Bloodreavers

Bank holiday weekend, and I have managed to do a fair considerable amount for once. I’ll take some snaps of the other bits and pieces when the paint is dry but my second unit of Bloodreavers are done and ready for battle!

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Now, regulars here may recall that when I finished the Khorne models from the starter set, I said I was a) not really interested in doing a full Khornate horde and b) did not much enjoy doing the Bloodreavers anyway and so would certainly not be doing any more of them.

That obviously went out of the window on both counts…

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For the first, our group is going up to the Age of Sigmar campaign event at GW HQ later this month (will do a report!) and, for reasons I have not quite been able to figure out, I have (more or less, I reserve the right to change my mind!) decided to go with a Khorne force. So, a few extra units were required.

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Second… well, I don’t really have an excuse there. When the stand-alone Bloodreaver box set came out, I saw it included an option for guys with two-handed axes and thought it would be nice to have the option…

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Still, they were painted up in the same fashion, using the guide in the starter set rulebook (only did a batch of just these guys though, not alongside a whole bunch of other models), and they have turned out quite nicely again. I think this standard bearer is a bit ‘meatier’ than the starter set one.

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Overall, and this might be a function of choosing the two-handed axe option, this unit feels a bit ‘lighter’ in terms of armour than the others. There are just a few less shoulder pads and bracers, and it makes a difference to the look of the unit at a distance.

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When all is said and done though, this gives me 40 fist-throwing  mothers to drive before my more valuable Khorne units, and they will make for an impressive sight on the battlefield.

I have almost completed the Exalted Deathbringer too. He, along with some other bits and pieces (including a completely new force!) are just waiting for a few bits to dry, and then they’ll get some snaps and be posted here!

 

The Enemy Within – Death on the Reik Part Four

When we last left the intrepid adventurers, they were hot on the tail of an evil wizard, and had butchered an entire tribe of goblins.

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The players and characters were;

Ed – Thorgrim – Dwarf Scholar
Amy – Llewellyn – Wood Elf Wardancer
Andy – Thorn – Wood Elf Wizard
James – Deem – Dwarf Warrior
Alan – Yvette – Human Ranger

Needing to get to an unknown location within the Barren Hills for the next stage of the adventure, the players travelled back to Kemperbad. Along the way, they finally realised they would never make any real money by trading, and finally unloaded the timber they had been carrying in their hold since they left Altdorf many moons previous. Amy, as chief pilot of the boat, had not really improved her skill at controlling it (unfortunately, she remained the best qualified…). This would come to a real head, as the journey from Kemperbad to the Barren Hills was all upstream and would involve rapids.

Needless to say, the boat received some real knocks on this journey which would require some serious repairs on the way back.

Further up the river, there was a twin waterfall which, to be negotiated, required travelling up a side channel comprising of twenty separate locks. As each lock required its own boathandling check, Amy was a bit dubious about continuing.

Fortunately, the players were flagged down by two washerwomen, who invited them back to their village, Unterbaum, just a short trip up through a tunnel next to the falls.

Unterbaum turned out to be a really tiny village deep in the forest (by this time, the players were far from real civilisation), but the people were welcoming enough, eagerly trying to get the players to buy turnips (they refused, but when one of them suggested they could buy rations here, they ended up with an entire cart full of turnips…).

They were introduced to the village elder and the village druid. While Alan quizzed the two of them on the whereabouts of a mysterious noblewoman who they said had passed through recently, the rest of the players were trying to work out why Alan was not talking career options with the druid, as he had said repeatedly that this was the direction he wanted to go in (as it turned out, he had changed his aspirations to Targeteer).

The druid explained that the woman had insisted on going to the Devil’s Bowl, but suggested they did not follow as it was a very dangerous place. Seeing they could not be dissuaded, he offered to go with them, as he needed some herbs that could only be found in that area.

They spent the night at Unterbaum, with Ed and James both enjoying the village’s cider so much, they were carrying a keg each away with them in the morning.

The druid explained that (much to Amy’s relief) they could not take their boat upstream as it was too shallow, but the village had canoes. After a brief argument about who was going to share which canoe, they were all set to start a journey that would take three days.

On the third day, as night began to fall, they reached the Devil’s Bowl, a water-filled crater surrounded by a stone circle. As they set up camp, an eerie blue mist formed over the crater and they watched as a ghostly woman approached, begging for their help. The ghost turned and floated away, leaving the players with few choices but to follow.

She took them to a hidden cave, where they quickly found her grave. As they debated the best way to lay the bones to rest (which encompassed suggestions ranging from taking them back to Kemperbad and a Temple of Morr, to just throwing them in the river), a group of Skaven appeared. They demanded to know where a stone was (the players having no clue at that point what it was they were trying to find), but negotiations quickly broke down when Amy let loose a scream and attacked.

Though the leader of the Skaven managed to last two entire rounds against Amy, the rats were soon defeated. The players poked around the cave, and found another chamber that had been blocked off by a cave-in. They could hear scratching on the other side, and so as James and Ed started to remove stones, the rest prepared to fight more Skaven.

They were therefore a little surprised when an animated skeleton clawed its way out and attacked – even more so, when it thanked them for destroying it (it had been part of the same expedition as the ghostly woman, and they all wanted a bit of peace in death). More skeletons clawed their way out, but the players were able to deal with them one by one.

When the fighting stopped and quiet returned, the players poked around in the chamber beyond the cave-in. It was there they found a fair bit of gold, along with a very familiar looking metal bar – identical to those James was still wearing round his neck.

Realising they had found the last key required to open the secret area in the observatory tower, the players left with all haste to get back to their boat for the return journey north.

Note: The evil wizard, Etelka, was very much doing her own thing at this point and was working to a timeline printed in the adventure – the players, through sheer bad/good luck managed to miss her throughout the adventure, and she remains at large.

The Enemy Within – Death on the Reik Part Three

After messing around with the Wood Elves, with varying degrees of success, the players continued their journey southwards down the River Reik.

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The players and characters were;

Ed – Thorgrim – Dwarf Scholar
Amy – Llewellyn – Wood Elf Wardancer
Andy – Thorn – Wood Elf Wizard
James – Deem – Dwarf Warrior
Alan – Yvette – Human Ranger

They stopped off briefly at Kemperbad, doing a little trading along the way. James went on a one-dwarf quest to find someone who could make him a stone door for his cabin on the boat (the result of the ‘pee in the bed’ incident earlier) but while he was unsuccessful, he was very much aware someone or someones were following him. In the midst of a tight crowd, he felt a pinch about his head, but his assailant disappeared before he could react (Initiative 15 has its price). He quickly realised someone had stolen a lock of hair.

A little later, James was approached by a man addressing him as Kastor (the name of the dwarf James had taken the identity of), demanding that James pay the Inner Circle (whatever that was) what he owed. At this point, James was a little mystified as to what was going on, but was convinced it could not be good.

Still, the party had work to do – they were following a lead that suggested an evil wizard called Etelka Hertzen was up to no good further south in Grissenwald. It took them a week more to get there (bypassing Castle Wittgenstein on the way, after hearing lots of stories about Bad Things happening there), but they finally reached the small mining settlement. Their first port of call was the tavern (obviously) but while asking around about Etelka, a couple of drunk dwarfs wandered in and started insulting the elves (‘Oi! Wing Nut!’). James and Ed did not see any issues with this, but the elves started taking exception but had the presence of mind to get the watch involved rather than starting a fight.

They discovered that the dwarfs had been raiding farms and burning them, and that Etelka was  a very nice noblewoman who had not been seen recently, but had a house a few miles away, next to an abandoned mine. Thus informed, the players set off, completely ignoring the dwarf shanty town outside Grissenwald and any possible leads that lay there.

Still, that meant they also missed out on a bucket load of XP!

Marching through the woods on their way to Etelka’s home, the players came across burned out farms and, upon rooting around in the ruins, discovered a few arrows they thought to be of goblin manufacture. Hmm…

The next farm was intact but they came under a hail of arrow fire as they approached. Alan managed to convince the family cowering inside that they were not there to pillage, though he could not persuade them that Ed and James were not about to attack.

As the sun began to dip towards the horizon, they came out of the woods and found a two storey tower next to a mine – Etelka’s home, they presumed. Under the cover of daylight (yeah, I know), they decided to infiltrate the tower, and ran straight into a small tribe of goblins and their pet wolves.

It was a major battle.

They burst into the main hall and managed to nobble most of the wolves and sleeping goblins there before meeting solid resistance. Goblin spearmen blocked the stairs running upwards, holding the players firm while archers around the balcony let fly with their arrows.

Andy tried to break the deadlock by unleashing a mighty fireball at the archers, but managed to get nothing more than a faint fizz of light (as it turned out, he had misread the fireball spell and not added its base Strength – after this point his fireballs got a little more mighty, but it would not be the last time something like this happened…).

It fell to Amy and, eager to try out her new Wardancer skills for real, she bounded up the stairs with a shriek that paralysed the goblin spearmen with fear, leapt over their heads, and started hacking them apart from behind. James followed up behind while Alan kept the heads of the archers down with his own return fire.

A number of things happened then.

Andy tried to make himself as small as possible, as a few of the goblin arrows had come a little too close for comfort. Amy was keening away, tearing apart goblins while James just hoped there might be a few left for him. Ed, on the other hand…

Well, Ed had seen the chance to use a blunderbuss he had purchased from Kemperbad. The trouble is, he did not actually know anything about using a blunderbuss. He promptly rolled a misfire, rolled on the table to see what happened, and got 00.

Boom.

The resulting explosion wrecked the blunderbuss (which was what annoyed Ed most about this incident) and dealt a fair bit of damage to him, Alan and Andy, who were not best happy with the result.

Meanwhile, upstairs the goblin spearmen had been dealt with and Amy and James prepared to attack the archers who were still plugging away at the players below them. At that point, a new goblin appeared – one wearing a dress and tiara. He gestured at Amy, mumbled some gobbledegook, then looked perplexed when nothing happened (he was trying to cast a spell, but knew as much about magic as Ed did about gunpowder). As Amy stalked towards him, swords drawn and dripping with goblin blood, he tried to bargain with her, saying everything was a mistake, nothing was his fault, and if she just let him go, they would say no more about it.

Amy stabbed him, then finished off the archers.

As the dust settled, the players did a quick inventory of the tower. Andy quickly identified that the shield the goblin ‘shaman’ had been carrying was magical, and then decided to keep that knowledge (and the shield) to himself. They discovered some hostages; a farmer, his wife and Etelka’s halfling cook, who had been having some real issues about the goblins taking over at his mistress’ invitation. The halfling told the players that Etelka was not there and had gone up ‘Norn’s River to get some bare pills.’

That clue went straight over their heads, and no one even thought to look at the map to see if there was a Norn’s River (there wasn’t, but there was a Narn River, which led straight to the Barren Hills – do you see? They didn’t).

Fortunately, in the study they did find a letter written to Etelka from one Istak Graksk Tzeentch (I swear to all that is holy, they actually missed the significance of his last name), outlining an expedition to the Barren Hills.

So, they had a target for their next adventure.

There was just time for one final argument. Andy had found a room containing a stuffed bear and a stuffed crocodile. He wanted to take them both (or, failing that, just the bear) back to the boat so he could… well, actually he was not too clear about just why he wanted these stuffed animals, other than they might make his cabin look good.

However, the other players had found a huge chest full of coins which, needing two to carry, were far more interested in taking back with them. Andy begged James to help him carry the bear. James said no. Andy suggested he pull the stuffing out of the bear and fill it with the coins. The whole party said no. Andy asked if anyone knew how to take the wheels off the mining cart outside and attach them to the bear so he could wheel it back to the boat. No one answered.

They spent the night in the tower and, at first light, departed for Grissenwald and their boat.

The bear and the crocodile remained behind.

War for the Realm of Life

As well as the Bloodthirster, I managed to get a few other bits and pieces completed this weekend, all connected with the Realm of Life campaign in some way.

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First up were the Stormcast Paladins, which I built up as two units, one with axes, the other with glaives (as I already had hammer guys from the starter set).

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As I have noted before, these are really quick models to paint up, akin to Space Marines in 40k. I followed the painting guide for the Hallowed Knights in a recent White Dwarf and just tore through these two units (remember, I was painting the Bloodthirster alongside these guys, just doing bits to them while something dried on the daemon).

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It is a very simple paint scheme, but it turns out nice models, the silver highlighting on the gold making them ‘pop’ well.

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I also made a start on the Rotbringers, the guys the Stormcasts will be fighting against in the Realm of Life campaign. Again, I used the painting guide from a White Dwarf, one that is simplicity itself – undercoat white, do the eyes, teeth and skin-tears, then gloop the whole lot in Camoshade. Takes minutes (you will spend more time waiting for the models to dry than actually painting them) and you could easily do a hundred Plaguebearers in one day. Easily.

My only real issue is that these guys are a bit lighter than I had intended, as I used Ceramite White as a base rather than Corax White. This triggered an argument in our painting day gathering as we debated on what the term ‘white’ actually meant but, despite my own disagreement, I’ll be getting a can of Corax White before I doing more Nurgle daemons…

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It did give me a chance to try out the Nurgle’s Rot technical pain though, which makes it look as if someone sneezed over your models – which is the intended effect, so I cannot really complain. I quite like it, but think it would have looked better if the Plaguebearers had turned out darker. I will be experimenting further with this paint…

The Enemy Within – Elven Interlude

Having found an old observatory being transformed into a signal tower, the players were now heading south down the River Reik to follow up on a few leads.

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The players and characters were;

Ed – Thorgrim – Dwarf Scholar
Amy – Llewellyn – Wood Elf Warrior
Andy – Thorn – Wood Elf Wizard
James – Deem – Dwarf Warrior
Alan – Yvette – Human Ranger

 

 

The journey south started quietly enough, with the players doing a bit of trading and James steadily drinking every coach inn dry. Then, in a very quiet and remote spot of the River Reik, they saw a rickety boat drifting towards them with no obvious crew on board…

Readying weapons, it was Amy’s sharp elven eyes that picked out movement on the deck, a hulking creature with green skin – Orcs!

Realising their covert approach had been blown as Alan’s arrows started raining down on them, the Orcs let loose with a loud Waa! and set their craft on a collision course.

The few arrows from the party did little to slow their advance and the two boats crashed into one another. The Orc boarding party leapt over the railings and battle was joined.

It was a tough fight, and the players had to start yielding ground. Just then, a tree from the nearby bank toppled into the river with a giant splash, and more Orcs started pouring from the trees, using the trunk as a makeshift bridge. With the ambush now well and truly under way, the players realised they were in trouble.

While Amy led the defence up front, Alan pulled back to face the Orcs coming in across the trunk. Greenskins in both groups were falling, but there were too many of them and the players started taking wounds. Then, a particularly vicious axe swing connected with Alan’s body and a Fate point had to be used.

Just as it was about to connect, the Orc was distracted by a wild, whooping cry from the forest behind it, allowing Alan to duck the blow. There was a flash of colour, and three elves came bounding along the trunk, leaping up acrobatically over the heads of the boarding Orcs and removing the heads from a couple of them. These elves were dressed in bright woodland colours, one had a magnificent crest of dyed hair, and all were clearly expert warriors.

The Wardancers had arrived.

Amy was utterly entranced…

The battle ended very quickly after that, with the players mopping up the few greenskins the Wardancers had left for them. Despite grumbling from the dwarfs (something about prancing elves), the lead Wardancer saw there were two elves in the party and Alan’s solid defence had impressed her enough that she invited them back to the Wood Elf village within the forest – after all, if they were killing Orcs, they could not be all bad.

The two dwarfs flatly refused to go, saying they had important matters to attend to on the boat, but the other players leaped at the chance.

They were led deep into the forest and eventually came to the elven village. Here they were welcomed and invited to join in a feast that evening which would see a new recruit join the Wardancer troupe affiliated with them – the recruit had passed his final test during the attack on the Orcs.

Munching away on nuts and honey, the players watched the Wardancers perform their ritual and talked with the Wood Elf Lord. They even accepted a challenge from the lead Wardancer to a duel, all of them versus her, to first blood. And so it was they got to see first hand just what a Wardancer was capable of (she tore through them in a single turn, before most were able to so much as lift their sword).

After it was complete, Amy more or less begged the Wardancer to train her.

The elves had been suitably impressed with her skill during the battle with the Orcs but wanted to see more, and so a test was devised. Amy  would have to fight each one of the players, in turn, to first blood. When this proposition was put to the dwarfs back on the boat, they eagerly accepted (‘We get to hit an elf? Sure!’). Alan and Andy were less ready, as Amy was arguably the party’s best fighter already, and they did not rate their chances.

She absolutely minced them. Skipping past dwarf, elf and human alike, Amy planted a solid blow on everyone without so much as a hair getting cut in return.

The Wardancers agreed to teach her their skills and accepted her into their troupe, so the party set up camp for the handful of weeks it would take Amy to learn everything she needed – no one complained about the chance of getting a Wardancer into the party. For their part, the elves felt they could trust Amy and liked the idea of a Wardancer going about the wider world, showing what Wood Elves were capable of – it could only enhance their reputation and keep invaders out of the forest.

At the end of their stay with the elves, Amy was made a full Wardancer and though she had much to learn (the Wardancer career is very extensive), she had just become a Warrior Plus.

Andy on the other hand… he had not got on so well with the other elves, and they sensed something… wrong about him. In fact, the Wood Elf Lord told him he had spent too long among humans and could no longer be considered a real elf (he used the term Nul-Elf), and was told to leave and never come back. It was at this time his alignment was changed from Good to Neutral (he really had not been playing a Good character up to now, at one point trying to use an example involving Hitler to justify his actions – it is a long story…). Andy promptly told the other players that he would return to the village and wipe it out in the future, just as soon as he could summon his legions of undead…

So, with that cheery thought, they bade farewell to the elves and, with a Wardancer now among their number, continued their journey south down the River Reik.

This is Madness – Dark Angels in Age of Sigmar

When it comes to games, I like fiddling. It is why, in Real Life, I am a games designer. I enjoy it that much.

So, I started thinking about comments people were making on forums about the ‘Sigmarisation’ of 40k. Not that I think this is in any way an immediate plan for Games Workshop, but if they did try it… what might it look like?

As a first crack, I came up with this.

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Tactical Squad

Tactical Squads are the backbone of any Space Marine army. They hold ground; provide fire support and charge into bloody melees, as the ever-changing theatre of war dictates.

Move                     5”
Wounds               2
Save                       4+
Bravery               7

 

Missile Weapons Range Attacks To Hit To Wound Rend Damage
Bolter 24” 2 4+ 4+ 1
Flamer 8” 1 3+ 5+ D6
Grav-gun 18” 2 4+ 4+ 1
Meltagun 12” 1 4+ * * *
Plasma Gun 24” 2 4+ 4+ -1 1
Grav-cannon 36” 3 4+ 4+ 1
Heavy Bolter 36” 3 4+ 4+ 2
Lascannon 48” 1 4+ 2+ -2 D6
Missile Launcher 48” 1 3+ 4+ -1 D6
Multi-melta 24” 1 4+ * * *
Plasma Cannon 36” 3 4+ 4+ -1 1
Melee Weapons Range Attacks To Hit To Wound Rend Damage
Combat Knife 1” 1 4+ 4+ 1

 

Description

A Tactical Squad has between 5 and 10 models. All Tactical Squad Marines are armed with a Bolter. One Marine may be armed with a Flamer, Grav-gun, Meltagun, or Plasma Gun instead of a Bolter. 1  Marine in every 10 may be armed with a Grav-cannon, Heavy Bolter, Lascannon, Missile Launcher, Multi-melta, or a Plasma Cannon instead of a Bolter.

Sergeant: The leader of this unit is the Sergeant. A Sergeant makes 2 attacks with his melee weapons rather than 1.

 

Abilities

Grav-gun/Grav-cannon: If a grav-gun or grav-cannon hits a unit, the unit will suffer Wounds if they succeed in their Saves rather than if they fail. If they fail a Save against a grav-gun or grav-cannon, they will not lose a Wound.

Meltagun/Multi-melta: If a meltagun hits a unit, it will cause D3 Mortal Wounds. If a Multi-melta hits a unit, it will cause D6 Mortal Wounds. If either weapon attacks a target that is within half its Range, then the Mortal Wounds caused are doubled.

Plasma Gun/Plasma Cannon: If a plasma gun or plasma cannon rolls a 1 To Hit, the unit firing it must make a Save or suffer a Wound.

Supreme Fire Discipline: If the Tactical Squad does not move, each model may make an extra attack with its Bolter.

KEYWORDS: ADEPTUS ASTARTES, IMPERIUM OF MAN, DARK ANGELS, TACTICAL

 

The first thing that becomes clear is that, if I were Person in Charge of Things at Games Workshop, and I wanted to follow the Age of Sigmar system, I would be looking at getting rid of a lot of the equipment available to Tactical Squads – that is just way too many options for a game of this nature. When it comes to special weapons, you really just need something to hurt hordes and something to hurt tanks. And that is about it. Same with heavy weapons.

The next thing I would be vacillating on would be Saves and Wounds. I have a feeling these guys should either be Save 3+ and Wounds 1, or Save 4+ and Wounds 2 (like Stormcasts). The latter makes them more like present 40k (not necessarily a goal, mind) in paper, but with the change to the Rend system I am not convinced that is a good thing, especially when the Deathwing make an appearance.

I went with 2 Wounds for now, to represent their general toughness (as opposed to Toughness), and I kept their Save to 4+ rather than 3+. This was partly to put them in line with Liberators (their nearest equivalent) but also because we are going to have to be very, very careful with the spread range of Saves when (if!) we add more units to the game. Again, something to watch during play.

When I was messing around with this, I did originally tone down the ranges of the guns, but that would favour close combat. That is the next thing I would be looking at during playtesting, and it would need a close look at how the dynamics of battles unfold. Too much range leads to static units, and that is not very interesting. Too little makes close combat monsters king and can lead to the ‘clumping’ of units on the table which cuts down on general mobility as well.

In terms of how weapons actually work, you cannot try to replicate what they do in 40k precisely, and I have probably erred too far in that direction as it is. What you want is to create a general impression, an overall feel, of how they function. For example, the first change I would probably make is to just say that if a unit with a plasma weapon rolls a 1 for it, it suffers a Wound, no Saves. It is just easier (and works well enough if Marines keep Wounds 2).

Using D6 Wounds, we can bring together both Krak and Frag for missile launchers, which is a nice way of maintaining a single stat line for the weapon with no special rules. It is not an awesome anti-tank weapon in 40k, so the low To Wound works, and the D6 damage means you either used a Krak round on a tank or Frag against troops. The only oddity here is Rend -1 against hordes, but it is a small enough issue that I am happy to ignore it.

I have assumed all Sergeants will be veterans, but have not (yet) added their weapon options – it is a complication I don’t think Age of Sigmar needs but, on the other hand, I have plenty of units myself that are armed with Power Swords and Fists… I think people would want to see the option, but it makes a Warscroll for Tactical Squads (one of the game’s most basic units) very long.

As I said before, if I was Man in Charge, I would be hacking out weapon options left, right and centre on this unit. Still, you work with what you have.

Bravery is an issue here. I was going to put it straight up to 10 – or maybe even say Marines ignore Battleshock altogether (though I think that would be better on the Deathwing). Needs playtesting.

Finally, I lumped Supreme Fire Discipline in. This is a very Dark Angel thing and, to be honest, is probably better as part of a Battalion Warscroll. However, I was initially thinking that this rule (called something else) should be standard to all Marines. Perhaps the Dark Angels (as part of a Battalion) get to make an automatic ranged attack against any enemy unit that charges them?

Anyway, that done, the Tactical Squad will need something to drive around in…

 

Rhino

Rhino armoured troop carriers are the mainstay of every Space Marine Chapter’s vehicle pool. With an optimal balance of armour, transport capacity and manoeuvrability, the Rhino allows the Space Marine to swiftly redeploy, rush squads into positions of strategic advantage or conduct surgical strikes on the enemy line.

Move                     12”
Wounds               8
Save                       3+
Bravery               7

 

Missile Weapons Range Attacks To Hit To Wound Rend Damage
Storm Bolter 24” 2 3+ 4+ 1

 

Description

A Rhino is a single model. It is armed with a Storm Bolter.

Abilities

Heavy Armour: The Rhino ignores all damage from weapons that have Rend -.

Repair: If a Rhino loses its last Wound, roll a dice. On the roll of a 6+, the Rhino ignores this damage and is kept on the table with one Wound left.

Transport: The Rhino may carry a unit of up to ten models. One of these models may be a HERO from another unit. While inside, the models may not make any attacks or be attacked. They may leave during any Movement phase by moving normally but if they do so, the Rhino may not move at all. Models may enter the Rhino just by moving into contact with it but, again, the Rhino may not move in the same phase if they do so.

KEYWORDS: ADEPTUS ASTARTES, IMPERIUM OF MAN, RHINO, DARK ANGELS, TRANSPORT, TANK, VEHICLE

 

I gave a fair bit of thought to vehicles (probably a lot more than I should have done as, you know, I do have a job and all…), and I started by considering Land Raiders. Even if they have a Save of 2+, they are going to get brought down by Bolters…

Now, that need not be a huge issue if we approach it right. I was going to say that the Heavy Armour rule (which would be common to all tanks) re-rolls Saves against weapons with Rend -. This is already done  by some units in Age of Sigmar. However, it still felt a bit off. That might be something to do with other vehicles (just an Armour rule, perhaps?), and being able to ignore all Rend – seems like it could work in 40k. One issue, of course, is that infantry won’t be able to punch a Rhino to death, but some might consider that a good thing.

The Repair rule is very simple and translated from 40k almost directly. Won’t pop up often but it gives a nice durable feel to the Rhino which is what the original rule was meant to represent.

Finally, the Transport rule. Now, it has all sorts of loop holes as it stands but if we were to just have Tactical Squads vs. Tactical Squads (and those are the only units we have dealt with so far), it might work well enough. As we start to add more units, things are going to have to get added and adjusted there. Something to worry about later.

 

Anyway, those are just my thoughts on some initial tinkering. I have absolutely no intention of doing the full Codex or converting other Codexes, this really was just a thought experiment. However, I can think of all sorts of funky things we could do with Masters and Apothecaries to add synergy between units. From the perspective of a games designer, that could be a lot of fun, and all sorts of rules are popping into my head (must resist!).

I think that this could indeed work as a game, especially if you were prepared to leave out some of the weapons and equipment options available to units.

But that way lies madness…

 

Addendum…

Well, that has gone and done it. A few people said they liked this idea and I could not stop myself. A whole bunch of more units have been added. You can download them here: Dark Angels.

A Really Angry Model

Managed to get quite a bit done this weekend, but this post is all about just one model – I finished the Bloodthirster!

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Now, regulars here will know I am in the running to be the world’s laziest painter, but I think this chap has really turned out not too shabbily at all.

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That said, I really cannot take too much credit for it – that belongs squarely on a) GW’s new paint range and b) Duncan from Warhammer TV, my new best friend. Warhammer TV is a Youtube channel that takes you through, step-by-step several models from GW, including the Bloodthirster.

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It really is a simple process, going through each colour one at a time. And the time taken? I managed to do everything but the base on the Bloodthirster in one day, and I also finished off three other units (count them!) that I’ll showcase in another post later this week. The moral is this: Even if you are a really lazy painter, don’t be intimidated by a model like this. Just follow the guidelines on Warhammer TV, and you will end up with a really nice centrepiece for your Khorne army.

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It is true, the Bloodthirster is probably not going to get much time on the tabletop, as his appearance should be a ‘moment’ in any Age of Sigmar campaign though, as I have said before, I have noticed that I seem to be collecting a 40k Chaos Daemons army at the same time as I am building up the Goretide in Age of Sigmar (got to love a common base format). However, this is the kind of model it is just nice to have on the shelf. And he is good to threaten other players with if they start winning too often!

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I am not going to go through all the painting steps, as Warhammer TV does it much better (just jump to Youtube and search for ‘Painting Bloodthirster’, you’ll see it), but I want to reiterate – if I can do a model like this, then anyone can. Give it a whirl, you might surprise yourself!