Pages

Tuesday, 31 December 2019

St Andrews Wargaming- 2019 in review

I thought I would take a look back at the year of blogging in 2019 for St Andrews Wargaming, and seeing what the new year has in store.



Blogging
My blogging content has been down significantly in 2019. I posted 160 articles on the blog in 2018, compared to only 81 in 2019, a reduction of about 50%. These articles have been exclusively hobby updates, battle reports and codex reviews.

There are several reasons for this. One of the main ones is that I think blog interaction and views appear to be down across the board. I think a lot more readers are migrating to social media and Youtube channels to get their hobby content. This has left a lot of bloggers behind and I think my average article views are well down compared to a couple of years ago.

I think another issue is the way that GW have changed their release schedules and release practices. In previous years, Codex Reviews were a big draw to the blog, as people wanted to read about the new releases and new rules and units for an army. For much of 8th edition, GW have started giving advance copies of the codices to the bigger Youtube channels and websites. As a result, most people are getting their information about the new releases from those sources, weeks before anyone else can supply these highly sought after articles.

Another issue for me has been the increased release schedule of the new books. We have gone from one to two codices a year, to almost one a month with 8th edition. It can be hard to keep up do date with the reviews for just the armies that I have. For most of my reviews, I have focused on the special rules, warlord traits, psychic powers and stratagems, rather than reviewing each unit in turn. I have saved the more indepth reviews for my Frontline Gaming articles.

As I will discuss below, the battle reports have also been a time-consuming part of blogging. This has limited the number of posts I can put out.

Changes in my social life have also limited the amount of time I can spend on the blog. I started a new relationship this year and have taken up some hobbies that have cut down the time I can spend on blogging each week, which has helped contribute to the lower output this year.

Another aspect that I need to work on for the new year is interacting with other blogs. Potentially one of the reasons for the reduced readership and comments on the blog has been that I have also dropped off in reading blogs and commenting on other blogs. As I have said previously, interacting with other bloggers is a great way to keep the community going and get more people interested in your own blog. I've been trying to start this up again more recently, and hope to improve on this in the new year.

Many of the people I starting blogging around the same time as, and many of the blogs I used to follow on a regular basis have either stopped altogether or seen a dramatic reduction in their posts; Confessions of a 40k addict, The Burning Eye, From the Horus Heresy to Infinity and Beyond, From the Fang.

A big shout out to some recent bloggers who have taken up the mantle, producing great content most weeks; Stylus from the Woffboot Chronicles and Redtoof from Redtoof's mostly 40k blog.

I also want to call out some blogs that have continued to go from strength to strength; Old School Gaming, WeeMen and Cascadian Grimdark. If there are any other blogs you think I should be following, please leave a comment and let me know.

Many thanks to all of those that continue to read and comment on the blog on a regular basis, and for helping to keep my motivation up in the past year.

Monday, 30 December 2019

Video Battle Report- Space Marines Primaris Army vs Sisters of Battle

Today I have a new video battle report. In this game, my Space Marine Primaris Army take on the new Sisters of Battle army. 

Sunday, 29 December 2019

Tournament Battle Report: Warfare 2019: Game 5- White Scars vs Death Guard

Game 5 of Warfare 2019 would see my White Scars take on Rob's Death Guard in the final game of the tournament. The mission was Decapitating Strike with Search and Destroy deployment. 

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives

Battalion Detachment
Captain- Jump Pack, Master-crafted Thunder Hammer, Storm Shield
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives

Spearhead Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litan of Hate
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with two Lightning Claws
5 Vanguard Veterans- Chainswords and Plasma Pistols
5 Devastators- Bolters, 2 Missile Launchers, Heavy Bolter
5 Devastators- Bolters, 2 Missile Launchers
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

Tournament Battle Report: Warfare 2019- Game 4- White Scars vs Astra Militarum

The fourth game of Warfare 2019 would see my White Scars take on Mike's Astra Militarum Tallarn army in the Narrow the Search eternal war mission. 

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives

Battalion Detachment
Captain- Jump Pack, Master-crafted Thunder Hammer, Storm Shield
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives

Spearhead Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litan of Hate
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with two Lightning Claws
5 Vanguard Veterans- Chainswords and Plasma Pistols
5 Devastators- Bolters, 2 Missile Launchers, Heavy Bolter
5 Devastators- Bolters, 2 Missile Launchers
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

Tuesday, 10 December 2019

Tournament Battle Report: Warfare 2019: Game 3- White Scars vs Imperium

The third game of the tournament saw my White Scars take on Aidan's Imperium force, consisting of Astra Militarum, Space Marines and Blood Angels. The mission for game 3 was Visions of Victory, using Search and Deploy deployment zone.

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives

Battalion Detachment
Captain- Jump Pack, Master-crafted Thunder Hammer, Storm Shield
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives

Spearhead Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litan of Hate
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with two Lightning Claws
5 Vanguard Veterans- Chainswords and Plasma Pistols
5 Devastators- Bolters, 2 Missile Launchers, Heavy Bolter
5 Devastators- Bolters, 2 Missile Launchers
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

Friday, 6 December 2019

Tournament Battle Report: Warfare 2019- Game 2- White Scars vs Drukhari

The second game of the Warfare 40k tournament would see my White Scars take on Giles' Drukhari in the Vital Intelligence Eternal War mission, using Vanguard Strike deployment. 

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives

Battalion Detachment
Captain- Jump Pack, Master-crafted Thunder Hammer, Storm Shield
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives

Spearhead Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litan of Hate
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with two Lightning Claws
5 Vanguard Veterans- Chainswords and Plasma Pistols
5 Devastators- Bolters, 2 Missile Launchers, Heavy Bolter
5 Devastators- Bolters, 2 Missile Launchers
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

Wednesday, 4 December 2019

Tournament Battle Report: Warfare 2019- Game 1- White Scars vs Astra Militarum/Deathwatch

Welcome to my first battle report from the recent Warfare 2019 tournament held in Reading. In this tournament, I was taking my White Scars once more. I was still modifying the army after some tournament performances, so was interested to see if the changes would help to improve the Marines further. 

The first mission of the day was Strategic Gamble maelstrom mission using Dawn of War deployment. In this game, I would be facing off against Arran and his Astra Militarum and Deathwatch forces. 

My army consisted of:
Battalion Detachment
Captain on Bike- Twin Bolter, Thunder Hammer, Storm Shield, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives

Battalion Detachment
Captain- Jump Pack, Master-crafted Thunder Hammer, Storm Shield
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives

Spearhead Detachment
Chaplain- Jump Pack, Crozius Arcanum, Bolt Pistol, Litan of Hate
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with two Lightning Claws
5 Vanguard Veterans- Chainswords and Plasma Pistols
5 Devastators- Bolters, 2 Missile Launchers, Heavy Bolter
5 Devastators- Bolters, 2 Missile Launchers
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

As you can see, a slightly modified force from my last tournament list.

To start with, I swapped the Khan on Bike for a Captain with Thunder Hammer and Storm Shield to give him extra offensive and defensive capabilities. His warlord traits and Relic were unchanged, as this combination worked very well for me in the past.

I also took three units of Intercessors with Bolt Rifles. I decided to try these out over the Tactical Marines, to see if the extra durability and firepower would prove to be useful in the list. I kept the Scout Bikers to accompany the Captain, but dropped the Biker squad, as I didn't find the so effective in the previous tournament.

For the second Battalion, I took another Captain, this time with a Jump Pack, Master-crafted Thunder Hammer and Storm Shield for some more powerful combat ability. The Lieutenant and Scouts were the same as in the previous list.

I also added a Spearhead Detachment, which was led by a Chaplain. This was my first trial of the Chaplain and I wanted to see what his abilities would bring to the army. He knows the standard Litany, allowing you to re-roll hit rolls within 6" in combat, which should pair well with the Devastating Charge ability. He also took the litany of Hate, which gives one unit +2 to the charge and the ability to consolidate up to 6". Great for getting another unit into combat, along with the Ride the Winds psychic power.

I also took a couple of units of Devastators with some Missile Launchers for some more long-ranged firepower support, something my last list was missing. I took the ever useful Thunderfire Cannon and a couple of units of Vanguard Veterans to make use of their combat ability once more.

Monday, 2 December 2019

Surrey 40k Tournament: White Scars Army Review

I recently attended a three-game Eternal War tournament in Surrey with my White Scars. This is the first time I had taken them to a tournament since the start of 8th edition, and the new codex game them a lot of useful tools to use in a new list. 

In the tournament I managed two wins and a draw. I was really pleased with that, given how few practice games I had with the White Scars before going to the event. This article will take a look at the army and what changes and improvements I would make to the list for future events. 

My army consisted of:
My White Scars army consisted of:
Battalion Detachment
Khan on Bike- Twin Bolter, Khan's Spear, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Tactical Marines- Bolters, Heavy Bolter
5 Tactical Marines- Bolters, Plasma Cannon
5 Tactical Marines- Bolters, Power Sword, Flamer
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives
5 Bikers- Twin Bolters, 2 Meltaguns, Force Stave
5 Devastators- 4 Grav-cannons, Combi-grav
Rhino- Storm Bolter
Rhino- Storm Bolter
Drop Pod- Storm Bolter

Battalion Detachment
Captain- Bike, Twin Bolter, Teeth of Terra
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with Chainsword and Plasma Pistol
5 Sternguard Veterans- Special Issue Bolters
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

1750 pts.

This was not an optimal army by any means. It was simply some useful units that I had in my collection and some options that I wanted to try out with the new codex and supplement.

Friday, 29 November 2019

Surrey 40k tournament- Armies on Display

Here are some photos of the nominated armies for Best Painted Army at the Surrey 40k tournament that I recently attended. 



Thursday, 28 November 2019

Surrey 40k Tournament Battle Report: Game 3- White Scars vs Necrons

The final 40k battle report sees my White Scars take on Jack's Necrons in the Resupply Drop mission. 
This mission features six objectives on the table. For each objective, you roll off and the winner gets to move the objective up to 3" in any direction. You score a point for each objective you control at the start of your turn, so it is possible for the objective to be moved off your unit before you can score it. We were also using kill points in this mission. The deployment zone was Search and Destroy. 

My White Scars army consisted of:
Battalion Detachment
Khan on Bike- Twin Bolter, Khan's Spear, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Tactical Marines- Bolters, Heavy Bolter
5 Tactical Marines- Bolters, Plasma Cannon
5 Tactical Marines- Bolters, Power Sword, Flamer
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives
5 Bikers- Twin Bolters, 2 Meltaguns, Force Stave
5 Devastators- 4 Grav-cannons, Combi-grav
Rhino- Storm Bolter
Rhino- Storm Bolter
Drop Pod- Storm Bolter

Battalion Detachment
Captain- Bike, Twin Bolter, Teeth of Terra
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with Chainsword and Plasma Pistol
5 Sternguard Veterans- Special Issue Bolters
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

A fast moving White Scars force with some strong buffing characters and some backfield support unit. 

I took a couple of units of Tactical Marines for backfield objective holding, along with the Thunderfire Cannon for long ranged firepower. I took three units of Scouts for board control and grabbing objectives out of my deployment zone. 

For the fast moving elements, I took two units of Bikers, a couple of squads in Rhinos and a unit of Vanguard Veterans. These could move out to take on the enemy units or go after the objectives. For the Characters, I took two Captains on Bike (one of which is a Khan), a Lieutenant with Jump Pack and Librarian with Jump Pack.

Friday, 15 November 2019

Hobby Update 15/11/19- Dark Angels Primaris Apothecary

Today's Hobby Update features an Apothecary for my Dark Angels Primaris army. This unit is very useful for healing models and reviving slain models from a unit. 


Wednesday, 13 November 2019

Hobby Update 13/11/19- Dark Angels Phobos Captain

Today's Hobby Update features my Dark Angels Phobos Captain. This adds another Captain to my army. He can deploy in a forward position and blocks enemy deep strikers, adding to the utility of the army. 


Monday, 11 November 2019

Hobby Update 11/11/19- Dark Angels Primaris Phobos Lieutenant

Today's Hobby Update is the the Primaris Phobos Lieutenant from the Shadowspear boxed set. This Lieutenant has the ability to deep strike into the battle, adding to the mobility of the Primaris army. 




Thursday, 7 November 2019

Hobby Update 07/11/19- Dark Angels Primaris Eliminator Squad

Today's Hobby Update features my Eliminator Primaris Squad. These are the Primaris snipers of the army, able to take on enemy characters from range and without line of sight. 

I tried the grey camo cloaks on the model. Not too keen on how it turned out, but it is growing on me slowly. 


Tuesday, 5 November 2019

Hobby Update 05/11/19- Dark Angels Primaris Suppressor Squad

Today's hobby update features the Suppressor Squad for my Dark Angels Primaris army. This is a squad of three from the Shadowspear boxed set. 


The unit provides some strong anti-tank firepower for the army, as well as some added mobility. 

Thursday, 31 October 2019

Surrey 40k Tournament Battle Report: Game 2- White Scars vs Ynarri/Drukhari

Game two of a recent Warhammer 40k tournament would see my White Scars take on the Eldar once more, this time a combined force of Ynarri and Drukhari, commanded by Mark. 

This game was four pillars. In this mission, there are four objectives on the diagonals of the board. Each objective can only be held by Troops units. At the end of the battle round (starting from turn 2), you score a point if you control more objectives than your opponent. If you control all the objectives, you score three points. We were also using the usual secondaries as well as kill points in this game. The deployment zone was Hammer and Anvil. 

My White Scars army consisted of:
Battalion Detachment
Khan on Bike- Twin Bolter, Khan's Spear, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Tactical Marines- Bolters, Heavy Bolter
5 Tactical Marines- Bolters, Plasma Cannon
5 Tactical Marines- Bolters, Power Sword, Flamer
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives
5 Bikers- Twin Bolters, 2 Meltaguns, Force Stave
5 Devastators- 4 Grav-cannons, Combi-grav
Rhino- Storm Bolter
Rhino- Storm Bolter
Drop Pod- Storm Bolter

Battalion Detachment
Captain- Bike, Twin Bolter, Teeth of Terra
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with Chainsword and Plasma Pistol
5 Sternguard Veterans- Special Issue Bolters
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

A fast moving White Scars force with some strong buffing characters and some backfield support unit. 

I took a couple of units of Tactical Marines for backfield objective holding, along with the Thunderfire Cannon for long ranged firepower. I took three units of Scouts for board control and grabbing objectives out of my deployment zone. 

For the fast moving elements, I took two units of Bikers, a couple of squads in Rhinos and a unit of Vanguard Veterans. These could move out to take on the enemy units or go after the objectives. For the Characters, I took two Captains on Bike (one of which is a Khan), a Lieutenant with Jump Pack and Librarian with Jump Pack.

Monday, 28 October 2019

Surrey 40k Tournament Battle Report: Game 1- White Scars vs Aeldari

I recently attended the Surrey Warhammer 40k Championship Warm Up round 2 tournament with my White Scars army. 

This tournament was a three-game, 1750 pts event that featured three Eternal War missions from Chapter Approved 2018. I decided that my White Scars would take to the tournament scene once more to see how the new Codex and supplement would improve their chances. 

The first game of the day was Vital Intelligence using Dawn of War deployment. Vital Intelligence uses 5 objectives; one in the centre of the board and one on each diagonal from the centre to the corner. Each objective can be scored at the end of the battle round. At the start of each battle round, you roll a D6. The number rolled is the active objective and is worth 2 points, with all other objectives being worth 1 point. However, on the roll of a 6, all objectives are worth 2 points. The Mission was also using Kill Points for each unit destroyed.

My first game would be against Craig and his Aeldari/Harlequin force. 

My White Scars army consisted of:
Battalion Detachment
Khan on Bike- Twin Bolter, Khan's Spear, Chogorian Storm, Master of Snares, Wrath of the Heavens
Librarian- Jump Pack, Force Stave, Mantle of the Stormseer, Ride the Winds, Storm-wreathed
5 Tactical Marines- Bolters, Heavy Bolter
5 Tactical Marines- Bolters, Plasma Cannon
5 Tactical Marines- Bolters, Power Sword, Flamer
5 Scouts Bikers- Twin Bolters, Shotguns, Combat Knives
5 Bikers- Twin Bolters, 2 Meltaguns, Force Stave
5 Devastators- 4 Grav-cannons, Combi-grav
Rhino- Storm Bolter
Rhino- Storm Bolter
Drop Pod- Storm Bolter

Battalion Detachment
Captain- Bike, Twin Bolter, Teeth of Terra
Lieutenant- Jump Pack, Power Axe, MC Bolter
5 Scouts- Bolters
5 Scouts- Bolters
5 Scouts- Bolt Pistol, Combat Knives
10 Vanguard Veterans- 5 with 2 Chainswords, 5 with Chainsword and Plasma Pistol
5 Sternguard Veterans- Special Issue Bolters
Thunderfire Cannon- Techmarine Gunner with Flamer, Plasma Cutter, 2 Servo-arms

A fast moving White Scars force with some strong buffing characters and some backfield support unit. 

I took a couple of units of Tactical Marines for backfield objective holding, along with the Thunderfire Cannon for long ranged firepower. I took three units of Scouts for board control and grabbing objectives out of my deployment zone. 

For the fast moving elements, I took two units of Bikers, a couple of squads in Rhinos and a unit of Vanguard Veterans. These could move out to take on the enemy units or go after the objectives. For the Characters, I took two Captains on Bike (one of which is a Khan), a Lieutenant with Jump Pack and Librarian with Jump Pack. 

Friday, 25 October 2019

Hobby Update 25/09/19- Dark Angels Infiltrator Squad

Today's Hobby Update features my Dark Angels Infiltrator Squad. 

It's been a while since I've got some painting done for any of my armies, but I finally got round to starting to paint up my Shadowspear units for my Dark Angels Primaris army. This squad features some very nice special rules, being the Primaris version of Scouts. 



Tuesday, 22 October 2019

Video Battle Report- Orks vs T'au

Today I have another video battle report. This was actually the first time I've played the Orks since the codex came out all those months ago. In this game, they are taking on Chris' T'au in a maelstrom of war mission. 

Wednesday, 25 September 2019

Dark Artisan Open- Armies on Display

There were some really nice armies out for the Dark Artisan Open Tournament. Here are some photos that I took of the armies on display. 



Monday, 23 September 2019

Winters SEO game- Genestealer Cults vs Space Marines

I recently had another game against Winters SEO. In this game, my Genestealer Cults take on his Space Marines with the new codex. 

You can find the 40k battle report following the link. Here are a few photos of the game to whet your interest. 


Friday, 20 September 2019

Dark Artisan Open ITC Tournament: Game 5- Deathwatch vs Raven Guard

The final game of the Dark Artisan Open ITC tournament would see my Deathwatch take on Jordan's Raven Guard in a 40k maelstrom of war battle report. 

The mission for game 5 was Tactical Gambit. In this game, you must bet how many objective cards you think you will score in your turn (between 1 and 4). If you succeed, you score that number of bonus points, if you do not, then your opponent scores the bonus points. This allows you to wrack up a big score in your games if you bet wisely. 

My Deathwatch army consisted of:
Battalion Detachment
Watch Captain- Castellan of the Black Vault (warlord trait), Jump Pack, Storm Shield, Thunder Hammer
Watch Master- Guardian Spear, the Tome of Ectoclades
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Kill Team 1- 7 Veterans- Storm Bolters, Chainswords, 2 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Storm Shield and Bolt Pistol, Terminator with Power Fist and Storm Bolter
Kill Team 2- 7 Veterans- 3 Combi-Meltas, Meltagun, Chainswords, 3 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Chainsword and Bolt Pistol, Terminator with Power Fist and Storm Bolter
5 Veterans- 2 Missile Launchers, Storm Shield, 3 Stalker Bolters, Chainswords
5 Veterans- 2 Missile Launchers, Heavy Bolter, 2 Stalker Bolters, Chainswords
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Librarian- Jump Pack, Force Sword, Bolt Pistol, Null Zone, Might of Heroes
4 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Teleport Homer

A fairly standard force for my Deathwatch. I decided to take two full Kill Teams, with a Terminator, Vanguard Veteran and Biker in each one to give me lots of options for falling back from combat and still staying active. I also added a couple of Veteran squads with Missile Launchers and Stalker Bolters for long range firepower, as well as a single Heavy Bolter to use the Hellfire Shells stratagem, and a Razorback for some anti-tank firepower. 

I took the Outrider for the extra CP. I decided to try the Librarian, as his powers would be of use to the Watch Captain. I took three units of Bikers. These should be useful for going after objectives and adding some strong firepower to the army. 

Thursday, 12 September 2019

Video Battle Report- Genestealer Cults vs Iron Hands

A new video battle report sees my Genestealer Cults take on the Iron Hands in a maelstrom of war mission. 

Monday, 9 September 2019

Dark Artisan Open ITC Tournament: Game 4- Deathwatch vs Adeptus Custodes

The fourth game of the Dark Artisan Open ITC tournament would see my Deathwatch take on Jake's Adeptus Custodes in an Eternal War mission battle report. 

The mission for this game was Vital Intelligence. In this, there are five objective; one in the centre and one on each of the four diagonals from the centre. You roll a D6 at the start of each battle round and the number you roll is the active objective, if you roll a 6, all the objectives are active. At the end of the battle round, you score 1 point for each objective you hold, and two points for the active objective. 

My army consisted of:
Battalion Detachment
Watch Captain- Castellan of the Black Vault (warlord trait), Jump Pack, Storm Shield, Thunder Hammer
Watch Master- Guardian Spear, the Tome of Ectoclades
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Kill Team 1- 7 Veterans- Storm Bolters, Chainswords, 2 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Storm Shield and Bolt Pistol, Terminator with Power Fist and Storm Bolter
Kill Team 2- 7 Veterans- 3 Combi-Meltas, Meltagun, Chainswords, 3 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Chainsword and Bolt Pistol, Terminator with Power Fist and Storm Bolter
5 Veterans- 2 Missile Launchers, Storm Shield, 3 Stalker Bolters, Chainswords
5 Veterans- 2 Missile Launchers, Heavy Bolter, 2 Stalker Bolters, Chainswords
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Librarian- Jump Pack, Force Sword, Bolt Pistol, Null Zone, Might of Heroes
4 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Teleport Homer

A fairly standard force for my Deathwatch. I decided to take two full Kill Teams, with a Terminator, Vanguard Veteran and Biker in each one to give me lots of options for falling back from combat and still staying active. I also added a couple of Veteran squads with Missile Launchers and Stalker Bolters for long range firepower, as well as a single Heavy Bolter to use the Hellfire Shells stratagem, and a Razorback for some anti-tank firepower. 

I took the Outrider for the extra CP. I decided to try the Librarian, as his powers would be of use to the Watch Captain. I took three units of Bikers. These should be useful for going after objectives and adding some strong firepower to the army.

Friday, 6 September 2019

Dark Artisan Open ITC Tournament: Game 3- Deathwatch vs Blood Angels

My third game of the Dark Artisan ITC tournament saw my Deathwatch take on Chris' Blood Angels army in the Strategic Gamble maelstrom mission.

In this mission, you draw three cards per turn. You can choose to discard two of your cards and draw one more. If you can score this in your turn, it is worth double the number of points.

My army consisted of:
Battalion Detachment
Watch Captain- Castellan of the Black Vault (warlord trait), Jump Pack, Storm Shield, Thunder Hammer
Watch Master- Guardian Spear, the Tome of Ectoclades
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Kill Team 1- 7 Veterans- Storm Bolters, Chainswords, 2 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Storm Shield and Bolt Pistol, Terminator with Power Fist and Storm Bolter
Kill Team 2- 7 Veterans- 3 Combi-Meltas, Meltagun, Chainswords, 3 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Chainsword and Bolt Pistol, Terminator with Power Fist and Storm Bolter
5 Veterans- 2 Missile Launchers, Storm Shield, 3 Stalker Bolters, Chainswords
5 Veterans- 2 Missile Launchers, Heavy Bolter, 2 Stalker Bolters, Chainswords
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Librarian- Jump Pack, Force Sword, Bolt Pistol, Null Zone, Might of Heroes
4 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Teleport Homer

A fairly standard force for my Deathwatch. I decided to take two full Kill Teams, with a Terminator, Vanguard Veteran and Biker in each one to give me lots of options for falling back from combat and still staying active. I also added a couple of Veteran squads with Missile Launchers and Stalker Bolters for long range firepower, as well as a single Heavy Bolter to use the Hellfire Shells stratagem, and a Razorback for some anti-tank firepower. 

I took the Outrider for the extra CP. I decided to try the Librarian, as his powers would be of use to the Watch Captain. I took three units of Bikers. These should be useful for going after objectives and adding some strong firepower to the army. 

Wednesday, 4 September 2019

Dark Artisan Open ITC Tournament: Game 2- Deathwatch vs Astra Militarum

Game 2 of the Dark Artisan Open ITC tournament would see my Deathwatch take on Sebastian's Astra Militarum army, featuring three Baneblade variants. This would be a tough match up for my Deathwatch!

The second mission was Beachhead. In this game, there is a central objective and one objective in each player deployment zone. At the start of your turn (starting on round 2), you score points for each objective held; one for the one in your deployment zone, two for the central objective and three for your opponent's objective. 

My army consisted of:
Battalion Detachment
Watch Captain- Castellan of the Black Vault (warlord trait), Jump Pack, Storm Shield, Thunder Hammer
Watch Master- Guardian Spear, the Tome of Ectoclades
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Kill Team 1- 7 Veterans- Storm Bolters, Chainswords, 2 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Storm Shield and Bolt Pistol, Terminator with Power Fist and Storm Bolter
Kill Team 2- 7 Veterans- 3 Combi-Meltas, Meltagun, Chainswords, 3 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Chainsword and Bolt Pistol, Terminator with Power Fist and Storm Bolter
5 Veterans- 2 Missile Launchers, Storm Shield, 3 Stalker Bolters, Chainswords
5 Veterans- 2 Missile Launchers, Heavy Bolter, 2 Stalker Bolters, Chainswords
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Librarian- Jump Pack, Force Sword, Bolt Pistol, Null Zone, Might of Heroes
4 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Teleport Homer

A fairly standard force for my Deathwatch. I decided to take two full Kill Teams, with a Terminator, Vanguard Veteran and Biker in each one to give me lots of options for falling back from combat and still staying active. I also added a couple of Veteran squads with Missile Launchers and Stalker Bolters for long range firepower, as well as a single Heavy Bolter to use the Hellfire Shells stratagem, and a Razorback for some anti-tank firepower. 

I took the Outrider for the extra CP. I decided to try the Librarian, as his powers would be of use to the Watch Captain. I took three units of Bikers. These should be useful for going after objectives and adding some strong firepower to the army. 

Monday, 2 September 2019

Dark Artisan Open ITC Tournament: Game 1- Deathwatch vs Necrons

Welcome to my first battle report from the recent Dark Artisan Open ITC tournament that I attended. This was a 5 game, two day event, to which I took my Deathwatch army. 

The tournament had some strong restrictions for army selection. It was 1750 pts, mono-faction, so no soup or allies at this event. Detachments were also limited to a single Battalion or Brigade and up to two other of the smaller detachments. 

I like this format, as I tend to run mono-faction armies myself, so was glad my Deathwatch would be on a level playing field at this event. I would have liked to have run a double Battalion for extra CP, but would need to make do with a reduced number of CP. 

The first mission of the day was Visions of Victory, facing off against Robert's Necrons. This is the mission where you draw four cards per turn. For every card activate, you draw two and your opponent gets to decide which one you keep. This means that you will likely be getting a lot of tough to achieve objectives during the course of the game. 

Note, this tournament was held before the release of the new Space Marine codex, so shock assault, drop pod rules, etc, were not in effect. 

My army consisted of:
Battalion Detachment
Watch Captain- Castellan of the Black Vault (warlord trait), Jump Pack, Storm Shield, Thunder Hammer
Watch Master- Guardian Spear, the Tome of Ectoclades
5 Intercessors- Bolt Rifles, Bolt Pistols
5 Intercessors- Bolt Rifles, Bolt Pistols
Kill Team 1- 7 Veterans- Storm Bolters, Chainswords, 2 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Storm Shield and Bolt Pistol, Terminator with Power Fist and Storm Bolter
Kill Team 2- 7 Veterans- 3 Combi-Meltas, Meltagun, Chainswords, 3 Storm Shields, Biker with Twin Bolter, Chainsword, Vanguard Veteran with Chainsword and Bolt Pistol, Terminator with Power Fist and Storm Bolter
5 Veterans- 2 Missile Launchers, Storm Shield, 3 Stalker Bolters, Chainswords
5 Veterans- 2 Missile Launchers, Heavy Bolter, 2 Stalker Bolters, Chainswords
5 Vanguard Veterans- Bolt Pistols, Chainswords, Hand Flamer
Razorback- Twin Lascannon, Storm Bolter

Outrider Detachment
Librarian- Jump Pack, Force Sword, Bolt Pistol, Null Zone, Might of Heroes
4 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Sergeant has Storm Bolter and Storm Shield, Teleport Homer
3 Bikers- Twin Bolters, Chainswords, Teleport Homer

A fairly standard force for my Deathwatch. I decided to take two full Kill Teams, with a Terminator, Vanguard Veteran and Biker in each one to give me lots of options for falling back from combat and still staying active. I also added a couple of Veteran squads with Missile Launchers and Stalker Bolters for long range firepower, as well as a single Heavy Bolter to use the Hellfire Shells stratagem, and a Razorback for some anti-tank firepower. 

I took the Outrider for the extra CP. I decided to try the Librarian, as his powers would be of use to the Watch Captain. I took three units of Bikers. These should be useful for going after objectives and adding some strong firepower to the army. 

Wednesday, 28 August 2019

White Scars Codex Review: Part 2- Warlord Traits and Stormspeaking Discipline

Part 2 of my White Scars codex review looks at the new warlord traits and psychic powers available to the army. 

Warlord Traits
The codex supplement contains six new traits to help out your forces. 

Deadly Hunter- After your warlord finishes a charge move, select one enemy unit within 1". On a roll of a 2+, the unit suffers one mortal wound. 

Not the best trait available. The chance to do a mortal wound on an enemy units is a decent bonus, but there are better traits available to your warlord. 

Chogorian Storm- If your warlord makes a charge move or performs a heroic intervention, add D3 to their attacks until the end of the turn. 

One of my favourite traits for the White Scars. With Shock Assault, you will be getting D3+1 attacks on the charge. This really boosts the damage potential of your warlord, making them great with a number of weapons and relics that the army has access to. With the Teeth of Terra relic, you will be getting 8-10 attacks on the charge with a Captain. 

Wednesday, 21 August 2019

White Scars Codex Review: Part 1- Stratagems

The first part of my White Scars Codex supplement review will cover the new stratagems in the book. 

My own White Scars army has been sitting in the cupboard neglected for most of 8th edition, so I was hopeful the new rules will give them a new lease in life.

If you enjoy the content on the blog, you can follow me on Facebook to get notification on all reviews, hobby articles and battle reports. 

Stratagems
The White Scars get two new pages of stratagems to add to their flavour and strategies in the game. 

Born in the Saddle (1CP)- A Biker unit that advances can still shoot. 

A solid stratagem for the army that was present in the last codex. There are a number of great stratagems that give bonuses to the unit if they advance, so this is great to keep their shooting power up. Given that White Scars can now advance and still charge, this is a great boost for the Biker units in the army. 

Butchered Quarry (1CP)- When an enemy unit falls back from a White Scars Infantry or Biker unit, each model can make one attack with a melee weapon if there are no other enemy units within 1". If the enemy unit is not destroyed, they can fall back. The White Scars unit can then move 3" as long as they move closer to the enemy unit and not within 1". 

Not one that I'll probably use a lot. Only a single attack each limits the utility of the stratagem, so it is pretty useless on characters unless there is a single model left in the enemy unit. Could be useful for weak enemy units such as Guard or Genestealer Cults. 

Wind-Swift (2CP)- Use after a White Scars unit moves. The unit can move again. They can only advance if they did not advance as part of the first move. They may not shoot, charge or manifest psychic powers. 

Very useful for a Biker unit, or other fast moving unit. This gives bikes a move of 34" in a single turn. Great for grabbing or denying an objective, or getting linebreaker on the last turn. A bit pricey at 2CP, especially as you can't do anything after it, but could be useful once in a while. Not sure if this would stack with Born in the Saddle to allow you to shoot. 

Tuesday, 20 August 2019

Army Showcase- David's Sons of Medusa

This army showcase features David's Sons of Medusa, an Iron Hands successor chapter. David recently played me in a battle report, and has a great themed force that I wanted to show off.

The army features a number of nice conversions, mixing Space Marine and Ad Mech parts to create a lovely themed and unique force. 



Friday, 16 August 2019

40k Battle Report 184- Genestealer Cults vs Salamanders Space Marines

This week's battle report sees my Genestealer Cults take on Chris' Salamanders Space Marine army in a maelstrom of war mission. This game was played after some of the reveals for the new Space Marine codex, so we decided to incorporate some of the new rules into this game. We would be using the updated Salamanders Chapter Tactics, as well as the Shock Assault rule. 

We were playing a simple Cleanse and Capture mission (3 cards per turn). 

My army consisted of:
Battalion Detachment (Rusted Claw)
Jackal Alphus- Sniper Rifle
Magus- Force Stave, Mind Control, Might From Beyond
Sanctus- Sniper Rifle, A Gift From Beyond
10 Neophyte Hybrids- Autoguns, 2 Mining Lasers, Grenade Launcher
10 Neophyte Hybrids- Autoguns, Heavy Stubber, Grenade Launcher
10 Neophyte Hybrids- Shotguns, 2 Flamers
Atalan Jackals- Shotguns, 4 Demolition Charges, Wolfquad with Atalan Incinerator
Goliath Truck- Twin Autocannon, Heavy Stubber
Brood Brothers Heavy Weapons Team- Mortars

Battalion Detachment (Cult of the Four Armed Emperor, Deliverance Broodsurge)
Acolyte Iconward- Rending Claw, Autopistol, Cultist Knife, Icon of the Cult Ascendent, Augur of the Insurgent (warlord trait)
Magus- Force Stave, Mass Hypnosis, Psionic Blast, Inscrutable Cunning (warlord trait)
Primus- Bonesword, Needle Pistol, Alien Majesty (warlord trait)
Clamavus- Autopistol
20 Acolyte Hybrids- Rending Claws, Cultist Knives, Autopistols, 2 Heavy Rock Saws, 2 Heavy Rock Drills
10 Acolyte Hybrids- Rending Claws, Cultist Knives, Autopistols, 2 Heavy Rock Drills
10 Acolyte Hybrids- Rending Claws, Cultist Knives, Autopistols, 4 Heavy Rock Cutters

Vanguard Detachment (Cult of the Four Armed Emperor)
Patriarch- 2 Familiars, Mental Onslaught, Might From Beyond, Biomorph Adaptation (warlord trait)
Primus- Bonesword, Needle Pistol
Clamavus- Autopistol
Nexos- Autopistol
8 Abberrants- 4 Heavy Rock Hammers, 4 Power Picks, Rending Claws
10 Purestrain Genestealers

I decided to go for a couple of Cult Creeds for the army, as well as trying out the Devilerance Broodsurge Vigilus specialist detachment for the first time. 

I made one Battalion Rusted Claw. This gives the units in it +1 save against AP0 or AP-1 weapons, boosting the armour save of most units to 4+ (or 3+ in cover). This is generally the units I will deploy on the board, as the ground forces before my ambushing reserves come in. This contains three squads of Neophyte Hybrids, with some heavy weapons for fire support. It also includes the Atalan Jackals and Jackal Alphus. These units get to benefit from the Rusted Claw stratagem, allowing me to throw grenades at +1 to hit and +1 to wound, making the demolition charges very powerful. 

For the other two detachments, I took the Cult of the Four Armed Emperor, giving me +1 to charge and advance rolls on the turn that I arrive from reserve. The Battalion was also Deliverance Broodsurge, allowing me to re-roll charge rolls within 6" of the Acolyte Iconward (thanks to his Field Commander Warlord Trait). Combined with the Clamavus and Cult Creed, this gives me a 7" re-rollable charge from ambush reserves. This is a huge boost for the cult units, helping to ensure that they get into combat on the turn they arrive. 

I was able to take four warlord traits thanks to the Field Commander and Broodcoven stratagems. Combined with the Specialist Detachment and extra relic, this gave me 10 command points to start the game with, having used four already. One of my warlord traits gave me D3 extra CP, and I was fortunate enough to roll 3 for this, giving me 13 to start the game. 

I then took a unit of Aberrants and Genestealers to be the hard hitters in my army. These units should hopefully do a fair bit of damage to the Marines in combat. 

Wednesday, 7 August 2019

Space Marine New Units- My Thoughts

Another day, another big set of reveals for the new Space Marine codex. Today, the Warhammer Community page released a whole host of information on new units in the codex. Here are some thoughts on what they previewed. 

Incursor Squad
A new unit for the Space Marines, these seem to be a new addition to the Vanguard forces that have already been released. The squad comes armed with the Occulus Bolt Rifle. Based on the existing profile for the Master-Crafted Occulus Bolt Rifle, this is most likely 24", Rapid Fire 1, S4, AP0, 1 damage, and ignores cover. This is similar to a standard Boltgun, so will be good against most standard infantry. 
The squad do not suffer any penalties to hit, so will be able to lay down a lot of accurate firepower. This is a nice bonus against a range of squads, but as GW appear to be scaling back the ability to get -1 to hit on units, you may not see as much use out of this as you might currently. 

They also come with Paired Combat Blades. This gives you an extra hit on each roll of a 6 to hit in combat. With 3 attacks on the charge (most likely), you should get an extra hit for every 2 models that attack. I would prefer a combat blade for the extra attack always, but you don't tend to get these on firepower squads anyway. 

They also have haywire Mines, allowing you to cause D3 mortal wounds to enemy units that move in range (or D3+1 if they are a vehicle). This allows you to lay down some booby traps to hurt the enemy if they move into range. This is going to be a serious prospect for small units, such as other Marines, but will probably not bother large units too much. 

I think this sounds like a decent unit, but not essential at the moment. The ability to shut down enemy reserves with the Infiltrators seems like more of a bonus. Useful if you are facing a lot of armies with negative modifiers to hit. Maybe the full codex will give additional rules or stratagems to make these guys more useful.