The Primaris Space Marines have well and truly arrived and are making their mark in the Warhammer 40k universe and timeline. But there have been doubts about the gene-seed and whether the changes designed by Belasarius Cawl may have removed Sanguinius’ curse.
From the book:
Following the Devastation of Baal and the arrival of the Primarch Roboute Guilliman’s Indomitus Crusade, Commander Dante of the Blood Angels has been appointed Lord Regent of all Imperium Nihilus. Working with the successor chapters of the Blood Angels, Dante commands that the area around the Red Scar be scouted in preparation for reconquest. The Red Wings’ sweep has led them to the foetid world of Dulcis, dangerously near to the Cicatrix Maledictum itself. Decimated by the tyranids during the war for Baal and only lightly reinforced by Primaris Space Marines, the Red Wings Chapter are in no position to deal with the events that unfold there. Strange psychic phenomenon and a deadly xenos enemy threaten the great hope of all the Chapters of the Blood – that the flaw in Sanguinius’ geneseed has at last been tamed. Drawn by the Black Rage to Dulcis, Astorath the Grim, Lord High Chaplain and Redeemer of the Lost, comes to aid the Red Wings. But what he discovers there will shake the Chapters of the Blood to their very core.
Astorath has one role; to keep the secret of the Blood Angels and to tame the savage beast of the flaw of the Blood Angels. He comes to Dulcis and the Primaris Space Marines of the Red Wing chapter who are encountering changes in their fellows that they don’t understand.
This is a much needed novella length story for the Blood Angels to confirm if we need to paint Death Company Primaris and whether the flaw still exists within the Primaris Space Marines who have recently joined the chapter following the Devastation of Baal. It’s brilliantly written, flows well and is a nice quick read. It also has a Xenos peril thrown in and a local threat from the planet of Dulcis that we have not seen before in the Warhammer universe. I really like seeing these possibilities that you may see in a role-playing game but not on the battlefield.
Definitely a key novella if you are a Blood Angel fan and recommended for anyone else who likes a good roaring Warhammer 40k but fancies a novella length.
Blood Angel Batch Painting from Horus Heresy Age of Darkness Box.
Following on from my last update, I’ve made a little progress on my Blood Angels for Horus Heresy despite work being busy and the hot temperatures in the UK.
However, I did get some paint on the non-special models such that they are now complete.
Following on from my previous update, I’ve added more black and picked out the details on the weapons with Leadbelcher and a highlight of Ironbreaker.
The missile launcher’s above show the colours used on the weapons. I have gone for a simple scheme and black and red so very well together.
There are also transfers on all the models, with Blood Angel wings on the shoulder pads, legion number on the left knee and unit marking on the right.
The basing is a simple affair with Vallejo Thick Mud (Brown) and a highlight of XV-88 to pick out the ridges. I was generous with the mud when applying it and it looks great – not least because it is different to the AoS Destruction base I normally paint.
There’s also loads in a pot, so I’ve hardly used any to base the models so far – it’ll definitely cover a lot of an army.
Finally I finished off the bases with a black rim to keep them neat the tidy.
There’s still the Terminators, Sergeants, and 2 special troopers to finish off. And I need to start the Praetors at some point…! In order to give myself something different to paint I’ve also assembled the Contemptor Dreadnought and given it a quick undercoat to be ready as the next model on the table.
I’m still aiming to complete by October when I’m meeting up with friends at Warhammer World and I think I’m still on target.
A Novella for The Siege of Terra by Graham McNeill
With The Siege of Terra in full swing, Graham McNeill takes us down a little cul-de-sac to see what happens to Magnus. It’s not critical to the direct path taken by Horus, Sanguinius and the rest but is a very interesting journey none-the-less.
From the book:
Of all the Emperor’s sons who fell to Chaos, it is perhaps Magnus the Red whose tale is the most tragic. Sanctioned because of his desire for knowledge, chastised, judged, and shattered to his very elements – there is much for the Crimson King to feel vengeful for. Yet revenge is not the only thing that draws him to Terra alongside the Warmaster’s besieging armies. He seeks something, a fragment, the missing piece of himself that lies within the most impregnable place on the planet – the inner sanctum of the Imperial Palace. As the greatest conflict of the ages reaches fever pitch, Magnus fights his own inner battle. To be whole once more, he must not only overcome the fiercest of defences, but also face the one being whom he loves and hates with equal fervour more than any other – his errant father, the Emperor of Mankind.
Ah… poor Magnus. All the Crimson King wants is knowledge… can he be convinced that this knowledge would better serve the side of the Emperor or will he fight with the Warmaster for control of Terra?
Magnus begins by placing himself and his legion at the front of an assault planned by Perturabo, when he offers his legion as a distraction so that Perturabo’s real target will be more lightly defended. It works, and Magnus is able to enter the Palace hidden in plain sight and intent on meeting his father and The Sigilite.
I can see why this is not one of the main stories of the Siege of Terra, but it is great fun none-the-less. The story of Magnus includes and intertwines with the stories of many of the people featured in the Horus Heresy series which came before – as such it does help if you have a rough knowledge of the stories outside Terra. It features Malcador, The Sigilite, and Olivia – an eternal – and Magnus’ own personal battles on Terra. And it’s all great fun.
If you’ve picked up the other Siege of Terra books then this is a great addition, despite not being part of the main 6, and definitely worth picking up. Recommended.
I think Warhammer novels are at their best when they leave the Space Marines and superhumans behind and concentrate on more relatable characters. And Dan Abnett has made a great character in the form of Inquisitor Eisenhorn, here returning for Book 4.
From the book:
Inquisitor Eisenhorn returns in a stunning new novel that pits him against his oldest foe, forcing him to finally confront the growing darkness within his own soul.
Inquisitor Gregor Eisenhorn has spent his life stalking the darkest and most dangerous corners of the galaxy in pursuit of heresy and Chaos, but how long can a man walk that path without succumbing to the lure of the warp? Pursuing heretics in the remote worlds of the Imperium, Eisenhorn must confront the truth about himself. Is he still a champion of the Throne? Or has he been seduced by the very evil that he hunts? The Magos is the brand new, full-length fourth novel in the hugely popular Eisenhorn series. This paperback edition also includes the definitive casebook of Gregor Eisenhorn, collecting together all twelve of Dan Abnett’s Inquisition short stories, several of which have never been in print before. These additional stories have been compiled by the author to act as an essential prologue to this long-awaited new novel, while also serving as an indispensable companion to the original Eisenhorn trilogy.
Dan Abnett has brought together a number of short stories (12) and a novella length tale in this novel to tell of some of the adventures of Gregor Eisenhorn and his followers. It’s great to have stories to dip into, and finish in an afternoon of lazy reading and the 12 stories definitely deliver on that promise. They’ll be some you may not like, but you’ll be back on fire on the next one as the Warhammer 40k universe encounters all the Grim Darkness through Gregor’s eyes.
The Novella – The Magos – is a great ending to the series though. Concentrating on the story of a Magos trapped in a backwater planet with no means of escape Gregor’s team kidnap him to ‘ask’ for his assistance in investigating some animal attacks. But things are not as they seem. It’s a great story told at break-neck speed but with not too many characters so it is easy to keep up. Sure, some of them die early, but that just makes everything easier to follow.
It also helps to bring the 40k universe to life – it’s not just epic clashes for the future of Terra – it’s people trying to survive, documenting species for the future, and making a living… and into that walks Eisenhorn to cause or solve mayhem and destruction.
A great ending to the Eisenhorn series, but Dan Abnett does have a number of other books featuring the Inquisition, so if you like this there’s definitely other books you can give a go.
But is Battleline really back? Is Purple Sun now essential? Should we ignore everything and go monsters? What changes?
To answer some, all or none of the above I am taking Big Waaagh to Boards & Swords in Derby (UK) this weekend for a two-day Age of Sigmar tournament. This has some basic comp around Grand Strategies and Battle Tactics – Strategies from the GHB22 and max 2 Battle Tactics from books. Given that (some) book Battle Tactics are allowed and Gloomspite Gitz don’t have any… I pivoted effortlessly back to Big Waaagh!
Allegiance: Big Waaagh! – Grand Strategy: Demonstration of Strength – Triumphs: Inspired
Leaders Orruk Megaboss (140)* – General – Command Trait: Touched by the Waaagh! – Artefact: Arcane Tome (Universal Artefact) – Lore of the Weird: Da Great Big Green Hand of Gork Orruk Warchanter (115)* – Warbeat: Fixin’ Beat Orruk Warchanter (115)* – Warbeat: Fixin’ Beat Wurrgog Prophet (150) – Artefact: Glowin’ Tattooz – Lore of the Savage Beast: Gorkamorka’s War Cry
Battleline 10 x Orruk Brutes (320)** – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 10 x Orruk Brutes (320)** – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 15 x Orruk Ardboys (255)** – 2x Gorkamorka Banner Bearers – 1x Gorkamorka Glyph Bearers – Reinforced x 2 5 x Orruk Brutes (160)*** – Jagged Gore-hackas – 1x Gore Choppas 5 x Orruk Ardboys (85)*** – 1x Gorkamorka Banner Bearers 5 x Orruk Ardboys (85)*** – 1x Gorkamorka Banner Bearers
Units 3 x Rippa’s Snarlfangs (70)*
Endless Spells & Invocations Chronomantic Cogs (40) Purple Sun of Shyish (70) Ravenak’s Gnashing Jaws (60)
Some of the list is the same as by GHB21 list; there’s a Wurgogg for the staring competition and two casting whilst he gets there, 2 Warchanters, and two units of ten Brutes. They pretty much do the same as they did in GHB21, except they are brutal against other Galletian Veterans (GVs) due to their ‘Bounty Hunters’ Battalions.
Having already taken some GVs I’ve decided to lean into it in style… so adding 15 Ardboyz (rallying on a 4+ near the Warchanter), 2 x 5 Arboyz for objective capturing / holding and 5 Brutes for a last minute smash! The small units are all Expert Conquerers (counting as 3 models each for objectives) and the large unit is my third (and final) unit in the Bounty Hunters Battalion – for damage 2 v other GVs.
Unless you’ve been living under a rock, you’ll know that some of the Endless Spells have got better!
Do I ignore it, and hope I don’t lose a Maw-Krusha or dive into the madness and take the toys! Well there’s only one option — more toys! Lots of toys!
So I’ve taken a Purple Sun & Chromatic Cogs (probably for the extra spell, but the re-roll charges is not bad for Big Waaagh late game). My slightly left field choice is the Ravening Jaws – I’ve loved the model since it was released and so couldn’t resist adding him to the list!
With all the points being used, I have limited options and have to drop the Maw Krusha. This wasn’t too bad though as – although he is good – I don’t fancy him running around with all the Purple Suns in the game. So I’ve downgraded him to a Megaboss on Foot — allowing me to go back to my favourite unit!
Rippa’s Snarlfang are back, baby… and they still rock. To find out why check out my secret post!
So I don’t really have one. I can do all the Battle Tactics, although the Megaboss may require some Wurgogg assistance if he needs to kill something; and the army is slower without the Gore Gruntas and Maw Krusha – but there’s a lot of 4+ save bodies and a lot of screens. Added to that if I keep 3 units alive (except Rippa) I get my Grand Strategy — don’t mind if I do.
I’ll try to take some photos and notes and let you know how I get on.
Postscript (added 10th July 2022)
It’s been pointed out that – whilst I adhere to the 3 Endless Spell maximum – there is an additional requirement of 1 wizard per Endless Spell so this list is illegal! Ooops. Not sure what I’d drop, but I’d probably try to fit in a Weirdnob Shaman for an Ardboyz unit to keep it legal — Declan
Blood Angel Batch Painting from Horus Heresy Age of Darkness Box.
In my continued effort to try to get some Blood Angels for Horus Heresy actually finished, I am continuing to batch paint the models from the Age of Darkness Box. In my last article I got them to Mephiston Red (with some Nuln Oil shading)… what’s next?
Last time I got here:
Orange is new…
But I needed to get the highlighting done. As I was around when the original Beakies were released, my normal go-to- method is to use edge highlighting… but it can take a long time and I only needed battle ready. Fortunately I had heard of some people using the hallowed technique of drybrushing for their marines! Strange, but I did some investigation and I found this by Sonic Sedgehammer:
They suggested two levels of drybrushing, but why do two when you can go straight to the end and pick up 1? Fortunately I had Ryza Rust from some Martian terrain I painted that I got as a gift from a friend, so I was ready to go and skip right to the end.
The technique is explained well in the video, but effectively just drybrush the edges only and leave the panels free of highlight. This gives a good overall impression and whilst I may do a bit of tidy up later I’m happy with the results at the table-top level.
Not quite, but the next colour was Abaddon Black to get some contrasting colours onto the models. For this I wanted to keep it easy (and quick) which is rapidly becoming a theme. Some of the eagle-eyed readers will have noticed the black in the picture above, and that’s what I did. Pick out the joints, the cables and the back of the backpacks.
Whilst this may be sufficient I do want to add a little silver here and there, but it is a great start and the models are beginning to look like Blood Angels.
I’m really enjoying the batch-painting and seeing progress each time I sit down even if I’m only able to give 1 or 2 hours at a time. By now I’ve normally got bored and hived off some models, but I’m managing to keep with the 50 done to Mephiston Red level – and now they’re all highlighted and some black sections picked out.
But weren’t there 52?
Well yes, I’ve not done the Praetors but there’s a reason for that. In fact there are a few.
I don’t mind if they take longer to paint – they are characters and should have the glory and attention
I want to do a few more highlights, so I’ll like do some halfway colours on them to get there
There’s so much detail I can’t go into ‘automatic pilot’ with them and because I need to think about what colours I want they will take longer.
So the Praetors are out of the batch-painting process for now, but I’ll go back to them soon as I need them to complete the foot troops before I get to the tank and dreadnought.
Well, I’ve already alluded to it, but I’ll be adding some silver to some of the pipes. I think want to start on the cloth/leather for the Terminators and any that may appear on the Beaky Marines, and then I’ll have to move towards the weapons.
I am pleased with the black so far and the contrast it provides, so it’s likely that they will be black as a base as well — but still time to reconsider.
Blood Angel Batch Painting from Horus Heresy Age of Darkness Box.
As regular readers of my Hobby Updates will know, I have picked up an Age of Darkness box set and am painting mine as Blood Angels. The Sons of Sanguinius have been my favourite for many years, and there was never any question what I be painting for my first Horus Heresy Army (Ignoring my Epic / Space Marine ones!)
In the last article I had sprayed most of the models in TT Combat Spray Black & then Red. The above picture shows what they looked like.
I then drenched the models in Nuln Oil. If you’re reading this 2 weeks from now (so mid July-2022) the old Nuln Oil. It gives a very dark undertone, but I wanted to use it instead of pin highlighting. If you are include pin highlighting (putting Nuln Oil only into the recesses) is slower but neater!
I have then added 1 coat of Mephiston Red to all the foot troops (52 models) from the Age of Darkness box set. This takes off some of the gloss of the Nuln Oil and the TT Combat Seriously Red spray, and gives the models a nice clear and smooth coat. Whilst I may build up the red on the Praetors a little more, the troops are done with red at this stage.
Next up is highlighting the armour with Wild Rider Red. I need to be a little careful here as it is a very bright orange and if I apply too much it’ll look odd. I just want to add a little highlighting to the armour before proceeding with the weapons and other non-red items.
After a few Horus Heresy: Siege of Terra reviews, I decided to take a break with Age of Sigmar, and what better way than to take a step into Nu-Lahmia.
From the book:
Neferata is besieged. To the east, the daemon prince Graunos gathers the legions of the Blood God, seeking to tear the Mortarch from her throne. To the south, Sigmar’s storm heralds the coming of the Anvils of the Heldenhammer, intent on pressing the God-King’s claim. All the while, an ancient enemy grows, hidden within Neferata’s lands. Never has her power seemed so fragile. But, within the dominion of bones, the Mortarch of Blood controls all, and even the champions of the Dark Gods will find themselves puppets in her schemes.
Black Library have more Warhammer 40k/Warhammer 30k releases than Age of Sigmar, but this is slowly improving this as the Age of Sigmar gets more and more background. However, this is almost back to the Old-World as Neferata (brought back by Nagash) is the main protagonist in the book. But caught between the Heldenhammer (Stormcast) and the Blood God how will she retain control?
Lahmian vampires may not be the best vampires on the table top but they are one of the most interesting narratively. Better suited to an RPG than rolling battlefields these creatures are great centre-pieces whilst they manipulate others. And Nu-Lahmia and Neferata have not changed at all – and it’s great to have the stability of knowing the characters.
David Annandale manages to bring this together with Stormcast and Khorne (with a little Nurgle thrown in for good measure), whilst still ensuring that this remained a book about Neferata. It’s a great read, runs at a good pace and has action throughout. Great fun, and perfect for people wanting to bring Lahmian’s into their Age of Sigmar RPGs.
As part of our Start Collecting series looking a beginner armies, I’ve drawn the short straw and been ‘given’ Sons of Behemat. Maybe this has something to do with the fact I actually own an army of them, or just because I’ve upset Peter! Either way it’ll be fun, so join me on perhaps the strangest ‘Start Collecting’ article on Woehammer.
Sons of Behemat are the Gargants (Giants) of Warhammer Age of Sigmar. If you play 40k, then think about the Chaos Knights or Imperial Knights Codices and you’ll get the right idea… in fact it is very likely that the success of the Knight kit encourages GW to try making a Mega-Gargant kit.
Upon the release of their book, they were a very popular army but with new armies coming on the scene, extra points for killing them, and the difficulty in piloting them 5-0 they have seen less representation in AoS3. They also suffer a bit from being one dimensional! Sit on an objective; don’t die – can often be a tactic that’ll get you 2-3 at a tournament.
Despite the stop of popularity (10% to 3.3%), they remain a 3-2 army and the best Destruction army (statistically… check out more on The Honest Wargamer website).
The first thing you’ll notice with this army is that there are 4 warscrolls, and no allies (we’ll discuss this below), so there’s not many options available for a 1,000 point force. The second thing you’ll notice is that there is no Start Collecting box… what a surprise; so we’ll have to forge our own path.
1,000 points or working towards 2,000 points
<updated after article released>. We had a great comment on one of the social media thingys that Peter pays attention to. Thanks to Dead Pheonix for pointing out that the below isn’t allowed in matched play 1,000 points ‘Contest of Generals’ because the Gatebreaker is over 50% of the army… so do I rewrite the article, or just change it’s premise! Change of course.
If you want to play 1,000 points open play then the below list is fine, if you’re playing 1,000 matched play then you’ll need Kraken Eater & Warmstomper or 2 Kraken-Eaters. The list below is a great stepping stone to a 2,000 point list though, so have fun with it…!
Gatebreaker or Kraken-Eater?
Your first question will be whether you want a Gatebreaker or whether a Kraken Eater is ‘good enough’ for what you want. The advantages of the Kraken Eater are the additional model count on objectives (30 rather than 20 for the Mega-Gargants) and additional Artefacts if you want them. The disadvantage is – although they look good on paper – the low rend makes them do a lot less damage that you’d think.
The Gatekeeper is definitely a beat-stick and able to take down some of the biggest enemies in Age of Sigmar, but he comes with a problem at 1,000 points… he costs 525 so you can’t have two of him. This makes him a target alongside the Warstomper you’ll be bringing along to keep him company. If you can only kill one of them, you aim for the Gatebreaker.
And why not just grab a Warstomper and 3 Gargants… well you can if you want, but the Gargants only come in 2s, so you’re buying one you don’t need and at 1,000 points then the 2 Mega Gargants are a great start – and a chunk of cash!
You’ll also need a copy of the Battletome as well.
Because we want an army with some variety, and you don’t want to paint two identical models, we’ll go Gatebreaker and Warstomper for our 1,000 point army. Of course, you’ll need the Battletome as well… so this is an expensive start!
Remember that if you sign up with SCN Hobby World you can get all these boxes at 25% off the Games Workshop price.
Mega-Gargant – Gatebreaker
Mega-Gargant – Warstomper
Battletome: Sons of Behemat
What it costs
The Army List
Gatekeeper (General) 525 Warstomper 470
So… that was simple. The artefacts are really entirely up to you. I prefer ones which improve killing power, but Arcane Tome is a fan favourite to allow Flaming Weapon and a dispel opportunity. Sure it won’t help against Teclis and Kroak, but if you’re against a mid-tier army it may stop the key spell.
On the face of it, the Sons of Behemat cannot have allies, but as the army expands, it is possible to take Kragnos to get a little more hitty power – but although he has a 2+ save he can be a weak link against shooting mortal wounds. The other option is of course a Thondia Incarnate… but I don’t know how many of these we’ll see in competitive play given their narrative background and the expense of book and model.
Now you’ve got to 1,000 points where to next. Well there are two ways to play if you ignore the Kragnos option. One is to get another 2 Mega-Gargants and take along 4 models to a tournament. It’ll give you a lot of time to view other games as everything is so quick with this option. It also allows you to try out the Kraken Eater.
The other option is lots of small Mancrusher Gargants. These are better than their Gitz cousins (Aleguzzlers) in the Gloomspite Gitz book. They can’t fall over and their damage table doesn’t reduce movement (because you can take them in units). The disadvantage if that they are expensive for an old kit (£80 RRP for a pair), and if you need more than 3 of them they become somewhat mono-pose. They are so bad, even I have converted a few.
The good news about the Mancrusher Gargants is that if you aren’t playing at a specific GW event you can bring Proxies… and there’s loads of great models out there – don’t overlook 3D printed toys either.
So that’s it – is 1,000 points good? Well strangely yes. A lot of opponents won’t have the tools to deal with 2 monsters and the Mightier Makes Rightier rule for objective capturing makes it difficult to take objectives off the Sons of Behemat if they are still alive. Just don’t bank on having too many Most Sporting votes. If you’re playing against a regular opponent, you may want to agree an adjustment in points for them as well – especially if they don’t have access to much shooting.
Chris Wraight has written a few books on the Khan of the White Scars and he enters the Siege of Terra when the Khan decides that attack is the best form of defence and attacks Mortarion and the Death Guard for the Space Port… hoping for the arrival of the Ultramarines and Gulliman.
From the book:
The Inner Walls are breached.
Traitor vanguards tear towards the heart of the Palace, sensing victory. Desperate gambits are attempted: an unwilling saint is released into the ruins, as well as an enthusiastic sinner. A black sword rises, forged from spite, ready to create a legend. But amid the slaughter, Jaghatai Khan, Warhawk of Chogoris, prepares to launch the most audacious strike of the conflict. His goal is nothing less than the liberation of the Lion’s Gate space port. Cut off from any help, he stakes everything on one desperate counter-offensive, launched against an old enemy who has been made far greater than he ever was before. As the White Scars ride out against the newly crowned lords of life and death, they know that defeat for them dooms not only the Legion, but Terra itself.
As we approach the end of the end with the Siege of Terra things are definitely hotting up and it’s great to see Chris Wraight return to the White Scars and the battles with Mortarion and his Death Guard.
The Khan is stuck on Terra where he is one of the Primarchs facing the invasion of Horus in the final stages of the Heresy and it is not his natural environment, being trapped behind walls, unable to use the speed of his jetbikes. Eventually he grows tired of defense and goes on the attack… straight towards the Death Guard and the Lion’s Gate Space Port.
This is another great addition to the series, and one I liked a lot – which, considering neither of the chapters hold particular interest for me was down to the good writing and pace. The White Scars are introduced slightly in case you hadn’t seen or read of them before and then it’s quickly into the action – there are still lots of smaller stories whirling around here, so don’t be surprised if you find yourself getting a little lost! I certainly did.
That said, it is a fun addition to the story which slowly moves towards it’s conclusion and Chris Wraight does a good job of bringing in the White Scars, but keeping the underlying story moving as well.