dice and tape measure

FAST ATTACK, 0-3 0-1

FORCE ORGANIZATION
The Soul Drinkers have the following army list options. All dedicated transports must be taken from the codex the unit it is purchased for comes from. HEADQUARTERS, 1-2 0-1 Unit: Sarpedon

0-2 0-1

Unit: Chaos Space Marine Bike Squad* Assault Squad Chaos Raptors*

Reference: Pg. 99, Codex: Chaos Space Marines Pg. 139, Codex: Space Marines Pg. 99, Codex: Chaos Space Marines

HEAV Y SUPPORT, 0-3 0-2 0-1 0-1 Unit: Chaos Havocs Vindicator Whirlwind

0-1

0-1

Chaplain Iktinos Captain

Reference: See the following pages.

Reference: Pg. 100, Codex: Chaos Space Marines Pg. 143, Codex: Space Marines Pg. 143, Codex: Space Marines

0-1

Captain Karraidin Librarian

See the following pages.

See the following pages.

0-2 0-1

Pg. 132, Codex: Space Marines Pg. 133, Codex: Space Marines Pg. 133, Codex: Space Marines

Master of the Forge

These units may not purchase the Mark of Nurgle. This unit has a character upgrade.

27

mag.astronomican.com
Homebrew

Issue 7 | September 2010

SPECIAL RULES
Loyal Unto Death
By taking two of the three unique Headquarters choices listed below, your entire force becomes Stubborn with the exception of those units who already are Fearless.

Cold & Fast, Soul Drinkers!


Drop Pods may be purchased for 25 pts apiece (for those units who can use it as a dedicated transport) with upgrades taken at the normal price listed in Codex: Space Marines.

And They Shall Know No Fear


As described in Codex: Space Marines and applicable to all units in your force.

Combat Tactics
As described in Codex: Space Marines and applicable to all units in your force.

We Stand Alone
The Soul Drinkers are branded Excommunicate Traitoris by the Imperium. They may not take any Imperial allies but will fight in separate actions that benefit Imperial citizens that require aid.

28

mag.astronomican.com
Homebrew

Issue 7 | September 2010

SPECIAL CHARACTERS
Sarpedon, Librarian Chapter Master
5 WS 4 BS 5 S 5 T 3 W 5 I 2 A 10 Ld

Conversion: Our Sarpedon model was graciously donated to us by Chaos Dave. According to Dave, he took a pewter spider model and then green stuffed the upper torso of a 3rd edition

180 points
3+ Sv

metal Librarian onto it. He then added bionic looking stuff to a leg. To complete it, he used a home made Dreadnought sized base with sand flocking. Were not sure what else we can use this for, but the thing looks awesome!

Composition: 1 (Unique), Infantry

Wargear: Power Armor, Bolt Pistol, Frag/Krak grenades, Force Staff, Psychic Hood Special Rules: Independent Character, Psyker, Orbital Bombardment, Mutant
t Sharpdeon by Ron from From The Warp

Mutant: As Sarpedon has been mutated by the warp to be half Space Marine and half giant arachnid with further bionic upgrades, he has a 4+ Invulnerable save. In addition, Sarpedon may use two psychic powers per turn. The Hell

Powers: Machine Curse (Codex: Space Marines), Warptime (Codex: Chaos Space Marines), The Hell: The Hell is a special psychic power that visits horrifying visions of doom and destruction upon all who see it. While fellow Soul Drinkers have seen this power in action many phase. times, they are not immune to it. This power is used only by Sarpedon and only in the movement The Hell is a psychic shooting attack that effects D6 enemy units within 18 of Sarpedon,

starting with the closest unit. Each unit effected by this power must pass a Leadership test (not a Morale test) or be Pinned. Models in close combat are not immune and, should they fail their Leadership test, will have their Initiative reduced by 1 instead of being pinned. succumb to The Hell. Should Sarpedon fail his psychic test, all friendly units in range must test to see if they Should Sarpedon roll double 1s for his psychic test he suffers from Perils of the Warp and

d6 enemy units within range are automatically Pinned or have their Initiative reduced by 1 regardless of special rules like Fearless or Mob Rule.

29

mag.astronomican.com
Homebrew Chaplain Iktinos, Master of Sanctity
5 WS 5 BS 4 S 5 T 3 W 5 I 3 A 10 Ld

Issue 7 | September 2010

160 points
3+ Sv

Captain Karraidin, Master of Initiates


6 WS 4 BS 4 S 5 T 3 W 5 I 3 A 10 Ld

180 points
2+ Sv

Composition: 1 (Unique), Infantry

Wargear: Power Armor, Crozius Arcanum, Rosarius, Frag/Krak grenades, Harbinger Harbinger: A modified, heavy caliber bolt pistol with the following stat line. Range: 12 Str: 4 AP: 4

Composition: 1 (Unique), Infantry

Wargear: Terminator Armor, Storm Shield, Thunder Hammer, Storm Bolter

Master of Initiates: As the senior captain of the Soul Drinkers, Karraidin has taken

Assault 3, Pistol

it upon himself to train the chapters initiates and all initiates gain from his leadership in battle. When a Scout Squad is taken in the same force as Karraidin, they gain +1 BS and the Stealth special rule. Captain Karraidin may not take a Command Squad. Conversion: This model fills the role of three different codex entries for us. Originally a

Special Rules: Independent Character, Liturgies of Battle, Honor of the Chapter

Retinue: Chaplain Iktinos is a shepherd for Soul Drinkers who no longer have a squad to return to. Though he has secret ambitions for the path of the chapter, he and his flock are seen Squad may be chosen as his body guard with both Iktinos and the attached squad gaining the as an unmovable rock on the battlefield. As such, a purchased Tactical Squad or Chaos Marine Counter Attack special rule. If the retinue squad does not select a heavy weapon, it may instead cost.

Terminator from the Assault on Black Reach set, we assured him that he would never wield a Power Fist or Power Sword again. Instead we gave him a Storm Shield and Thunder Hammer. With some attention to the details on his shield, Captain Karraidin can now double for Captain Darnath Lysander (or Anus McFearsome for Richard) or just a regular Thunder Hammer and Storm Shield wielding Terminator.

take a second assault weapon of equal or lesser point cost to one already selected, at no additional Conversion: Our Chaplain Iktinos is a mongrel of two model kits. We took a metal Grey Knight model and removed the arm holding the Nemesis Force Weapon. We then added an a Crozius Arcanum is magnetized into place. When Chaplain Iktinos is not going to battle as himself, he removes his Crozius Arcanum and instead magnetizes in place a Power Fist so he can double as Chapter Master Pedro Kantor for other games. arm stub with a miniature neodyne magnet tip. For play with the Soul Drinkers, a hand holding

30

mag.astronomican.com
Homebrew Veteran Sergeant Luko
of the squads. WS

Issue 7 | September 2010

50 points

If two Tactical Squads are purchased, then you may purchase Luko to replace a Sergeant in one

Assault Sergeant Tellos (cost of Aspiring Champion upgrade included)


an Aspiring Champion. WS BS S

65 points

The Chaos Raptor Squad with a Mark of Khorne may instead upgrade one Raptor to Tellos vice

BS

10

Ld

3+

Sv

2+d3

Ld

3+

Sv

Wargear: Power Armor, Frag and krak grenades, Dual Lightning Claws with built in Storm Bolter Special Rules: Tactical Formation, Chalice Standard, Fall In!

Wargear: Power Armor, Chain Sword, Chain Blade of Blood, Jump Pack

Tactical Formation: A squad with Veteran Sergeant Luko may purchase an additional

Chain Blade of Blood Tellos suffered serious wounds during an engagement with

15 Tactical Marines rather than the normal 5. A Squad with 20 models may purchase an additional Heavy and Special Weapon at the normal cost. A Tactical Squad with 20 models may still make use of its Combat Tactics special rule; splitting into 2 squads of 10 models instead of 5. Luko may reroll failed Morale and Pinning tests. Chalice Standard: Any Soul Drinker unit with a model within 6 of Veteran Sergeant Fall In! Should the Soul Drinkers ever find themselves without leadership on the battlefield, Veteran Sergeant Luko is reluctantly ready to guide his battle brothers. If all Headquarters choices in your force should be permanently removed from the table,

a Techpriest leaving him without hands and could not accept he would never see battle again. battle barge in secret. He was eventually found with a chain swords jammed into the stump of his wrists. In addition to the two chain sword attacks from his left arm, Tellos makes d3 attacks with

As Tellos sank into depression over this and was subverted to Khorne, he took to roaming the

his right arm and all close combat attacks gain Rending. Any to hit rolls of 1 instead strike his allies in close combat and are resolved as normal. Special Rules: Feel No Pain, Fearless, Devoted of Khorne, Blood Frenzy

Luko gains one extra wound and attack to his stat line. In addition, the Chalice Standards range extends to 12.

Follower of Khorne Tellos has the Mark of Khorne and is already accounted for in Icon of Khorne.

his profile. In addition, the Chaos Raptor Squad with Tellos counts as being equipped with an Blood Frenzy Tellos and his squad are so blood crazed they will do anything to get closer moving Tellos and his squad that many inches towards the closest enemy unit.

Conversion: Veteran Sergeant Luko is a simple conversion. We took a Black Templar pewter model with twin lightning claws and a cape then added a banner pole to his back pack.

to the nearest enemy. At the end of any round of shooting in which they take a wound, roll a d6 Conversion: In the various Soul Drinkers novels by Ben Counter, he is described as having translucent skin with bulging muscles everywhere. We settled on a Possessed Chaos in chain swords. Space Marine model that showed the most mutation then removed his hands and green stuffed

31

mag.astronomican.com
Homebrew

Issue 7 | September 2010

Dan Dur an

Homebrew
hy on Terra would someone try to write their own Homebrew codex? Weve always been told that they complete the process its inevitable that some will have to wait. Fluid 40K by the Dice Like Thunder Podcast was an early attempt by hobbyists to use minor revisions to certain rules to large degree it succeeded. Speaking as one of the writers, Im as pleased with the result as I am to see GW make it redundant with every newly revised codex. What inspired us to commit such a travesty against the bring the older codex up to date with the current rule set. To a game? While some of the older codexs may still be competitive (Dark Eldar come to mind) many are simply too aged. Within them youll find outdated rules, wargear and codex writing there so many different versions of Land Raiders and Force styles. There is also the question of codex consistency, why are Weapons? Why does a vehicle in one codex cost a certain point value while in another codex the identical vehicle is a completely different point cost? Why does Machine Spirit work differently from one Space Marine codex to another? These codexes may

The

also be so old that codex creep has left it behind and now its in older codexes were written with 3rd edition rules and tactics in

drastic need of a redux (like the Necron codex). Many of those mind and now what once was an army limitation to maintain balance has become a crippling handicap. An example is theDaemonhunters lack of transport vehicles. Grey Knights are competitively priced in points compared their abilities but

to be used effectively in 5th edition they need to be mounted in a transport. Unfortunately the only transport option for Grey Knights to use the Land Raider which will force a reduction The reason for that was to deny the Rhino Rush tactic that

on model count in an already high model point cost army. was so popular in 3rd edition from an army with such potent close combat ability. The viability of that old tactic has been significantly reduced but the limitation on the Grey Knights remained.

such a feat is absolute heresy and should never be attempted

by mere mortals. After all if GW can make such horrible codexes what makes anyone believe that a mere hobbyist can write a better one.

makes very good codexes. The homebrew codex could and should never replace an existing codex but it does have its place advanced wargame hobbyist. in the 40K game world. A minor but essential place for the There are a few occasions when a homebrew codex can

That last statement isnt completely true. GW actually

codex and give it a homebrew revision, which ones should it apply to? The obvious answer would be any codex that hasnt been written with the current 5th edition rules. The longer its been out of date the more of a justification a homebrew codex writer has. Even the competitive Dark Elder codex should be line with the current 5th edition rules.

So if an aged codex is a reason for a player to rewrite a

open to some minor revisions to bring its 3rd edition rules in But what about the underpowered codex that's weak and

and should be used as a supplement to existing codexes. The of date from 3rd edition and is filled with redundant rules, in the process of updating all of their older codexs but until

primary reason is when a current codex is so woefully out wargear and concepts that it screams for an update. GW is

uncompetitive? Once again the Necron codex surfaces as a codex that screams for a revision. Other codexes such as the

Dark Angels and Daemonhunters could only be helped by a codex revision. This doesn't mean that all older codexes are

32

mag.astronomican.com
Homebrew
uncompetitive. Recent tournament results will prove that the complete opposite were the Dark Angels who achieved a

Issue 7 | September 2010

these older underpowered codexes can and sometimes do win tournaments against the current crop of codexes. While this does lend argument against changing a codex is doesn't prove

podium finish only once out of 77 tournament appearances for a podium ratio of 0.15. Does that mean that a Dark Elder army is the Dark Angels? Sadly, the statistics say yes. 16+ times more likely to place in the top 3 of a tournament than A homebrew codex should never ever be used to give a

it. A talented player can win with an underpowered codex vrs Tau, Daemonhunters and Necrons tend to be run by older more veteran players with a bit more skill than the average more than make up for a perceived codexs lack of power. My an inordinate amount of player skill to have a chance of being despite their age, should be balanced in relation to each other.

a poorly run newer codex. The older codex such as Dark Eldar,

player of lesser skill an advantage because they cant otherwise

player. They know how to win with any army. That alone can own personal counter argument is that no codex should require competitive vrs an opponent of average skill. All codexs, When determining which codexs are underpowered I

win. If your codex has a podium ratio that puts it in the bottom tier of winning armies then you may have an excuse to make a homebrew codex. If its not then you need to learn to play rude but its also very true.

your chosen army better. That statement may sound abrupt and But what if the current GW codex library doesn't fulfill

a players individual thematic taste? With the abundance of quality Black Library fiction its natural that players will attempt to build army lists based on what theyre read in the various novels. Any fan of the Gaunts Ghosts series by Dan

would recommend avoiding any individual players opinion. Too often that is based completely upon their playing ability and self bias and not the true capability of the codex. A website resource

I recommend for this is http://www.gosfordgamers.net/ATR/ YTD_Armies.htm . Although its statistics are based upon the tournament results in Australia the army rankings can be applied anywhere. The critical chart is where the armies are listed by their Podium Ratio. Podium Ratio is a comparison of the percentage of times an army places in the top 3 of a tournament divided by the percentage of its appearances in tournaments. A score of 1 would be statistically average. Of the current codexs only the Eldar achieved that score. The highest scoring army was the Dark Eldar who achieved a podium finish 13 times out of 60 tournament appearances for a podium ratio of 2.49. At

Abnett will feel the urge to build an Imperial Guard list that

accurately represents the look and feel of the army theyve read

about. The problem is that doing so forces a player to give up a severe restriction in mobility and firepower that often times leaves an all infantry army lacking. In addition leaving the an army that still doesnt represent the feel of the Tanith 1st.

half of whats good in the Imperial Guard codex, vehicles. Its

vehicles on the shelf still leaves an Imperial Guard player with For the most part I say, Tough breaks buddy. Thats the

army you chose to run so play what you built. Your codex is

brand new. On the other hand I do feel that a few minor revisions could modify the codex to allow an all infantry army

33

mag.astronomican.com
Homebrew
to remain competitive and still recapture the look and feel of the fictional Gaunts Ghosts? Allowing Veteran Squads to be taken in IG Infantry platoons will help. That would give them access to the regiments signature camo cloaks and represent the more accurate shooting they are known for. The same could be said for the Dark Angels Deathwing. daemon is absurd. Nothing is generic about chaos. When a

Issue 7 | September 2010

Chaos Marine player with an army of Noise Marines summons summon Daemonettes if hes willing to pay the point cost.

Neither did it make any changes to the force organization chart. We didnt believe that it was appropriate to address those issues. The beauty of Fluid 40K was its simplicity and

daemons it just seems far more appropriate to allow him to None of these examples are game breaking. All use the

limited scope. Like I said before, old and out of date does not mean weak and underpowered. Dark Elder tournament results prove that older codexs can still be competitive. Homebrewing a codex for army theme is different. It does

While its not a crippled list it does seem to fare poorly in

established rules and points set out by GW. They shift a few all of it is still found in a legal codex.

comparison to other Space Marine codexes. Many of the underpowered or overcosted when compared to the standard Dark Angels to use the wargear rules and upgrade points costs results Id say no.

things around a bit between similar codexs and the FOC but So now weve got our reason for writing a homebrew

Dark Angels wargear upgrades are completely out of date, Space Marine codex. Would it break the game to allow the from the Space Marine codex? In light of their tournament From a pure fluff perspective all Space Marine chapters have

break the rules even when held to a minimum by the simple and minor changes in the examples given previously. All of those are perfectly good ideas that are either impossible or uncompetitive with the current codex selection.

codex. The last question is, could we do it and make a respectable of experience, a budget, hordes of playtesters and background fiction to draw inspiration from. A home hobbyist cant compete with professional athletes in sports. Of course the inability to

result? GW is full of professional game designers with years

on the same level as GW as an amateur athlete cant compete compete with pro athletes doesnt stop people from having fun

and an idea in mind can come up with a very good army theme and build a balanced homebrew codex out of it. It is true that

I firmly believe that anyone with an active imagination

a 1st company Deathwing. Why should the Deathwing concept

occasionally someone will fall into the trap of making an army with every possible advantage and no applicable weaknesses and label that monstrosity a homebrew codex. Unfortunately too many players believe that example is what a homebrew is all about and refuse to accept an opponent who uses one.

be limited it to just the Dark Angels? Why not an Ultramarine Deathwing? Arent they the ones who fought the Tyranids in the polar fortress during the Battle of Magragge? They exist in all

playing a game with their friends at the park. So why should it reason than pure enjoyment of the 40K hobby.

stop you and I from making a homebrew codex for no other If the primary issue for you is the fact that you play an old

Space Marine Chapters so why not allow all Space Marine players when they established in the most recent codex that a Captain on a bike would allow Space Marine bikes to be taken as troops. Terminator squads to be taken as troops?

the option of running a legal Deathwing? GW set precedence

and out of date codex thats nearly as old as you are then Fluid 40K is a good start. Its been playtested and revised numerous times and it serves the purpose it was designed to do, update

Whatever their reason it is their choice not to accept it. But I

would like to encourage everyone for the fun of the game and friendly game play to be willing to accept an opponent with a homebrew codex now and then. They can be fun to create and memorable to battle against.

Wouldnt it also be fair if a Captain in Terminator armor allowed Shouldnt a Chaos Marine whos dedicated his life to one

the older codexes to 5th edition rules. We did all the work and playtesting. Its been updated regularly for the past year to deal with issues that come up and mistakes weve made. Unfortunately Fluid 40K was only designed to address the

of the specific Chaos gods be able to summon Daemons under the influence of that particular Chaos god? To many of the veteran Chaos Marine players the entire concept of a generic

issue of out of date rules, wargear and rule consistency. It never attempted to address over/under point costed units or wargear.

34

mag.astronomican.com

Issue 7 | September 2010

Fiction

I HATE CADIA Anne Marie I hate Cadia.

g into each issar hates all of us, yellin the same way the comm I hate it owns it, even d down the trench like he r faces as he stomps up an of ou he would trip in the ning, its cold, and I wish if he didnt dig it. Its rai lectures again up. Hes giving one of his mud so he could just shut Mankind, ry of the God-Emperor, y we should die for the glo about wh so brave then that propaganda. If hes ing brave Cadians, and all us be ring behind us. next charge and not holle he should be leading the . t loud. I dont want to die I dont say any of this ou so many en up and spat out again , the world thats been eat Cadia anymore. Its the only s in the park dont grow sed times that even the weed nically, I was born and rai uld I avoid it, I would. Iro planet that, co rt of the t leave it because Im pa hate my home world. I can here but on, followed d desertion is frowned up Cadian Hellbringers, an 417th by a shot to the head. s because my e only reason I joined wa te the Imperial Guard. Th I ha footsteps, he said, Following in the family brother signed the papers. nt have dian Shocktrooper. I did self a fifth generation Ca making him al, or just grown up to be norm his example. I could have to follow family shop or dia, and helped out at the at passes for normal on Ca wh watching my brothe job. But then whod be entered an administrativ y grunt, I couldnt trust that to an the middle of a gunfight? ers back in d the papers as well. so I manned up and signe

Training was difficult. I wasnt used to the food, the drills, and working on less sleep than usual. I didnt know how to field strip a lasgun until my brother showed me, painstakingly taking the time, ignoring the jeers and taunts thrown at me by the rest of the company. He made sure I could disassemble and reassemble it blindfolded in less than a minute. A better teacher than the useless commissar ever was. I think I hate myself more than Cadia. I thought Id be watching my brothers back while we stormed the trenches, killed the heretics and winning glory, right? Fecking lie. I got him killed. In the middle of a firefight against Chaos marines, I was rounding a corner blind, not bothering to check. I smacked into something, looked up, and froze when I saw it was one of the corrupted Astartes. The barrel of the marines bolter was staring me straight down and then I remember being tossed. I hit a wall, the crack of a single round firing exploded in my ears, red mist filled the air. When I groggily came to, the Chaos marine was gone. I found I was still alive, and the remains of my brother littered the ground. I hate Cadia. I hate my commissar. I hate the Chaos taint were fighting against. And I hate fighting for the God-Emperor. We surge out of the trench as the commissar gives the order. I come to the conclusion Im not fighting for any of these people or their principles. Im just fighting for revenge. Im fighting for my brother.

35

mag.astronomican.com

Issue 7 | September 2010

RUMBLE in rIchMoNd
36

Battle Report

20% F
OF
listed merch andise

WARHAMMER WARHAMMER 40,000 LORD OF THE RINGS HISTORICAL WARGAMES STAR WARS MINIS

Total Wargamer aims to provide the cheapest possible Wargames products to the games playing public.
UK postage and packing is only 1.99 whatever the size of your order!

FEATURED ITEMS...

All featured items current as of the release of this publication

mag.astronomican.com
Battle Report

Issue 7 | September 2010

Captain Kellen
Going into the game I was worried about playing against the Orks. The list I was using had little to stop a horde type army or some sort of unit of death. I knew he had Nobs but didnt know how he would be delivering them exactly since I didnt pay attention to earlier games. Lootas would be firing every turn but I felt that stopping his advance would be the key to at to low numbers of models.

Artsolider35
Being fairly new to the game (a little over a year of actual playing experience) I looked at the Rumble in Richmond as more of a social event rather than a tournament. It was a chance to get to know some of the other Astronomican members and maybe glean some playing strategy/experience from them. To

least pull off the draw. If he got to my lines I was through due I play the Dark Angels and the older codex already puts

date my strategy had been a plain and simple Ork way of doing things: run everything across the board and kill as much as I could. This usually left me depleted and on the losing end of The day had gone pretty good at the store Captain Kellen frequents, For The Win, and the whatever battle I was engaged in.

you behind the power curve but I had been dealing with that for some time. Two small bike

units with dual meltaguns would be sacrificed as I had all day long, a couple of attack bikes with multimeltas , and two speeders with multimeltas would be the units to stop the advance appeared. of vehicle borne Orks. I figured my dreadnought would shoot at the Lootas or vehicles as they Now the mission was capture and control which means its tough to win and usually ends

four of us were now back at CKs house. I had already played both Consadine and Pherion at Spearhead. This type of talk wasnt familiar enough to me to make me any more or less nervous than I already was.

the store and only needed to play one last game against CK. 2K points, Capture and Control,

in a draw. I figured I would just camp out on my objective with my vehicles and feed the green machine. I set up first and waited for the seize the initiative roll. battle of the match! It did not bode well.

he had ANY troops at all in his list. I knew I had to keep control of my objective and maybe contest

I really started to worry when I saw all the tanks CK was putting on the board. I wondered if

Set up first, use an outdated codex, and then go second. Artsoldier35 (Trin) won the first

his at the worst. I put my deffkoptas in reserve to bring them in later in the game and maybe turbo to use the rest of my army to my best advantage.

boost them in to contest his objective at the last moment. It was then a matter of working out how I had learned in my previous games with Consadine and Pherion that my Lootas would be big

threats to my enemy from turn one if I placed them right and with the board set up the way it was,

it played right into my hands. I quickly placed two squads of Lootas in buildings on either side of my objective giving them clear shooting lanes across the board over the open middle courtyard. My order of prioirty for them would be the Dreadnaught, then the speeders, finally the Rhinos. With my Troops in Battlewagons and Trukks, I decided that I would send one each up one side of the next to my objective just in case something got through. I was ready to rumble!

board and the other side of the board. Finally, I would keep one Trukk loaded with Shoota Boyz

37

mag.astronomican.com
Battle Report

Issue 7 | September 2010

Setup

THE BATTLEFIELd

ame was 2k each, Capture and Control, and

the bottom right corner.

Spear Head. Kellen won the roll off and took

Kellens lots and lots of tanks! Left rear razor back is sitting on top of the objective.

And more vehicles! All Arts trucks hiding over across the board!

38

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 1

Art
Movement
Art made a very good roll, and stole the initiative from Kellen. The first move was lots of trucks barreling forward!

Shooting
Lootas at Dreadnaught Cant Move or Shoot Truck at Bikes 2 casualties Humer at Bikes 2 casualties

39

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 1 CONT.

Kellen
Movement
Again, really just tanks moving forward. Bikes even further! They got a scout move, and then this turn they got to move again.

Shooting
Bikes at Big Cannon Wagon (melta gun) Weapon Destroyed (Cannon) Shoota) Predator at Hummer Weapon Destroyed (Big Rhino at Hummer 2 Imobile Results = Destroyed! Predator at Lootas No wounds Speeder at Def Rolla Wagon No damage Speeder at Def Rolla Wagon No damage (starting to feel sorry for Kellen!) Kellen!) Attack Bike at Def Rolla Wagon No damage Attack Bike at Def Rolla Wagon No damage (Poor Bikes at Def Rolla Wagon No damage ()

Sammael (further known as Sammy) at Lottas 2 got some luck this turn!

die, fail leadership, ran off board! Bout time Kellen

40

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 2

Art
Movement
Def Rolla rolls through an attack bike, a squad of three bikes, and Sammy! Four hits on each unit, but none die. Sammy rolled a dodge for the ram. Bunch of orcs also disembarked from the other truck.

Shooting
Battle Wagon at Attack Bike 1 wound Lootas at Dreadnaught Destroyed! Nobs at Preadator No damage

Assault
Basic Orcs at the Attack Bike Bike dies, and one orc dies. Basic Orcs at a Land Speeder Cant move or shoot the explosion though.

Nobs at the Predator Destroyed! No wounds from

41

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 2 CONT.

Kellen
Movement
Lots of fire power focusing on the Nobs and the Def Rolla this turn. Most of Kellens vehicles re-arranged for good line of sight.

Shooting
Bikes at Truck Weapon Destroyed Speeder at Truck Destroyed! Kills two orcs. Bikes at Truck Imobolized

Bikes at Def Rolla Destroyed! Two occupants killed Rhino and Disembarked Squad at Nobs No wounds Rhino and Squad Inside at Nobs 3 wounds Razorback at Nobs 1 wound Razorback at Nobs 1 wound

Predator at Nobs no wounds

Sammy at Nobs 3 rending, but all passed invuln

Assault
Bike at Burners! 2 burners die, and one bike dies. Burners fail leadership and are fun down! Orcs fight Land speeder Wrecked

42

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 3

Art
Movement
Reserves: Deff Koptas come on from Kellens board edge.

Shooting
Deff Koptas at Razor Back Wrecked! Ocs at Attack Bike No wounds Lootas at Land Speeder Wrecked!

Assault
Orcs on Attack Bike 1 orc dies, two bikes die dies in the explosion (Sammys retribution!) squad and two nobs take wounds! Orcs at Sammy Destroyed! (poor Sammy) One orc Nobs at Predator Destroyed! 3 orcs from the basic

43

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 3 CONT.

Kellen
Movement
Again, manuvering to put los of fire power into those nobs! Also leveling some firepower at those Def Koptas

Shooting
Vets at Nobs 2 wounds Tac Squad at Koptas 2 wounds Tac Squad at Koptas 1 Wound Vets at Nobs No wounds Razorback at Nobs No Wounds Bike at Truck Destroyed! Two orcs die!

Assault
Vets on Basic Orcs Six orcs die, 2 vets die Orcs fail leadership and are run down. Vets on Nobs Warboss eats 4 lightning claws. 2 more wounds. Five vets die and are run down. Bikes on Orcs Bike dies

44

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 4

Art
Movement
Second set of Koptas come in on the wrong side of Unsucessfully.... the board. WAGHHHHHHHHHHHH!

Shooting
Non signifigant enough for me to remember!

Assault
Nobs on Rhino Wrecked

45

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 4 CONT.

Kellen
Movement
At this point I think Kellen has realized that hes got to at least slow down those Nobs!

Shooting
Rhino at Nobs No wounds Razorback at Nobs No wounds

Assault
Vets on Nobs! Pain boy falls to the pain! Seven marines go down.

46

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 5

Art
Movement
Nobs charging forward!

Shooting
Koptas at Rhino No Damage Lootas at Rhino Wrecked! Truck at Bikes Nothing Basic Orcs at Bikes No Damage Nobs at Tactical Squad Nothing

Assault
Nobs on Tactical Squad All marines go down

47

mag.astronomican.com
Battle Report

Issue 7 | September 2010

TURN 5 CONT.

Kellen
Shooting
Tac Squad at Nobs No Wounds Razorback at Nobs 1 Wound Bikes at Nobs No Wounds

Assault
Bikes at Nobs The assault and Pile in moved the Nobs away from the objective, bu unfortunatly the bikes died and the nobs were able to move back to contest the objective.

Game Ends! Art has one objective, and the other is contested! Great game guys.

48

mag.astronomican.com
Battle Report

Issue 7 | September 2010

LOSing c

uGHTs tho
Captain Kellen
Five turns ending with the kitchen sink being thrown at me. I jest. Artsoldier35 did what he had to do and I failed to slow his advance to my objective. One mistake of note was not getting further out of my castle position and stalling his veteran squads at the Nobs when I had the chance. Ignoring the Lootas wasnt smart either. advance earlier. A second mistake was not throwing both my Many times, including this one, I get frustrated because

Artsolider35
So, some lessons I learned from this game and the weekend with regards to my army. Lootas are very good in their support role. They also help in that you can still put some hurt on your opponent before your boyz can get stuck in. Diversifying your Nobz is critical. Anyone who doesnt is missing a very good opportunity to get more of your Nobz across the board. I really

need to plan how I use my troops better as I lost to Pherion because I didnt have any troops near an objective even though I nearly tabled him.

will be the only one bringing the same army so I will get some new experiences. Also, if you are on the east coast and can make it to Richmond next time around, you too could get your army stomped by WAAAUGH ChompGobb!

The weekend was a blast and I am so looking forward to going back for more fun. I think I

I dont play well and using the Dark Angel codex adds to it. Nothing Artsoldier35 did was over

the top and he was a gracious sportsman. Its tough, really tough when you know the playing field isnt even when it comes the rules, you want to play well and then whamo!, things dont go as planned in a hard way. Weve decided that a rematch this winter is in order. A Tale of a Winter Rumble is coming

49

Вам также может понравиться