Category Archives: Warhammer 40k

Slow-Grow Challenge 2024: Battleline

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Back in January, we announced our first slow-grow challenge for the Woehammer community to follow along with.

Each month presents a new challenge. February’s was to build and paint a general for their army along with some lore to accompany them. This month, our Generals had to post their first battleline unit and, if they had the time, some accompanying lore!


Tavendale

Last month, Tavendale posted two Generals for the competition, the first being Heinrich Volkmarsson.

Heinrich Volkmarsson by Tavendale of Norerolls

This month, Heinrich is joined by a unit of Halberdiers:

Heinrich’s Halberdiers

Last month, Tavendale also managed to paint up Zarnak the Accursed, though with time being a precious commodity this month, we’ll have to wait until next month to see the first unit.

Zarnak the Accursed by Tavendale

Popliteal

Previously, Popliteal had given us our first Dragon!

Utheryl the Black by Popliteal from our friendly Discord server
The Covensguard

Fittsy

The first of two Kharadron armies, Fittsy started with Krid Cogbreaker last month.

Krid Cogbreaker by Fittsy

And has followed this up with Red’s Footsloggers, a unit of Arkanauts.

But that’s not all! Fittsy blessed us with an additional battleline this month in the shape of a Gunhauler!


Ian Humpage

Ian started a Kharadron Overlords, much like Fittsy above, but instead started with the famous Drekki Flynt.

Drekki Flynt by Ian Humpage

This month, Drekki is joined by a unit of Thunderers.


Deathcorekiddie

Deathcorekiddie has the only 40k army in the challenge, starting with a Terminator Csptain for his homebrew Space Marine chapter.

First Centurion Antigaius by Deathcorekiddie
Skrappa Goldtoof by Deathcorekiddie

Unfortunately, injury has meant Deathcorekiddie was unable to complete any units this month, but we’re sure they’ll be back with vengeance next month.


Peter Holland

Being a massive fan of the old school RTS games Shadow of the Horned Rat and Dark Omens, I decided I would do two armies, the first based on the Grudgebringer

Commander Morgan Bernhardt by myself

As well as the Grudgebringers, I’ve decided to bring an army of Night Goblins some personality

Goblak Mothspore by myself

Kej

Abhorrant Gorewarden by Kej

April’s Challenge

You’ve the start of a budding army! But we need more troops! Perhaps something to give a little ranged threat to the enemy? Or a unit that can scout ahead fast? Build and paint at least 5 models from either a missile or scout type unit (this could be cavalry, or perhaps Giant Eagles for Wood Elves, or a Gyrocopter for Dwarfs?).

Additional: Whose your leaders most hated foe and why? Did they suffer some slight at the enemies’ hands? Was a member of their family brutally mudrered by them?

Take Part

Want to take part? Just send your pictures and honebrew lore to thewoehammer@gmail.com

Slow-Grow Challenge 2024: The Generals

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Back in January, we announced our first slow-grow challenge for the Woehammer community to follow along with.

Each month presents a new challenge. February’s was to build and paint a general for their army along with some lore to accompany them.

The uptake has blown us away, with a few people even attempting two armies!

Heinrich Volkmarsson by Tavendale of Norerolls
Utheryl the Black by Popliteal from our friendly Discord server
Goblak Mothspore by myself
Krid Cogbreaker by Fittsy
Zarnak the Accursed by Tavendale
Drekki Flynt by Ian Humpage
Skrappa Goldtoof by Deathcorekiddie
First Centurion Antigaius by Deathcorekiddie
Commander Morgan Bernhardt by myself
Abhorrant Gorewarden by Kej

March’s Challenge

With your leader done, they need some troops to…. well… lead! Build and paint at least 10 models from your Core (Old World),

Additional: Who are these dudes? Are they your leaders honour guard or perhaps some mercenaries they’ve hired to kick start their (nefarious?) plans?

Take Part

Want to take part? Just send your pictures and honebrew lore to thewoehammer@gmail.com

Warhammer 40k January Balance Dataslate

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Winners and Losers

Introduction

It’s a little late and much anticipated, but in the middle of the night (for me), Games Workshop finally gave us their latest take on the 40k meta and how it needs adjustment. Overwhelmingly, this is a dataslate of nerfs. Very little gets buffed. Before we go too far, we need to acknowledge that the 40k balance is amongst the best it’s ever been. GW’s own data shows that only 2 factions are outside of the 45% – 55% win rate band (Aeldari and Necron). 5 factions are at the bottom (45%), though:

  •  Imperial Knights
  • Tyranids
  • Astra Militarum
  • Drukhari
  • Blood Angels

I question the data, but Drukhari and Daemons (not on that list) are really struggling. Tyranids are extremely player dependent on both top and bottom tables at recent events.

I am going to concentrate on the dataslate and factions within it and mention the points when it’s important. Some factions like Tau haven’t seen any attention outside of points, and I haven’t delved into them. These are my opinions, I might be very wrong. If you think I am, I’d love to hear your thoughts. And we can see if I’m right in 3 months’ time.

Dataslate

Big Winners – These are the standouts

Custodes
No doubt about it, winners. 
They get an additional model in Custodian Warden and Vexila Praetor units and keep their 4+ Inv (Invulnerable save) 4+ FNP (feel no pain). And the FNP works on Devastating Wounds.
They are going to be very strong, possibly top 5, and at least A Tier again.

Drukhari
A new detachment – Skysplinter Assault – that is going to grant a lot of movement and cover to very soft units. Combined with combat buffs (+ 1 AP when empowered) and the Archon joining Incubi Druhkari melee is back. A bit anyway. Dark Lances and Heat Lances remain strong. It remains to be seen if it’s enough to get them over the top, but expect them to be a real threat.

Necrons
A 3 month reprieve, no rule or point changes. Expect Necrons to be a problem with other top factions being nerfed.

Winners – At least you got something right?

Blood Angels – Blood Rite Detachment
Plus 2 Strength and 1 attack to melee weapons might not sound like a lot, but it gets a lot of units past breakpoints like Toughness 4 and Toughness 9. Potentially wounding on 2s (with a stratagem) sounds pretty good. No points changes but they may be competitive in Blood Rite.

Grey Knights
The Grand Master has ignore modifiers again – he’s going back into the list and DreadKnights got buffs to shooting (S10 -2AP 3 Damage ignores cover) and melee (Weapon Skill either 3+ with the S14 hammer or 2+ with the Sword). It’s not a huge buff but should potentially see a surge in play and success.

Black Templars – Gladius Detachment
This is looking very strong with Primaris Crusaders and Sword Brethren not being touched. It may be the best army in the game.

Space Wolves
Their sagas can be completed at the end of each players turn. You probably still won’t play the ‘Deeds Worthy of Saga’ detachment, but it is more likely to help now. Small buff (they are still good in other detachments).

Chaos Daemons
No rules changes but so many points drops which is what they really need. Certain to climb the list. Khorne daemons offer some real output. One to watch.

Chaos Knights
Points down on all of their big Knights and only Brigands going up 10 points. 

Neutral

Death Watch
Still nerfed 

Thousand Sons 
Nothing happening here

Astra Militarum
Clarification of orders, but Manticores took a hit

Genestealer Cults
Nothing, no points, and no rules. This is a sleeper, expensive, and not easy to play they have very strong rules in the index.

Nerfs – These factions are feeling some pain

Imperial Knights
Clarified an earlier ruling, didn’t extend bondsman. Very small buffs probably leave them borderline between nerf and neutral.

Adeptus Sororitas
This may actually be a winner in disguise. A very strong strategy has been limited on the Triumph, and they’ve had points increases. But at the same time, there are a lot of drops, so Paragons, Repentia, and Retributors are now more viable. They’ll continue to push on to the top tables.

Death Guard
Less free grenades and points rise on Plague Burst Crawlers and Plague Marines will hurt current lists. It’s more that it will change the lists/play more than make them much weaker.

Space Marines
Overall, their best generic units have taken a solid hit (Aggressors, Inceptors, and Centurions). Some chapters (Black Templars) took solid hits to points but are still strong. Overall, this is a small nerf.

Tyranids 
Already struggling, their best units have all had points increases. It’s a nerf, not a big one, but it’s still a nerf.

Adeptus Mechanicus
The codex is a miss, and they needed help, GW decided that they want more data (I think) before adjusting the most recent codexes. That’s great for Necrons and less so for Ad Mech. 

World Eaters
Their best enhancement is stripped back, and points increase to the most effective units. It exposes the lack of units and balance in the army. They are still strong and difficult to manage, but they didn’t have a lot of units on the table, and now they will have less.

Biggest Losers – these might sting a little

Aeldari
Less fate dice overall, Fate’s Messenger rerolls only affect the bearer (this is a big change), Phantasm has more restrictions, Night Spinner changed to a -2 to move, advance and charge, Yncrne can only teleport and charge in your turn and Wraithguard can only shoot the unit that shot them. Only Night Spinners and Wraithguards have had a points increase. 
This might seem like a lot, but the Yncrne is still very effective at influencing your opponents game, Night Spinners might have a buff. They didn’t affect charges before, and this is huge. Phantasm is harder to use but still going to be an issue. Weakened, yes, but this is still a very good army.

Chaos Space MarinesHammer Time
Embarked units must have the same mark as the Transport, Dark Obscuration now they only have to be within 18”, Profane Zeal only gives reroll wounds, only available to a unit with the Undivided Mark and Accursed Cultists are dead.

Accursed Cultists can only return models in your command phase and are OC1. They are hard to build, move, or use. Never really popular. They are probably on the shelf with a 40pt hike. Forgefiends, Chaos Lord, Chosen, Warp Talons, and Obliterators all went up between 10 and 30 for minimum unit sizes. But that’s not all, Daemons are a lot harder to include. You must have a battleline unit for each non-battleline unit you  include. No more Blue Scribes, Changeling, or Syll’esske. 

CSM is going to be a lot weaker, maybe even just an average army with these changes.

Slow Grow Challenge 2024

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With the release of Old World many of us are starting or restarting armies for Fantasy. We wanted to share our progress with the community but also provide somewhere where everyone can post there own updates.

With that in mind I thought it may be a good idea to have a slow grow army challenge for 2024. Not everyone can afford to buy an entire army straight away, so the premise is to buy/build and paint one unit every month in line with a specific challenge.

Dave and I are both going to be doing Old World for this, but there’s nothing to stop you following along with any other game system like Age of Sigmar, Kings of War or 40k. There’s also nothing to stop you using old miniatures you’ve had sitting around in your collection for years!

I’ve set up the first few months’ challenges below. If you want to take part and you’d like your work showcased on Woehammer then drop an email to thewoehammer@gmail.com when you’ve completed any of the challenges, or alternatively why not join our friendly discord and message me directly on there?

Challenges

February – Build and paint a heroic (or dastardly) leader for your rag tag army. Yeah, they don’t have any troops yet, but they have ideas! Soon, the masses will know and love them!
Additional: Why not try and come up with some fluff surrounding their background? Where are they from? What do they want to achieve?


March – With your leader done, they need some troops to…. well… lead! Build and paint at least 10 models from your Core (Old World), Battleline (Age of Sigmar), or equivalent.
Additional: Who are these dudes? Are they your leaders honour guard or perhaps some mercenaries they’ve hired to kick start their (nefarious?) plans?


April – You’ve the start of a budding army! But we need more troops! Perhaps something to give a little ranged threat to the enemy? Or a unit that can scout ahead fast? Build and paint at least 5 models from either a missile or scout type unit (this could be cavalry, or perhaps Giant Eagles for Wood Elves, or a Gyrocopter for Dwarfs?).
Additional: Whose your leaders most hated foe and why? Did they suffer some slight at the enemies’ hands? Was a member of their family brutally mudrered by them?


May – Reinforcements! Build and paint at least 10 more models from your Core (Old World), Battleline (Age of Sigmar) or equivalent.
Additional: Do you have names for all your units yet? What about your army name?


June – Build and paint another leader unit for your army.
Additional: Who is this?! Why are they here? Are they your leaders advisor? Best friend? Confident? Significant other?


July – Build and paint either an artillery piece or elite unit (Special or Rare in Old World).
Additional: Why not have a small game with your fledgling army? Perhaps your army has been ambushed on route to collect further reinforcements? Or they’re conducting a raid on a nearby enemy? Let us know the results!

Chaos Space Marines – Possessed, are they good yet? (Build Review)

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Credit: Games Workshop

Introduction

Possessed are central to the entire concept of Chaos Space Marines, especially Word Bearers (my Chaos legion). Their primarch commits some of his sons to a risky mission in the Warp. Those that returned are hosts. Called Gal Vorbak they are the first true possessed. Further experimentation yields mixed results with none of the new Possessed reaching the same strength of the Gal Vorbak.

Gal Vorbak; c/ Games Workshop

Possessed are among my favourite models in the Games Workshop range, I have at least 30.

Background

The original plastic models were available back in 7th edition (and probably before). For its time, it was a small kit with only 5 models, but there were a lot of options. You could build five Possessed and convert 5 more from standard Chaos Space Marines.

Orginal Possessed Kit (with conversions)

During 8th edition, there was a line refresh with Chaos Space Marines and Obliterators being remodelled and 3 new kits. Introduced with the Shadowspear Army Box, were the new Venomcrawler, Master of Possession and Greater Possessed. Greater Possessed were a separate unit to the Possessed until the 9th edition codex. The Shadowspear models were available in the Start Collecting Box exclusively, leading to a lot of eBay trading. As cheap Chaos Space Marines everywhere.

Greater Possessed

With the 9th edition codex, there was another refresh. This time, the Possessed kit was replaced. Possessed were “Primarised” increasing in size to match the Greater Possessed they became just Possessed. 

Comparison between generations

What’s in the box

That brings us to this review. It might be a bit late. The Chaos Space Marine – Possessed kit was released almost 18 months ago now. But maybe you want a Chaos Space Marine (CSM) army, and it’s not CSM without Possessed. Plus, with a balanced dataslate soon, they could be a competitive option again, replacing Chosen in armies. 

The box includes 5 x 40mm bases and 2 sprues. There are fewer options than the old kit, but there’s enough to build a few different models. There are 2 backpack options for the champion and at least one alternative arm for each model. 3 are shown with options for the heads, but the heads can be swapped on all models. There is also a base option, and the powerpacks can be mixed across all models. Not including the backpacks, it gives about 18 different combinations to make sure all of your Possessed aren’t identical. 

Preparation and construction

Unfortunately, the different weapon options are model specific, restricting how much you can mix the models. The parts in these kits are the wrong scale to modify current Chaos Space Marines. You could use them with some sculpting to modify Primaris Marines (Assault Intercessors would be my choice).

The instructions are clear, and for the most part, the castings are clean with minimal flash. Most of the sprue attachments are well thought out and accessible from underneath. The plastic is the same as all current kits, cut easily enough, and responds to light sanding.

The builds are mono dimensional with some very close fitting parts. I recommend removing all of the pieces from the sprue and cleaning them up before dry fitting.

Champion in subassembly ready for building

The models come together well without any gaps (unlike push fit). If you have any issues getting a tight fit check that you’ve cleaned the joining surfaces well enough. They lack the positive engagement of newer kits (released in 10th edition), but they are relatively easy to assemble. 

Heading for the painting stick

The trickiest steps are the first step (parts 1 and 2) and 5a (Parts 35 and 36). You need to get the angle right on the torso for the legs to make a clean join with the hose (that is part of 36), meeting the hole on 35. All up, it took about 1.25 hours for me to put them together in two bursts. 

Primed and ready

Paint and final steps

Now the tricky part, painting. I prime black and then heavy dry brush a bright silver (Vallejo Aluminium Air) to catch the trim (Word Bearers). Working out where the armour stops and flesh starts is harder on the new models than the old. I’ve gone with a demonic flesh with a strong red accent. It reduces the contrast between ceramite (armour) and a trait of Possessed is their armour moulds with them. 

Finished models

Here are some I prepared earlier. It will take me a week or more to complete the latest additions. If you look closely you’ll see that Squad has 2 champions.

Are they good again?

Possessed are fast (9” move) and more tanky than Chosen (3 wounds, toughness 5 and 5+ invulnerable save). They are expensive (140 points) and lack output, though. With only 1 AP, 2 Damage, and devastating wounds, you may be disappointed. The current meta has a lot of 3/4 wound models (Chosen, Wraithguard, Wraiths, and Aggressors). A Master of Possession can join them (80 points) giving a 6+ Feel No Pain and limited, precision, ranged. 

Word Bearer Possessed

They lack the advance and charge of Chosen (unless you make them Slaanesh and spend a CP). Or their output (thanks Chaos Lord) and are inconsistent against vehicles and monsters. But they can get up the board pretty fast without Rhinos (a Chosen weakness) and are more tanky than Chosen. If they receive a points drop, they could be a good trading piece and objective/mission tool. I’m going to be testing that theory later this month.

So are they good yet? To be determined

Woehammer Hobby (7th January)

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Here’s some of the miniatures that the guys on the Woehammer Discord have posted this week.

Cavalry Marshal by ColaRonaldo
Mortalis Terminexus – Vulpin
Belthanos – JSPayne90

Build and Paint Review – Chaplain in Terminator Armour

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With a the end of the year and the winding down of work and tournaments I’ve got the time to make my way through some of the new releases that I picked up through the year. I bought the Chaplain on release because I liked the model and not with a competitive focus. It’s taken a little while to get to him while I finished a couple of projects.

Warhammer hero or leader kits are packaged either as a small box, like here, or in a blister pack. I think that the kits with more components are typically boxed, for example the Chaplain Terminator is boxed but the Master of Possession, released at the same time, is a blister. The Master of Possession is a much simpler kit.

Credit: Games Workshop

The Chaplain is highly detailed down to separate greaves (front of the lower leg) and hip armour panels.

Even better the kit gives options for the right hand – Storm Bolter or Shield and 2 versions of Crozius for the left hand.

The Storm Bolter is a S4 AP0 D1 weapon while the Shield adds a wound to the model. Both options are modelled with a separate hand making the kit a great basis for conversions or parts. The only issue is that the Crozius is in the left hand and the Shield/Storm Bolter in the right, that’s consistent with Terminator kits but not with some others (Grey Knights).

The shield is easily repurposed if you wanted to build a Kaldor Draigo. Fitted with the Storm Bolter and Crozius this kit would easily make a Grey Knight Chaplain (I’ve got another one to build for just that reason).

The Crozius is in two styles, what I’d call the more modern “Primaris” style and the more traditional “winged” version. The wings are separately fitted.

The kit comes together well, there is a little less guidance than on the Company of Heroes kit but most separately fitted parts have nobs or detents to help align them properly. The arm/shoulder connection doesn’t have any guidance which I appreciate. It makes it very easy to pose the arms.

The tops of the shoulders have three pins projecting upwards – these aren’t actually pins, there are no receptacles on the underside of the pauldrons but they do make sure there is a solid connection with the arm which is sometimes an issue.

It was a very easy to assemble kit with a good level of detail. I’ve gone with the rule of cool, using the shield and older style of Crozius

I then finished him the colours of the Subjugators, a lime green, on both his pauldron and shield. The model is easy to paint quickly, the pose doesn’t hide any significant detail. Like most Space Marines edge highlight is a breeze. All up from start to finish with assembly and painting I was able to complete him in 3 short sessions.

Now the question is what to do with him?

The Chaplain in Terminator Armour can lead Terminators or Assault Terminators. He grants reroll wounds for melee attacks and a 4+ FNP for mortal wounds. He’s competing with the Captain (Reroll Charges) and Librarian in Terminator Armour (Sustained Hits 1). Terminators cost enough without a leader, I’m not sure there is room for one in a lot of lists. I personally think that the reroll wounds with the 4+ FNP against all mortals is better than the Librarian. 4+ FNP will help with both Tank Shock and Grenade stratagems.

P.S. I know a light box is almost essential for good photos, it’s a space issue.

Warhammer 40k Battleforce Boxes 2023 – How much and whats in them?

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Battleforce boxes are back after their success in 2020, 2021 & 2022. These are a fantastic way to get into a new army or even add to an existing one, but whats inside them and how many points of miniatures do you get?

Well Warhammer Community have announced that they are coming back for 2023!

(If you’re looking for the 2023 – Age of Sigmar – it is on it’s here!!)

Prices in 2022 were around £130 each so hopefully they haven’t increased much – we’ll let you know as soon as we have the RRP! In the meantime I thought our readers would like to know the value of the toys… so see below against each box:

Battleforce BoxsetCostRRP
Votann – Defenders of the Ancestors£237.50£140.00 (Est)
Orks – Beast Snagga Stampede£220.00£140.00 (Est)
Astra Militarum – Cadian Defence Force£207.50£140.00 (Est)
Space Marines – Spearhead Force£197.50£140.00 (Est)
Tyranids – Onslaught Swarm£200.00£140.00 (Est)
World Eaters – Exalted of the Red Angel£215.00£140.00 (Est)

There’s a range of value in each box with the starter set armies (Space Marines & Tyranids) having the lowest value… but who doesn’t love big guys with wings / jump packs! With their own Primarch leading their box it is no surprise that the World Eaters box has the most points in it.

But I can tell you a way of saving even more money by purchasing these at 20% off the recommended retail price! Just visit SCN Hobby World and sign up to their mailing list for 20% off all GW products and 20% Warlord Games products.

Alternatively, if you regularly use Element Games, you can pick them up there… using our affiliate link (for which we receive a small contribution to the site)

So what do you get inside and how much would it cost you normally? All of the points have been given for the basic unit options and include no upgrades, but you can make changes with the way some models are built.

Leagues of Votann – Defenders of the Ancestors

Warhammer Community / Games Workshop
UnitPointsCost
10 Einhyr Hearthguard300£75.00
Einhyr Champion60£25.00
Hekaton Land Fortress225£70.00
Grimnyr Living Ancestor65£27.50
Sagitaur ATV100£40.00
Total750£237.50
RRP£140.00(Est)
Saving£97.50(Est)

Orks – Beast Snagga Stampede

Warhammer Community / Games Workshop
UnitPointsCost
Mozrog Skragbad195£35.00
3 Squighog Boyz110£40.00
Nob on Smasha Squig60inc above
Painboss Medic60£25.00
10 Beast Snagga Boyz105£35.00
Psyker-Strapped Kill Rig200£85.00
Total730£220.00
RRP£140.00(Est)
Saving£80.00(Est)

Astra Militarum – Cadian Defence Force

Warhammer Community / Games Workshop
UnitPointsCost
20 Cadian Shock Troops120£60.00
5 Cadian Command Squad65£27.50
2 Rogal Dorn Tanks520£120.00
Total705£207.50
RRP£140.00(Est)
Saving£67.50(Est)
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Space Marines – Spearhead Force

Warhammer Community / Games Workshop
UnitPointsCost
15 Jump Pack Intercessors255£105.00
Captain with Jump Pack85£25.00
3 Outriders95£37.50
Invader ATV70£30.00
Total505£197.50
RRP£140.00(Est)
Saving£57.50(Est)

Tyranids – Onslaught Swarm

Warhammer Community / Games Workshop
UnitPointsCost
Norn Emissary290£70.00
Winged Hive Tyrant210£37.50
20 Hormagaunts130£60.00
10 Genestealers170£32.50
2 Ripper Swarms40inc. above
Total840£200.00
RRP£140.00(Est)
Saving£60.00(Est)

World Eaters – Exalted of the Red Angel

UnitPointsCost
Angron, Primarch of Khorne415£100.00
10 Khorne Beserkers200£40.00
6 Exalted Eightbound300£75.00
Total915£215.00
RRP£140.00(Est)
Saving£75.00(Est)

So what do you think good value or not? Will you be picking up a set?

— Declan & Eeyore

Warhammer 40k – Reviewing the latest Space Marine kits

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(Company Heroes, Intercessors with Jump Pack and Captain with Jump Pack)

With the release of the new Space Marine Codex, we have had the first wave of new model releases. Alongside the individual release of the Leviathan Box models and Agastus Box set, there are a total of 10 new model kits in the Space Marine Line. I’m going to quickly tackle 3, the Captain with Jump Pack, Jump Pack Intercessors, and Company Heroes.

Captain with Jump Pack, Jump Pack Intercessors and Company Heroes

We’ll start with the Captain, but none of these is especially tricky to build. Around the same complexity as standard Intercessors with some welcome improvements. All of the kits were independantly purchased.

Captain with Jump Pack

The Captain comes with his own small box in a shift away from the plastic containers that individual characters often arrive in. There’s a single sprue with all of your weapon options. There are fewer of these than other captains, but you still have Chainsword, Relic Weapon (Power Sword), Thunder hammer, Power fist, Plasma Pistol, Hand Flamer and Heavy Bolt Pistol.

Captain with Jump Pack sprue

The casting is clean, with very little flash. There are still mould lines, especially on larger surfaces like the greaves (and their back), tops of the backpack. I prefer to remove these with a dedicated tool. The most annoying are on the top of the weapons, and you can’t always remove them completely, but they aren’t obvious when painted.

The legs are really the only tricky part of the model. They aren’t positively located on the model and affect the final posture, dry fit first and you shouldn’t have any real issues. Everything comes together pretty quickly, you assemble to about 50% before you put the model on the base. The arms can be posed to suit your build.

The detail parts frequently have positive locations (flats or marks on the model) to help them stick. Looking carefully and dry fitting can be helpful. The jet pack is very easy to assemble with insets and connections for major pieces. The jet nozzles are marked L and R for left and right. In the end I went with a Power fist and Plasma Pistol for mine, it’s a combo I like but can’t say if it’s the most competitive.

Jump Pack Intercessors

Jump pack intercessors

Two sprues this time with very few options, similar to existing Assault intercessors.

The Sergeant chooses from a hand flamer, heavy bolt, and plasma pistols. He also has the choice of Thunderhammer, power fist, chainsword, or power sword. The remaining troops all only have one option, heavy bolt pistol and chainsword. The castings are clean, very little in the way of mould lines. The sprues are clearly marked, and there are next to no tricky steps in construction.

Intercessor No 2 waiting for fitout

With some care around leg placement, there are no other issues with construction. The kit fits together almost as easily as Lego. Even the quick access pouches on the legs have recesses to ensure solid, correct placement.  Arm placement is still up to the modeller, but the hand/weapon/arm combination is quite rigid for each pose. There is nothing left on the sprue when you are done, but there is also very limited scope for customisation. Each squad is going to be identical.

The model to base connection is fairly small, you’ll need to support the model to form a solid bond. They took about an hour total to assemble including cleaning up mould lines.

Completed squad with Captain

Company Heroes

To the final of the three kits, the Compnay Heroes. This was the kit I was most looking forward to. It has 5 unique models, including a Captain. The unit can only be deployed with a Captain, so you can replace the one in the kit. He has all of the weapon options for a Captain, and the kit includes all of them except the Relic Shield.

Sprue 1 from Company Heroes (Captain and Heavy Bolter parts)

Two sprues again for the whole kit, it’s very compact, and other than the Captain, there is only one build option for each figure. Most of the models have a small plastic “terrain” piece that they mount and connect to the base. Poses are fairly rigid with model bodies for most of the models. That’s good and bad – if you are willing to cut and shape it, it actually makes them easier to modify than separate parts.

The kit includes an Ancient (with Banner), Company Champion, and 2 Company Veterans with Heavy Bolter and Master Crafted Bolter. Each comes together really easily with solid poses, I especially like the Captain with the Power Fist option (not sure why I have modelled him with the empty scabbard, though. The kit takes the positive location of details to the next level. Every model had indents or moulded pins to make sure those detail parts stuck. The only part I questioned was the Ancient’s banner. The moulded detail is crisp but very much styled for a single chapter (the 13th) with numerous laurel wreaths.

Company Veteran, moulded pin for Heavy Bolter spare ammunition

Final Results

Assembling all 10 models probably took 3 hours spread across a couple of evenings, with the models being primed the following day. Mould lines weren’t pronounced, and the detail is crisp. The move to very positively locating and fixing the smaller details is a great improvement. I constantly have issues with small pouches, etc, falling off models during transport and play. As a player, not a collector it’s important to me that the model’s cope well with play.

Completed models with the new codex

List building and use

Intercessors with Jump Packs

The intercessors with Jump Pack join Vanguard Veterans with Jump Packs as the highly mobile strike infantry for Space Marines. Both have Deep Strike, Vanguard have Lethal Hits on the charge, and Intercessors do Mortal Wounds. The Vanguard has both better ranged weapons (Inferno pistols or plasma pistols) vs. 2 Plasma/3 Heavy Bolt Pistols for the Intercessors. The same is true of melee weapons, with the Vanguard in front, but their real strength is the Storm Shield. The Vanguard Veterans can be given a 4+ invulnerable save.

But Intercessors are 20 points cheaper at 85 points. I think the Intercessors with Jump Packs make fantastic backfield scoring units in the same way Raptors/Warp Talons do for Chaos Space Marines. Inceptors may be better at the moment, but if Inceptors go up, expect to see more Intercessors as a cheap scoring unit.

Captain with Jump Pack

More situational than the Intercessors because he is a combat piece that probably doesn’t add a lot to the Intercessors. He’s the Haarken Worldclaimer of the Space Marines. There is a good argument that if you wanted to create a small fast hammer with 10 x Vanguard Vets, though (inferno pistols and some Storm Shields), that he would be a solid addition.

Company Heroes

I’m really excited to get these on a tabletop, although I am not sure why. They don’t have a lot of output, but it’s decent in both shooting and melee. Not exceptionally robust, but while the captain is there, they are -1 to wound. With the banner, they are OC2, and you can include a lieutenant. Named captains can also be included, and Uriel Ventris and Captain Sicarian could make it a bit spicy (6” scout).

A very hard to remove bodyguard unit that is going to have play in the late game? It is very likely useful and probably won’t attract the attention a similarly priced dreadnought would. At 175 points it’s a big investment, but it’s one way to make your home objective secure.

The Nova Open and the Future of Large AoS Events

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By Aaron Newbom

The Nova Open is a longstanding and large scale Warhammer convention with some of the biggest tournaments in the world. Held in Washington DC, it attracts players of all types for painting, competition, reveals, invitationals, and more.

I decided to fly out to the East coast and give it my all. In the end I dropped at 4-2 due to a back injury but had an absolute blast, playing against many of the best players in the world and meeting a ton of great people.

The event featured an experimental 8 round structure, consisting of the classic 5 rounds followed by all players who chose to continue being split into 8 man pods for a final 3 rounds. Any new structure will of course have its growing pains and be met with mixed reviews, but I personally felt it was a definite improvement over the classic structure of 5 rounds and cut to top 8 as it allowed anyone who chose to, to continue playing a full 8 games, but let those who wished to drop do so with minimal disruption.

Another key note is that the nova invitational, a 4 round Rtt on Thursday, gave all of its players a 19-1 bye round 1 to help compensate for the exhaustion of having to play for 4 straight days.

I took it up on myself to reach out to the head judge, T.O., and some top Players to get their viewpoints and opinions on how the whole event went, and am also going to voice my own thoughts at the end.

I reached out to Gareth Thomas, a high profile T.O. and head judge at Nova, James O’Brien (Head TO) and Gavin Grigar one of the best players in the world.



Nova was an experimental structure that could be used in the future for other large scale AOS events. As one of the TO’s/judges you experienced it all at a high level. What would you say really worked about the event?

Gareth Thomas (Head Judge): By experimental structure, I’ll assume we’re talking about pods. The 8 round pod system is a format new to AoS, but has been used in some 40k events for a while. I can see some obvious advantages.

The first is that, after 8 rounds, you are left with a single undefeated player. There is no need for seconaries to determine who was the “best” player at the event. One undisputed champion.

Secondly, everyone who wants to can play 8 games of warhammer. Traditionally, large AoS events have use a top-cut system where only the top players play after the 5th round. Which means that the vast majority of players are left with a day without a game. Now for some players, that might be a good thing – they may only want to play 5 games and spend the extra day seeing the rest of the convention or the surrounding city. The pod system allows players to decide, after 5 games, if they wish to continue to play or not.

James O’Brien (Head TO): Overall structure worked very well. I wanted to achieve two things; firstly, feedback I have been given on a ‘top 8’ cut is that it is not inclusive or particularly enticing to new players as they see ‘the best’ players getting 8 games for their entry fee, whereas everyone else only gets 5. I also wanted to give players flexibility to play as many or as few games as they wanted, so that they felt they could have the event be tailored to what they wanted. Nova is a great convention with a lot of other events players want to be part of, and DC has a lot for people to go visit too- I wanted something that gave them the opportunity to do that. The format worked for both of these things – the top and bottom brackets had all players complete all 8 rounds, suggesting that the new folks did get what they were looking for, as well as the elite folks doing their thing. I was also happy that some people chose to do other things on Sunday; for example we had three players drop after 5 rounds to play in the Underworlds GT.

Gavin Grigar (Player): I really liked the pods as an idea for Sunday, as it allows people to opt in or out at their leisure. Player choice always feels nice.”

What were some of the areas that you felt fell short of what they could be, and how might you change them?

Gareth Thomas: I think the pod system is great for large events, but is often beholden to the restrictions of the larger convention/event. I think a “better” structure for 8 games would be a 3-2-3 format. Play a traditional 3 games on day one, a traditional 2 games on day 2, and then come back on day 3 for what essentially becomes a traditional 3 round RTT, but only against players of the same skill (or who had a similar win record to you). If you don’t want to play that additional RTT, then you still get the traditional 5 round GT system.

An issue with the 3-3-2 format that was used at Nova is that there are two obvious places for players to drop – after the 5th round when pods start, and then again at the end of that second day. So you have two rounds of players dropping, which can upset the pod system.

The massive, obvious, downside to this is that players are forced into 3 games on day 3, which is often the day that players will be travelling home and so wish to leave early, and the day that the TOs need to pack up etc… So perhaps sticking to only 2 games on the final day is better. All depends on the event calendar.

James O’Brien: Setting defined pods of 8 was a bit too structured and led to byes when people chose to drop in rounds 6-8. BCP developers suggested that in future we do ‘soft pods’ outside the top 8, with all the players in a given record being put in one group (eg all the 3-2 go into one pod). This then means that you would only ever get a max of one bye per group (and 4 total). Players can still be incentivized to win their pod by giving a prize to everyone in each pod who goes 3-0 in the last 3 rounds.

Gavin Grigar: Not having player placed terrain was a let down, I think it adds quite a bit of skill expression to GTs and it also cleans up the placement of terrain in between rounds. I would’ve also have liked to see at least one more 6 objective mission in the first 5 games, the mission choices early felt inundated with condensed boards.

The Invitational players getting a round 1 bye was met with a lot of mixed opinions. What are your thoughts on it?

Gareth Thomas: I can see why the invitational players were given a first round bye. They had played, potentially, 4 rounds of warhammer the day before an 8 round GT. Of course they need a bit of a lie in. I do think the scoring for that bye was a bit unfortunate. Any player who took the bye received a 19 point victory. Of the 16 players in the invitational, only Tom Guan decided to not take the bye. He played the first round of the GT instead, and won with a 13 point victory. Therefore the players who did not play recieved a 6 point leg up on him.

Tom failed to make the final 8 cut at the end of 5 rounds by 2 points.

So, I think, in short, a lower points tally for the byes would be better. If you really want a big first round score, you have to play for it.

James O’Brien: I am fan of doing it, but will re-evaluate exactly how it works in future. We gave them a ‘max win’ for round 1, which was 19-1 in this case. That was probably too many points, evidenced by the invitational players (3 of them IIRC) who chose to play R1 being disadvantaged by doing so. I’d probably do 15-5 next time, and maybe only offer a bye to the 8 x players who won R1 in the invite

Gavin Grigar: I think giving a bye and a 19-1 differential to all 16 players of the invitational was a little much, if they had scaled the differential to their placing in the invitational I believed it would’ve worked better as it would’ve incentivized the players that got knocked out early to play in the first round of the GT.

Across a long event, differential scoring can cause dramatic scoring differences between players in the same win bracket. This can be a good thing or a bad thing depending on perspective. How do you feel about this as opposed to something like the West Coast pack or battle points?

Gareth Thomas: That’s a can of worms, and probably worthy of much deeper discussion than we can have here. But in short…

There are three main tournament scoring systems that are used in Sigmar, at least in the US. Battle points (i.e. just add up all the points you score in the games). Differential (a sliding scale point system based on how many points you win (or lose) by). And then there’s OTTD (or West Coast) scoring, which is a scoring system that doesn’t care what the points in the game were, you just receive points for winning, for scoring battle tactics, for scoring grand strategies, and then denying your opponent from scoring BTs and GS.

The issue with Battle Points is well known. Not every mission scores the same as others – so winning one round is not the same value as winning another (although this is less of a factor with the current GHB – the missions are much more consistently scored). Also since all that matters is your own score and not that of your opponent, there is no difference between winning 32-0 or winning 32-31. You often see players say “well we both agree I win, let’s just say that I get max points, and you get max points minus 1”.


Differential alleviates that issue somewhat by scoring based on how much you beat your opponent by – there is incentive to prevent your opponent from scoring. An issue with this is that if you are drawn against an opponent who, for whatever reason, totally counters you and blows you out, you are effectively out of the running (even for the 4-1 bracket).

I’m obviously quite biased, but I think OTTD scoring is a nice compromise. Since the in-game score doesn’t matter at all, there is no punishment for getting smashed, but equally because you receive points for denying your opponent’s tactics, there is incentive to not give them free tactics/strategy.

James O’Brien: From my perspective it does not create dramatic differences. The BP differential is applied after your W/L record so is only a tie breaker within the same record. It serves the same function as any other form of tie break; GW events use W/L, GS, BT, VPs for example. Players expecting to do well should come into an event having read the pack properly, understanding how the specifics of that event work, tailored their list to the event and practiced with the missions and terrain details provided.

I think this system has several advantages over the West Coast scoring system. The West Coast systems places too much weight on certain aspects of scoring whilst undervaluing others. With no specific reward for scoring more primary points than your opponent, it overlooks the standing on circles part of the game. It therefore leans too heavily on battle tactics and grand strategy, both scoring yours and denying your opponent’s. This is problematic; dedicated points for denying specific things (BT, GS) leads to poor player behaviour/NPE/feel bads around these things by creating a point of conflict. Secondly it further reinforces the meta into armies with easy BT and GS (looking at you, SBGL and OBR…).

Both scoring mechanisms (BP diff and West Coast) are designed as anti-collusion measures to stop people giving out points to their opponent ‘I’ll concede if you give me…’, which steps them up from the basic VP or BT/GS scoring systems. BP diff just better captures all aspects of game scoring, rather than zeroing in on only some of it.

I’d also add that my system is designed to make it really hard to get 20-0. One player basically has to walk away in battle round 1 for it to happen; that’s deliberate. It doesn’t feel great to score zero for something you have put time and effort into. In this system, 20-0 are sufficiently scarce that we can audit each one – very often ending up having coaching conversations with one or both players.

Gavin Grigar: The differential scoring was an effective way to create separation in win brackets, which is one of the really challenging things of a huge tournament like NOVA. I think it did a fine job, but it does marginalize some of the armies designed to win small and it did push a lot of the invitational participants directly into the first 2 pods which feels like an oversight.

Overall it was a great event and I plan on attending again next year. Big thanks to everyone who made it possible!


In conclusion I think the biggest takeaway from the whole event is that our community, events, and competitive circuits just keep getting better and better. With people like James and Gareth, plus many others across the world, forging forward and trying out bold new ideas, we all end up better for it. Nova was one of the best events I’ve yet to attend and I’m excited to return next year and see what they have in store for us.

I’d love to hear your thoughts and experiences at/about nova, as well as any other events you found to be interesting or exciting!