Category Archives: Ian Humpage

Butchery at the Tower of Mourn: An Old World Battle Report

About two weeks ago, Ian and I had our first game for our slow grow campaign. 500 points of his Warriors of Chaos against 500 points of my Dwarfs. What follows is my attempt at recalling what happened.

All graphics in this article have been produced using Battle Chronicler.

The Lists

WARRIORS OF CHAOS

Aspiring Champion [102 pts]
– Hand weapon
– Heavy armour
– Shield
– Mark of Nurgle
– General
– On foot
– Favour of the Gods
– Poisonous Slime


8 Chaos Warriors [130 pts]
– Hand weapons
– Heavy armour
– Shields
– Mark of Chaos Undivided
– Champion
– Standard bearer
– Musician


8 Chaos Warriors [130 pts]
– Hand weapons
– Heavy armour
– Shields
– Mark of Chaos Undivided
– Champion
– Standard bearer
– Musician


4 Chaos Knights [134 pts]
– Lances
– Shields
– Heavy armour
– Mark of Chaos Undivided
– Champion
– Standard bearer
– Musician

DWARFEN HOLDS

Runesmith [97 pts]
– Hand weapon
– Great weapon
– Full plate armour
– General
– Rune of Spellbreaking


8 Dwarf Warriors [87 pts]
– Hand weapons
– Heavy armour
– Shields
– Veteran (champion)
– Standard bearer
– Musician


8 Dwarf Warriors [87 pts]
– Hand weapons
– Heavy armour
– Shields
– Veteran (champion)
– Standard bearer
– Musician


6 Slayers [114 pts]
– Hand weapons
– 5x Giant Slayers
– 5x Additional hand weapons
– 1x Great weapons


8 Rangers [114 pts]
– Hand weapons
– Crossbows
– Heavy armour
– Shields
– Ol’ Deadeye (champion) [Crossbow]
– Standard bearer
– Musician

Prologue: The Gathering Storm

The Tower of Mourn stood silent against the cold wind, its crumbling stones a relic of a bygone age. Here, amidst the hills and the scattered woods, a clash of steel and fury was about to unfold. The forces of Chaos, led by the twisted Aspiring Champion known as General Humpy, had descended upon the land, their tainted banners flapping in the chill wind.

Opposing them stood the stalwart warriors of the Dwarfen Mountain Holds, led by the grim-faced Runesmith Peter. With their shields locked and axes sharpened, the Dwarfs knew there would be no retreat, only defiance.

Deployment

The Battle Begins

Chaos Turn 1: Dark Blessings of the Gods

As the warriors of the Dark Gods advanced, the heavens churned with malign energy. Humpy, ever favoured by his twisted patrons, felt a surge of unnatural power—his already honed skill in combat becoming even deadlier as the Gifts of the Gods bestowed upon him heightened his martial prowess.

Dwarf Turn 1: First Blood

From the shadows of the woods, the keen-eyed Rangers took careful aim and loosed their bolts. Their crossbows sang, and three Chaos Warriors fell, their armour pierced by Dwarfen craftsmanship. Yet, even in death, their kin did not falter, the dark resolve of Chaos keeping them firm.

Turn 1

The Clash of Steel

Chaos Turn 2: The Charge That Faltered

The tides of Chaos surged forward, the warriors of the Dark Gods crashing toward the Ranger lines. The Dwarfs stood firm, their crossbows firing a withering volley. Another Chaos Warrior fell, but the charge faltered. The momentum was lost, and the warriors staggered to a halt.

Elsewhere, the thunder of hooves shook the ground as the Chaos Knights lowered their lances and crashed into the waiting Slayers. The air was filled with the screams of the dying as three Slayers fell beneath the cruel steel of the Knights. Yet the doomed Dwarfs struck back with savage fury, dragging a Knight down in return. The Slayers gave ground, but the Knights pressed forward, eager for more slaughter.

Dwarf Turn 2: A Moment of Hope

The Rangers, nimble for their kind, withdrew from the advancing Warriors, loosing another volley as they moved. Three more of the tainted warriors fell, their bodies riddled with Dwarfen bolts. A moment later, panic gripped the remaining Chaos Warrior, and they turned and fled, their faith in the Dark Gods shaken.

Meanwhile, the Knights and Slayers continued their bitter duel. Two more Slayers were cut down, but in their dying breath, one managed to bury his axe deep into a Knight’s side, sending the armoured rider tumbling from his saddle. As the blood pooled around them, the Knights reformed, their cold, dead eyes turning toward the Dwarfen battle lines.

Turn 2

The Battle Turns

Chaos Turns 3 & 4: The Duel of Champions

As dark forces continued their advance, the Aspiring Champion Humpy found himself face-to-face with Runesmith Peter. With a sneer of contempt, the Chaos warrior issued his challenge, and the Runesmith met it without hesitation. Their weapons clashed in a storm of sparks, and the Champion managed to land a solid blow on his foe, wounding him through his armour.

But elsewhere, the battle wavered. The Chaos Knights, having already shattered the Slayers, turned their lances toward the Dwarfen shieldwall. The heavily armored warriors braced themselves, but the Knights crashed into them with brutal force.

Despite the fury of the charge, the Dwarfs held their ground. Axe met sword, shield met lance, and neither side gave an inch.

Dwarf Turn 4: The Runesmith Falls

Turn 3

The battle between champions raged on. But then, with a cruel laugh, Humpy’s blade found its mark, and the Runesmith fell, his armour rent, his body broken. The Rangers, seeing their leader fall, rushed to reinforce their kin, but their blades found no purchase in the Chaos Warriors’ armour.

And yet, in a strange moment of fate, the Chaos warriors too faltered. Blades swung and missed, shields deflected killing blows, and the combat became a desperate struggle, neither side gaining the upper hand.

Turn 4

The Final Stand

Chaos Turn 5: The Fall of the Dwarfs

As the battle dragged on, the Dark Gods continued to favour their champion. Strength and unnatural resilience coursed through Humpy’s veins. He became an avatar of destruction.

The Rangers’ champion stepped forward, issuing a challenge of his own, hoping to avenge the fallen Runesmith. But Humpy merely laughed. With a swift, brutal strike, the Dwarf was slain. The remaining Rangers lost heart, their courage breaking as they turned and fled the battlefield.

The last of the Chaos Knights, locked in combat with the Dwarfen warriors, fought on. But at last, the Dwarfs’ relentless strikes found their mark, and the final Knight was felled.

Turn 5

Turn 6: A Last Gasp

With the Rangers gone and the Runesmith slain, only the stubborn core of Dwarfen warriors remained. Their backs were against the wall, their fate all but sealed.

As Chaos Warriors turned and marched toward them, their blades dripping with blood, the last of the Slayers charged in, howling for vengeance. The final stand had begun.

Turn 6

Turn 7: The Killing Blow

The final charge came. The Chaos Warriors crashed into the Dwarfs once more. Humpy, now a monster of war, cleaved through their ranks, sending more of the Dwarfs to their graves. The warriors of Chaos struck again and again, until at last, the last of the Dwarfs lay still.

The battlefield belonged to Chaos.

Chaos 884pts v 364pts Dwarfs

Turn 7

Epilogue: The Price of Defeat

As the last echoes of battle faded, the Tower of Mourn stood untouched, watching impassively over the carnage. The forces of Chaos had triumphed, their dark will imposed upon the land.

The few surviving Dwarfs—battered, bloodied, and leaderless—would retreat to their hold to tell the tale of what had transpired. Their axes had sung true, their shields had held fast, but against the relentless march of Chaos, even Dwarfen stubbornness had not been enough.

For General Humpy, this was only the beginning. The Dark Gods had taken notice of him, and their blessings were only just beginning…

Gallery

Meet the Crew

Peter Holland

I’m the CEO, COO and CFO of Woehammer, which I started back in 2021 shortly after the birth of my son. It began as my lifeline to the wargaming world, a way to stay immersed in the hobby while sleep-deprived and covered in baby food.

My journey into the grimdark and fantastical realms began in 1994 with the iconic 2nd edition Warhammer 40k boxed set. After a brief hiatus during my university years (2001–2005, apparently they don’t give degrees in miniature painting), I dove back in with a vengeance.

These days, I consider myself more of a painter than a player, although I’m always up for a game of Age of Sigmar, Warhammer 40k, Old World or the occasional Napoleonic skirmish.

Roland Rivera

I’m Roland, and I’m one of Woehammer’s staff writers. I started engaging with the hobby via Warhammer Fantasy Battle in 2010, and while I took a hiatus from it after the End Times, the pandemic (and fatherhood) brought my interest roaring back, and I hopped back in around 2020.
My interest lies much more with the gaming side of the hobby, and you can often find me jamming late-night games of Age of Sigmar on Tabletop Simulator after my kids have gone to bed for the night. I am a devoted fan of the Chaos side of things, particularly Slaves to Darkness (which is my main tournament army), but I appreciate many of the heavily armored melee armies.

Declan Waters

I joined Peter shortly after he started Woehammer as a blog with updates on my hobby and reviews of books and products. I’d always wants to run a blog, but my sporadic writing made this difficult… so Woehammer proved the perfect solution.

I have been wargaming since 1989 with floor-hammer for Space Marine (Epic 40k) and Blood Bowl and then progressing to Warhammer Fantasy. I’ve been going to tournaments since 2002, and after COVID played a lot of tournaments with Big Waaagh, winning a 5 game tournament 5-0 and being invited to the UK masters.

A little one of my own has reduced my tournament attendance so I’m now looking at other hobby projects including Necromunda that have been on the back burner for a while.

I’m also an avid boardgames and Peter keeps asking me to do reviews… so maybe I should get some done soon!

Fitts

I like lists and lists of lists!

I also quite enjoy a bit of Age of Sigmar when I can squeeze in a few games between life, the universe, and everything. I got back into wargaming after having a couple of kids left me with more time at home than I was used to and six years later I’ve got 3.5 AoS armies and I’m starting on another new one. I dived in with Nighthaunt and they will always have a special ghostly place in my heart. I really enjoy a nice casual game but I’m a sucker for trying my hardest to be competitive (especially with wacky lists). So much so, that I’ve even taken up being a TO again just so that I’ve got a local tournament to play in. Luckily, I also rock a few games of Necromunda from time to time… everyone should play more narrative games!

I update the AoS lists archive sporadically (that just means not often enough). You’ll also see a few scattered articles here and there when I get the time. I’m always planning more and constantly have a few drafts on the go at once. You can tell which ones are mine because they’re long and waffly and tend to drift off-topic from time to time… a bit like this intro.

Ian Humpage

I dabble and help with woehammer when I can, usually diving into the narrative side with the odd announcement review tossed in.

I started with Warhammer in the mid-90s after splitting the 4th edition box with my older brother (I was given high elves as he chose night goblins). This led to a lot of army hopping due to my indecisiveness (or maybe the undiagnosed ADHD, as it turns out) so I ended up moving to dwarves, empire, vampire counts, and warriors of chaos before eventually losing interesting my late teens.

I dipped my toe in the odd time but after a complete clear out of all models in my late 20s it seemed like the final nail in the coffin. Then, in my mid-30s when spending a lot of time in hospital at the end of my wife’s first pregnancy, I spotted a white dwarf in the newsagents.

That apparently was enough to trigger the interest (addiction?). Only 5 years (and 2 kids) later I am neck deep with collections in 40K, Old World, AoS, Horus Heresy and Star Wars Armada. Certainly an expensive few years, and I can’t blame all of it on the kids (don’t tell my wife…)

Brett Martin

Resident writer from Downunder, I joined Peter a few years ago originally writing the odd article and list review. That morphed a bit and at the moment I spend most of my time on lists with only the occasional article. I hope to get more articles out this year.

During my formative years I was a role player (D&D and MERP) dabbling a little in historical tabletop. I jumped in to AoS in 2019 looking for something I could do and mix with work and small children. Initially I mostly wanted to paint I quickly found myself in a slow grow 40k crusade, AoS and Kill Team events.

Since then I’ve continued to build and paint armies both 40k and AoS. Most recently I’ve switched to Sylvaneth from my beloved orcs while also playing Grey Knights and Chaos Space Marines. I’m shifting gears a little just now, looking to run some smaller events locally and maybe slow the army expansion. At least until Emperor’s Children arrive. And I really need some S2D.

Silver Bayonet Battle Report: Echoes of the Past

Last week, I gave Ian his introductory game of Silver Bayonet. Like Dave before him he played the Wolf Pack scenario from the rulebook. Unlike Dave, he decided to use the French. This would enable to the two to meet in combat in the future if they both decided to continue with their respective stories.

Ian’s warband was chosen by me and designed to be extremely simple, with 7 infantrymen and an Officer. These represent a small scouting party sent into the Forest and are equipped as such. In the build up we decided that none of the men apart from his Alexis would have any idea about the Supernatural. Alexis though, does know snippets based on stories his father told him.

Captain Alexis Escoffier (+1 Accuracy, +1 Health, +1 Courage)

  • Fencing Weapon, Pistol (x2), Breastplate, Holy Symbol, Cold Iron Weapon
  • Great Faith
  • Quick Load

Introduction – A Figure in the Night

The unit he had been sent to find had vanished without a trace. Sixteen men, all skilled scouts from the 12th Light Infantry, had disappeared into the heart of these woods almost a week ago. They had been tasked with gathering intelligence on the movements of an Austrian contingent, but no reports had come back. No word, no signal—nothing. Now, it was Alexis’s duty to discover what had happened, and if possible, retrieve any documents or orders they might have carried.

But the deeper he ventured, the more the task seemed like an impossible one. The forest was vast, confusing, and, if the whispers in the taverns were to be believed, cursed. The local peasants spoke in hushed tones of strange noises heard in the trees at night, sounds that no creature could make, distant drums, eerie songs sung by voices that belonged to no living thing.

Alexis had heard these stories before. In fact, they were some of the tales his father had often told him when he was a child. His father, a former officer in the Napoleonic army, had gone missing several years ago, vanishing without a trace. Alexis was determined to find answers—not just for the missing unit, but for the unanswered questions that gnawed at him in the quietest moments.

He turned to his sergeant, Bernard Chavelle, who was standing several paces away, scanning the forest line with a wary eye. Bernard’s furrowed brow told him all he needed to know: something was wrong.

“Sir,” Bernard said, his voice low. “We have found nothing. No signs, no tracks—nothing. I don’t like this. It’s as if the men never existed.”

Alexis remained silent, his gaze fixed on the dark, endless rows of trees. He could feel a heavy weight pressing on his chest, a feeling he had not experienced since that last night with his father, when they had spoken of things that seemed too strange to believe. His father had spoken of shadowy figures, of lights that led men astray, and of things that should not be possible—things that were beyond human comprehension.

“I know, Bernard,” Alexis said at last, his voice strained. “But we must keep searching. If we don’t, no one will ever know what happened to them.”

Chavelle nodded, but his eyes betrayed his growing unease. Alexis knew that fear was beginning to take root among the men. The rumours about the forest were well known, and no one spoke of it without a shiver. It was not only the missing unit that had the men on edge. It was the feeling that something far darker was at work in the depths of the trees.

As night fell, Alexis made his decision. The unit would press on.

“We will set up camp here,” he said, turning to his men. “At dawn, we move deeper into the forest.”

The men, though weary and apprehensive, obeyed. As the fire flickered and the night crept in, Alexis could see their eyes glancing nervously toward the woods. He had no words of reassurance for them—he shared their fear.

That night, sleep came reluctantly, if at all. The sounds of the forest were everywhere—screeching owls, rustling branches, distant howls. And yet, there was something else. As he lay there, staring at the stars above, Alexis thought he saw something move between the trees—too fast, too dark to be anything natural.

He sat up, heart racing. His father’s words came rushing back to him. “Never trust the silence of the forest, Alexis. It is only waiting for you to make the first mistake.”

At that moment, the sharp crack of a twig broke the silence, followed by a soft, almost imperceptible growl. Alexis’s breath caught in his throat. He stood up quickly, his hand instinctively reaching for his sword, and turned toward the source of the sound. But there was nothing. Only darkness. Only the weight of the forest pressing in.

“Sergeant” Alexis whispered urgently, turning to Chavelle. The man was awake, sitting up and listening intently. “Did you hear that?”

Bernard nodded, his face pale in the flickering firelight. “I did, sir. Something is out there.”

Without another word, Alexis stood, motioning for the men to follow him. They moved in silence, carefully, like shadows among shadows, each man straining to listen, to see. The darkness pressed in all around them, a thick, suffocating cloak.

And then, they saw it.

A dark shape moving quickly through the woods without making a sound. A shape of a man, but much too fast.

Alexis felt a chill run down his spine. This was not what he had expected. He had been prepared for the horrors of battle, for ambushes, for enemy soldiers—but not for this. This… thing in the woods.

“Do you see it?” Bernard asked, his voice a whisper of disbelief.

“I see it,” Alexis replied, his voice tight. He swallowed hard, his father’s warnings ringing in his ears. “Some things are not meant to be found, Alexis.”

And yet, he had come this far. He could not turn back now.

Alexis stood frozen in place, his heart hammering in his chest. The men around him muttered nervously, their eyes scanning the trees. Something was wrong—something was terribly wrong.

“Sir,” Bernard said, his voice shaking. “We have to get out of here. This is madness.”

But Alexis couldn’t move. His feet felt rooted to the ground, as if something was holding him there. He glanced to his right, and that’s when he saw it.

A figure—tall and dark—standing just beyond the edge of the trees. It was watching him.

The Battle

The game started reasonably well for Ian, with the French downing three wolves straight away. moving as a group the warband decided to investigate the clues as a group, overturning the first to find a Silver Saint Medallion.

However, as the group moved two more wolves arrived and the pack circling them closed in.

The French downed two more in the second turn, but the wolves were closing in. One was beaten back after ripping a chunk from one infantryman’s arm. Yet another wolf arrives at the end of the turn, its hungry eyes taking in the French warband.

Turn 3, and with the French now surrounded with little room for any movement, the wolf pack starts attacking in fury. The first French casualty occurs, and the French kill two wolves in reply. But at the end of the turn, a dark shadowy figure appears on the battlefield…. Alexis chooses to take a chance and sees a gap between the wolves. He runs through as the wolves close in.

The wolf pack begins to take down the French

As the French warband is attacked and brought down to a man, Alexis investigates a clue and luckily finds the missing orders. Taking one last shot, which downs a wolf, he runs from the battlefield as the sole survivor of the mission.

Alexis fires off one last shot before fleeing with the orders

Aftermath

Alexis stared into the flickering flames at his feet, their light casting dancing shadows on the forest around him. The warmth did little to soothe the tremors wracking his body. His hands clutched the coarse wool of his coat, but no amount of fabric could shield him from the cold that had settled deep in his bones. It wasn’t just the chill of the night—it was fear. 

He could still hear their screams, faint but persistent, echoing through the trees. The men who had trusted him, who had followed him into this cursed forest, had been torn apart. Swift shadows darting between the trees had brought them down with inhuman speed and savage precision. The memory of their cries clawed at his mind, mingling with the guttural growl of a creature too unnatural to belong in this world. 

And then, the howl. 

It was no ordinary wolf that had hunted them. Alexis knew that now. The creature had stood upright, towering and powerful, its eyes gleaming with a feral intelligence. He had frozen at the sight, his feet rooted in place as his mind replayed the tales his father used to tell by the hearth. The stories of men who became beasts under the full moon. Stories he had dismissed as nothing more than superstitious nonsense. 

Now, those stories had claimed lives. His men. 

The thought of his father stirred a darker fear within him. His disappearance, so many years ago, had been shrouded in whispers and unanswered questions. What if these beasts, these *werewolves*, had been the answer all along? 

A sharp crack shattered the oppressive silence. Alexis flinched, his breath catching as he peered into the shadows beyond the firelight. His heart pounded, the sound almost deafening in his ears. He strained to see, desperate to discern what lay beyond, yet dreading the confirmation of his doom. 

Something moved. 

“Be still, mon ami,” a voice called softly, yet firm. “Quite a frightful day you have had.” 

The figure emerged from the darkness, cloaked in shadow and wearing a hood that obscured their face. They moved with practised ease, setting a rifle down by the fire before kneeling. Alexis couldn’t decide if the newcomer’s presence was a blessing or another herald of death. 

“I almost thought I saw a ghost,” the figure continued, their voice calm, almost conversational. “You look just like him, you know. The day we met. Right down to the wide-eyed look you are giving me now. It is always terrifying to find the world is not as simple as you once thought.” 

Alexis swallowed hard, his voice barely a whisper as he asked, “Who?” 

The stranger tilted their head slightly as if surprised by the question. They reached up, pulling back the hood to reveal a face worn with age and experience. A small, knowing smile played at their lips. 

“Your father, of course.”

Old World Woe-Grow: Warriors of Chaos – Part 1

My inner teenager is very gleeful to finally have the opportunity to build his dream army. There are a few that hold a place in my my heart – High Elves as my first, splitting half the starter box with my older brother (he chose the orc and goblin half), and Dwarves were the first I chose for myself. However Warriors of Chaos was the army I longed for in my later teenage years (before other things took priority in my hormone-driven mind) but never came to be.

The release of the new battalion box coinciding with a few of us starting a slow grow campaign is the perfect opportunity. The first games will be 500pts so this will use about 1/3 of the box plus a character, who will be the protagonist of my background story.

The issue I see with Warriors of Chaos is they are very elite unless you go for marauders. As I’m trying to slow grow with minimal spend I will be focussing on the starter box and building from there. Being elite means bodies and board control can be a potential issue, so I will be trying to put out some smaller formations, for mobility and to prevent flanking, and build from there.

The box does include some strong units out the gate, with 32 chaos warriors, 10 knights and 2 chariots, so I should be set for a while outside of characters.

Character

Aspiring Champion on Foot

My general is equipped with a shield and a Mark of Nurgle, my general is built for survivability. Adding in Poisonous Slime, to allow some sneaky wounds through on tough opponents, and the magic item Favour of the Gods so I can use the Gaze of the Gods ability early on with less risk (probably roll 1s still). Despite being fairly basic this should be a character to be reckoned with, especially at this early stage.

Core

Two Units of 8 Chaos Warriors

Armed with hand weapons and shields, these will be acting as my main line. I decided to keep the Mark of Chaos Undivided on these to assist in passing panic tests and hopefully keep them from breaking, whilst relying on the heavy armour and shield (4+ save) to survive.

Taking two units they should be able protect each other from flanking charges.

Unit of 4 Chaos Knights

This is the mobile threat of my force. Equipped with lances to make them especially dangerous on that first charge, this will be my reaction force to either hunt down ranged opponents or hit the flanks of any combats that are grinding on.

This totals 496pts. The detail is below:

++ Characters [102 pts] ++

Aspiring Champion [102 pts]

(Hand weapon, Heavy armour, Shield, Mark of Nurgle, General, On foot, Favour of the Gods, Poisonous Slime)

++ Core Units [394 pts] ++

8 Chaos Warriors [130 pts]

(Hand weapons, Heavy armour, Shields, Mark of Chaos Undivided, Champion, Standard bearer, Musician)

8 Chaos Warriors [130 pts]

(Hand weapons, Heavy armour, Shields, Mark of Chaos Undivided, Champion, Standard bearer, Musician)

4 Chaos Knights [134 pts]

(Lances, Shields, Heavy armour, Mark of Chaos Undivided, Champion, Standard bearer, Musician)

Created with “Old World Builder”

[https://old-world-builder.com]

I will be back with a painting update, and some story fluff to go with it. But if you have any suggestions on where to go for 1000pts (the next points jump) let me know. Trying to use what I will own from the battalion box; I am currently thinking a sorcerer, chariot and probably increasing at least one unit of warriors to 16 but I am open to suggestions.

Leviathan – Our thoughts on the box

So everyone and their dog has heard about the Leviathan box over the past few months. It is a massive box, GW claim (once again) that it is the “Biggest Warhammer release in history!”

Looking at the pictures, there is no denying the amount contained, so let’s take a look at what you get.

I will dive into the miniatures in two more articles, one for marines and one for tyranids, but let’s take a look at everything else first.

Exclusive Warhammer 40,000 Leviathan Rulebook
This is typical and essential for a new edition launch box. There’s no point in having the box if you don’t get the new rules for the game. I had the 9th edition launch box, and the rulebooks contained are always of nice quality, chunky enough to rob a bank*, and the imagery makes it suitable for display. I have to say, though, the image of a terminators helmet with the Leviathan logos is not quite as nice as the logo free Guilliman/Abaddon duel image on the 9th book. But that’s just me!

Chapter Approved Leviathan Mission Deck
Now, this is what I am most interested in, having exclusively played Tempest of War since it’s release in 9th. I don’t think I have seen the community as united as they were over the positive reception of this format. It looks like GW has listened to the feedback and decided to make the mission generator the main way to play the game.
If you have played Tempest, then this looks to be exactly the same, apart from the addition of Gambits. Everything can be generated at the start of the game, and you can either have fixed secondary missions or tactical secondary missions (greater reward but constant change). The interesting thing here is that both sides can choose either type of secondary. They don’t have to be the same.
They have stated that tournaments may generate these missions ahead of time, but that will come down to the organiser. It does make sense for competitive play, but I will be interested to see how list building changes for tournaments that are randomised for every game.

I also love the addition of the Gambit mechanic. I need to play to really get a feel for it but the idea of being able to scrap your primary and try for a hail mary when you don’t think you can win feeds my love of cinematic moments in games. It is also very 40k that the example they give is basically turning everything to ash.
The idea is that at the end of the third battle round, you may play a secretly chosen gambit card from your Gambit deck. It isn’t made clear whether this is chosen at the start or at this point. Whilst the gambits can give you a large boost in points, it does look like meeting the terms of the card won’t guarantee you the points. The example below relies on a dice roll to complete it, and even meeting all the terms only gives you a 42% chance of succeeding.

Space Marines Transfer Sheet
Well, the box does contain Space Marines, so it would be silly not to include one. Although, at this point, I think even if the box didn’t contain Marines** it would still have one of these in just to make sure you remember they exist.

What are your thoughts on the box? Are you excited for the new mission systems as well? Let us know on our discord!

*Please don’t try to rob a bank with it. You will be laughed at.
** Blasphemy!

Where to Buy
GW has announced it will be available for a two-week preorder from Saturday, 10th June, I have included GWs times below. I always advocate supporting your local independent stockists, following the idea of Pay where you play, but if you are looking for somewhere, and would like to support Woehammer, we do have a couple of affiliate links:

US
Not Just Gamin’ will be offering the Leviathan box with a 15% discount!

UK
Element Games will also be offering the Leviathan box at 15% below the RRP

Woehammer Path to Glory Campaign – Ian

As a currently casual 40k player I have always been interested in playing Age of Sigmar, especially the narrative based Path to Glory campaign. On joining the Woehammer team I saw an opportunity and prodded some of the others until they ‘volunteered’.

Now having the excuse to build a Sigmar army I had the difficult task of choosing a faction. I narrowed my shortlist down until I remembered my original entry point to Warhammer Fantasy way back when – Dwarves.

Now Dwarves, in their original Warhammer Fantasy format, don’t quite exist in the new Age of Sigmar setting. There are elements of them in the Cities of Sigmar faction but, seeing as this faction appears to be getting a major refresh, I didn’t want to risk buying an army to find the units become defunct. This left me with the choice between Fyreslayers and Kharadron Overlords. Out of these the Kharadron Overlords sold themselves with their very dwarvish tendencies (aethergold obsession, codes of honour, grudges) and big ships. Who doesn’t love a giant airship?

Yes, it helps that the Kharadron Overlords have just had a new codex Battletome released. It also has not passed my attention that they are performing especially well. These were not the main motivators behind my choice and, honestly, if they are overpowered currently all it will do is balance out with my lack of talent. So at best I may just scrape a couple of wins.

Khreld Thundergust

My warlord, an Aether-Khemist by trade, Khreld has worked for many aspiring captains over the years and now feels his talents warrant a higher cut of profit than anyone is willing to give. This left him with only one option, talk his way onto a skyvessel to call his own.

As I intend to have a fairly airship-heavy fleet it made Barak-Zilfin the obvious choice of subfaction – giving me more access to Great Endrinworks later down the line and allowing me to run Frigates as Battleline in my army. This also led me to give Khreld the Cunning Fleetmaster command trait so I can reposition my precious skyvessels to catch the enemy offguard. I have also given Khreld the Celestium Burst-grenade to maximise the damage of my mortal wounds.

Khreld Thundergust

The Crafty Dispute (Arkanaut Frigate)

Yes, I have taken the stupid brave choice to put a 300 point frigate in a 600 point army. Obviously I couldn’t have a Kharadron army without a skyvessel (they are gorgeous models) and Khreld needed a ship to start out on, so here we are!

Armed with a Heavy Skycannon, giving me more utility, the purpose of my frigate will be to disrupt the enemy battleline using bombs and firepower whilst, with 15 wounds and a 3+ save, drawing as much enemy fire as possible away from my other units.

Keelborne’s Endrinriggers

Led by a Mizzenmaster, Gryn Keelborne, the Endrinriggers will be providing repairs to The Crafty Dispute mid-battle whilst acting as fire support. I have forced Gryn to keep a Rapid-fire Rivet Gun to maximise the additonal attack he will get with the Aethermatic Saw. I have also decided against the volleygun on my second Endrinrigger as I feel the addional 3″ range and an average addition of three quarters of a wound per shooting phase is outdone by the -2 rend of the Rivet Gun. I may regret it but we shall see!

I have however chosen to give the third Endrinrigger the Grapnel Launcher. I love the idea of them just yoinking themselves away from an enemy charge. I can see the Skyhook being useful later in the campaign when more monsters appear but I think the battlefield movement will be key early on, especially as I only have four units total!

Stoutstock’s Company

Last, but definitely not least (apart from maybe in their cut of the profits) is the Arkanaut Company led by their Captain, Malkunn Stoutstock, wielding an Aetherflare Pistol. This time I will be maximising my weapon choices by taking an Aethermatic Volley Gun and Light Skyhook. The addional shots of the Volley Gun and the -2 rend and extra possible damage of the Skyhook seem like no-brainers to me. I will also be positioning them near my Aether-Khemist to the additional -1 Rend should have a nice impact. They will also have one Arkanaut armed with a Skypike just to give a little more danger in the inevitable melees.

The Stubborn Prospectors

And so, after some deliberation, The Stubborn Prospectors of Barak-Zilfin were born. At 600 points exactly it will be an interesting start to the campaign as I find out how much of a handicap forcing that frigate in will be. They will be organised in a Battle Regiment, as that is the only battalion I could see that would allow my array of units.

First Quest

The starting endeavour for my Stubborn Prospectors will be to earn The Crafty Dispute it’s own Great Endrinwork. I have opted tow rok towards Prudency Chutes as I inted to use the frigate as a transport later in the campaign. Assuming it survives that long…(of course it will, I’m not worried…)

As for collecting and painting my starting force – in true Kharadron Overlords fashion Khreld is having to hire his starting force. I will work on procuring forces of my own but, as I am sure my fellow hobbyists can sympathise with, time and money are both against me. On the plus side, Khreld himself is built, painted and ready for action!

Lion El’Jonson – Primarch Rules Revealed

The primarch of the first legion has awoken from his slumber and returned to our tabletops. His rules are the latest Warhammer Community reveal. Let’s take a look at what he offers.

His stat line is very comparable to Guilliman’s, which makes sense as he could be argued as the ‘vanilla’ primarch. However there are some improvements including number of attacks and, most surprisingly, an additional leadership point.

The Lion does not come across as being especially tough either. With only toughness 6 and 9 wounds it would not take much for heavy weaponry to remove him from the field. There is currently no mention of a resurrection rule for him either so once he’s gone that’s it! He does have a couple of tricks up his sleeves though…

As with most Space Marine characters the Lion comes with a 4+ invulnerable save in the form of his shield. Whilst this is pretty solid it wouldn’t take many unsaved shots from heavy damage weapons (or a certain faction that can ignore invulnerable saves…) to put him back into his slumber.

This also has the ability to reflect melee attacks, dealing mortal wounds (to a maximum of 3) on any unmodified save rolls of 6. So coupled with his sword, Fealty, he is a definite melee threat.

The sweep profile will give him a total of 20 attacks into a single unit so, at strength 6 and AP of -3, that is most standard units sliced up in quick succession even without the 2 damage each wound causes. Then there is also a strike profile that gives him strength 10 attacks at AP -5 and 4 damage apiece. With a potential 40 damage output (averaging about 5.5 successful wounds, or 20- 22 damage, against most targets up to toughness 9 before saving throws) he has the potential to deal with most large foes.

The most interesting reveal is his ability to deep strike using the Forestwalk ability.40k LionRules Mar28 Boxout3This is a particularly good deep strike as it allows you to re-roll a charge roll. As the Lion appears to be fairly fragile against shooting this would be a game-changing roll.

As is the current issue with the existing edition, I see the Lion being another high value model that will either be snuffed out before he finishes his morning coffee or an absolute machine that will decimate an army as he moves from engagement to engagement. We have, however, not been shown his entire ruleset yet and there is no mention of a firearm. There is definitely one on the model and I doubt somehow that it will just be a heavy bolt pistol.

What are your thoughts on the Lion? Are his rules even worth looking at with the imminent re-write coming with 10th edition? Let me know!

Warhammer 40k Datasheet Changes

One of the major announcements for 40k’s Tenth Edition was the changes to the datasheets and the production of data cards with all the unit information included. One of my favourite parts of Age of Sigmar, and other similar games, is having as much information on the table top in front of you as possible, so you don’t have to constantly look at apps and books. So this is a very welcome addition!

Let’s take a closer look at what is included on the cards:

The unit stats appear to stay mostly the same in regards to Movement, Toughness, Save, and Wounds. Leadership is still present, but there is talk of a new way of applying Battleshock, which will be revealed in the coming weeks. What we know so far is that it will be included in the command phase and will affect how the unit acts rather than killing models.

There is also a brand new stat included, which is listed as “OC”. According to the FAQ article, on the Warhammer Community site, this stands for Objective Control and is ‘a measure of how good a unit is at holding a contested objective’. Now, will this be a measure per model? As a unit of 20 termagants could have an OC score of up to 40 if they sit around an objective (to be fair, not much else will get on the objective if that is the case!). We shall see!

Interestingly, the Strength, Ballistic and Weapons Skills and the Attacks characteristics have been moved to the specific weapons instead of being in the unit stats. I imagine this is to remove the weapon modifiers and instead have the given characteristic in the weapon information. For example – a marine with a thunder hammer currently has a WS of 3+, and the hammer’s weapon abilities state “Subtract 1 from the attack’s hit roll”. I can see this instead of just saying WS 4+ on the weapons stat line. This can also apply with weapons like the Astartes Chainsword (+1 attack) and the Power Sword (+1 strength). I personally welcome having these modifiers included in the stat line as it will be easier to apply stat changes to help balance weapon profiles.

I have also noticed that there doesn’t appear to be a space for specific weapon abilities outside of the keywords listed alongside the weapon name. This must mean they are going to make full use of their new “Universal Special Rules” application to simplify this. I am intrigued to see more on these moving forward!

The abilities section is also useful as having all the unit abilities listed for reference will make it much easier to remember everything that is going on.

Apparently, a lot of the abilties and stratagems are going to become reactive. The example given on the Termagant card, “Skulking Horror”, appears to be a good example of this as it allows you to move the termagants, once per turn, up to D6 inches away from an approaching enemy.

I like this approach as it will make you feel a lot less helpless when you see that a mistake you made, or perhaps an advance roll that didn’t quite get you enough movement, is about to cause you a lot of pain. This particular rule also requires some thought on your opponents side. Let’s say those Termagants are not quite on an objective, your opponent moving a unit within 9” of them could give you the extra few inches to take control and gain some valuable victory points in your next command phase (assuming scoring works the same way).

The last section is the Key Words, split into unit and faction specific. This appears to work in the same way as the current edition.

I, personally, am quietly hopeful that these changes will make the game much more playable with less time flicking through books and less of a heavy reliance on remembering all these stats. My only concern is the frequency at which GW amend rules with FAQs, will it make those shiny datasheet cards you purchased obsolete quickly (I am thinking of the existing datacard packs and how often the wording is changed). There are ways around this such as FAQ sticker packs that could allow you to stick the new wording or stat line over the existing printed card but I see this as being more of a third party item than something GW will produce. But we shall see!

Let me know your thoughts, are you excited for this, cautiously optimistic or do you have a slight feeling of dread for these changes?

Warhammer 40k 10th Edition Cinematic

With all the excitement around the new edition of 40k coming soon I thought I would do a bit of a sift of the glorious cinematic they released and try to find any little glimmers of what kind of models to expect in the new box. As we know from the last editions release they do like to tease us with small details.

This is all obviously speculation and entirely my own opinion as to what we may have seen. Please feel free to point out my errors or anything I missed. I am hoping to start conversations about the game I love!

So let us delve into the grim darkness and see what we find.

Let’s start with the Tyranids and, with what is likely the most obvious, the screamer-killer.

Now we already have a screamer-killer variant of the existing carnifex model, from 2005, but this looks more like the old-school 1992 version to me, with less of a hunchback and less armour around the head. We also see the bio-plasmic scream in action, so it seems unlikely to be anything else. Perhaps a new dedicated model influenced by the original?

We have already had the new termagant model revealed, so we know that is coming. The last little tidbit I spotted for Tyranids was in this image…

Now, bear with my (hopeful) flight of fancy here but this coupled with a few more still looks like a possible Lictor? It is being displayed as a stealthy-boi with two giant appendages so…maybe? The existing model is from 2005, and in dire need of a refresh, so it is not beyond belief. There is also another image that helps add evidence to this.

Okay, so that last one is as clear as mud, like any good conspiracy photo, but when you watch those few frames, the bioform that grabs the apothecary and slings it around like a dog with a chew-toy very much resembles a Lictor. Again, this may be hope driving me to find connections that don’t exist but you never know…

Moving onto the marines, things are a little clearer here.

Yep, that’s another Redemptor Dreadnaught variant called the Gunslinger. I think that just about covers all the vairants the original Dreadnaught kit could built (ranged, hybrid and close combat) so should we start the retirement party now?

Not much else on new models here.. oh wait, there was something.

..

Terminators are back! Well, they never really left but they have a new sculpt. I am hoping the assault terminators will not be far behind (love me a thunder hammer and storm shield!) but at least we know the reliable old guard are not going anywhere. Including a new Terminator Librarian (who looks badass!)

I also spied some possible new weapon options for Primaris marines…

I believe that Reiver is holding a combi-flamer? And is that a Primaris Intercessor with a flamer? (Don’t roast me too hard if it’s not an intercessor, power armour variants were never my strong point!) I don’t think I have seen those weapons on any existing models so perhaps they are teasing at new weapons for these kits?

Let me know if you have seen anything different? Or if I missed anything entirely, or am living in a fantasy land. As always, this is for the fun of speculation and discussion!

See you in the grim dark!