As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.
Last Weeks Poll Results for Orders
Here are the results from last weeks polls.
There was no wording to add to the current living rule book this week so the rules have been unchanged.
THIS WEEKS POLLS
We’ve covered movement, so the next step is to cover the all important shooting phase. It’s a big one this week with multiple polls! So buckle up!
Firstly as a unit on the table top can represent hundreds of individuals how should hits on that unit be treated? As Physical damage (i.e. the unit has a number of wounds and is removed from play once this reaches zero) or as morale where a unit can degrade from good to poor and so on but can have the ability to rest and recover.
Name Suggestions?
Do you have a name suggestion for the game or do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.
As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.
Last Weeks Poll Results for Orders
Here are the results from last weeks polls.
Based on these results, the following wording will be added to our living rules:
INFANTRY & VEHICLES
AIRCRAFT
All aircraft move at a BASE MOVEMENT RATE (BMR) of 10” when in an AIR COMBAT environment, when involved in a LAND COMBAT scenario, aircraft will have no physical model on the play area. Instead, these units operate as support during LAND COMBAT scenarios by conducting aerial bombing on ground targets.
Depending on the faction or the type of aircraft this can vary. As with Infantry & Vehicles, the Aircrafts movement will be shown under the unit’s movement statistic on their FACTON SHEET.
SPACECRAFT
Spacecraft will move at varying rates when taking part in SPACE COMBAT, these rates are determined by the type of ship as well as any additional faction rules. As with Land units and Air units, Spacecraft will have their movement statistics listed on their FACTION SHEET.
THIS WEEKS POLLS
I’ve been a little remiss and have missed a couple a key point during the drafting of what types of unit would be available to factions. There’s one type of unit we’ve not voted on whether to include…. TITANS ! (Think Battletech or Titans from 40k). Should our Sci-Fi game include these?
Also, I’ve been thinking a little about how faction traits should be added to player created factions….
–Peter
Name Suggestions?
Do you have a name suggestion for the game or do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.
As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.
Last Weeks Poll Results for Orders
Here are the results from last weeks polls.
Based on these results, the following wording will be added to our living rules:
MOVEMENT
INFANTRY & VEHICLES
All infantry moves at a BASE MOVEMENT RATE (BMR) of 5” and all vehicles move at a BMR of 8”, however depending on the faction or the type of unit this can vary. Whatever a unit’s movement is will be shown under that unit’s movement statistic on their FACTION SHEET.
MOVEMENT ORDERS
Once a unit receives a move order, that unit can make a move up to its maximum move distance. Remember that a unit can be ordered up to twice per turn and both orders can be move orders.
As well as the above, I’ve written up an introduction for the game along with some others bits and bobs.
THIS WEEKS POLLS
Continuing our polls around movement, we need to take into account aerial and space units. For example, in a ground combat theatre where infantry and vehicles are involved and moving at 5″ and 8″ respectively, what should the movement be of an aircraft? Also if the theatre only involved Aircraft what should their movement be then? How about in Space, what should Spaceship movement rates be?
–Peter
Name Suggestions?
Do you have a name suggestion for the game or do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.
It has been given a rating of 8.0 on BoardGameGeek from 1,400+ ratings.
Warfare is an inescapable part of the Star Wars universe, from the Rebel Alliance’s defeat in the Battle of Hoth to a few elite Rebel strike teams taking on a legion of stormtroopers on the Forest Moon of Endor. You can seize your chance to get your boots on the ground and lead your troops to victory with Star Wars: Legion, a miniatures game of thrilling infantry battles in the Star Wars universe!
Star Wars: Legion invites you to enter the ground battles of the Galactic Civil War as the commander of a unique army of miniatures filled with troopers, powerful ground or repulsor vehicles, and iconic characters like Darth Vader or Luke Skywalker. While innovative mechanics for command and control simulate the fog of war and the chaos of battle, the game’s unpainted, easily assembled minis give you a canvas to create the Star Wars army you’ve always wanted to lead into battle — whether you fight for the monolithic, oppressive Galactic Empire or the ragtag Rebel Alliance.
The Fifth Trooper YouTube channel has produced an excellent video explaining Star Wars: Legion.
If you’re interested in getting into Star Wars: Legion, then I recommend you look at the Fifth Trooper Network on Youtube for lots of guides and podcasts all based on Star Wars: Legion.
As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.
Last Weeks Poll Results for Orders
Here are the results from last weeks polls.
Based on these results, the following wording will be added to our living rules:
“If an order is successfully issued, then the commanding player may perform one ACTION with the specified unit. Actions range from moving and shooting to charging into combat. Before issuing an order and rolling to see whether it is successful a player should first specify what their order is and to which unit the order is being directed. The maximum number of orders a unit can receive in any one turn is two.“
THIS WEEKS POLLS
I believe that completes the Order phase (for now), so let’s move on to the movement.
Firstly, should all infantry types move at the same rate? Should all vehicles move at the same rate, or should the player be able to change these values which then affect that units points cost in the game?
How far should Infantry or Vehicles move at their base rate (i.e. the basic value which can then be adjusted up or down later on). Bearing in mind that you’ve all already voted on a gaming area of 4 foot square.
This is likely just to be the tip of the iceberg when drawing up movement rules, as the future will probably involve Grav-Tanks etc, as well as incorporating aerial assets such as fighter craft. Not to mention terrain.
But establishing the essential question of whether variation is allowed within a certain unit type will go some way to resolving some answers for future units as well.
–Peter
Name Suggestions?
Do you have a name suggestion for the game or do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.
The first month of the year is out of the way already, so it’s time to look at how we’ve all got on at Woehammer with our respective goals and painting pledges this month.
It’s because of Dave that both Declan and I are doing the hobby bingo this year. Dave has started out with a large model in the form of a Basilisk for his Renegades & Heretics army.
Peter: I love the webbing on this miniature and the weathering overall. It really looks like its been based near the front for some time now.
Declan: There’s some great work here – first it’s a lovely cleanly painted tank, and with the addition of the netting and the weathering on the barrels this is a great addition to any Astra Militarum army!
Dave:Thanks guys, unfortunately being painted didn’t make it shoot any better in my last game! I’m umming and aahing on my next bingo square so I guess we will see!
Cell
Expert Level Goal:
Miniature Painted
C2
Vehicle or Monster (Warhammer 40k)
Basilisk
So that’s 10 points for Dave right off the bat, and one of the larger models/boxes ticked off already!
Declan also has managed to get one of the harder boxes out of the way, ticking off his scenery for Warhammer 40k. Declan had a number of other goals he was also hoping to complete this year. How is he doing?
Peter:Declan is one of those hobbyists I’ll always be jealous off! He can crank out painted miniatures at a fantastic rate and they look great when they’re finished! Something like this would have taken me a couple of months to do!
Declan: Cheers to Peter for his kind words… I love this kit and have written a full article on it already!As Peter has aluded to aboveI have some other Hobby Goals as well. The good news (for me) is that I’ve managed to tick off 50% of one of the aims already – I’ve finished 4-1 in my first tournament of the year. One of my aims was to get two 4-1s so thats a great start. I’ve also got 3 games of Warmaster played… so a great start to the year and the Hobby. I’ll need to get going to get more of the Bingo sheet completed though.
Dave:I’m not sure if this 40k or part of Declan’s homebrew kit but I like it. I’ve just started playing ninth edition so it’s all a bit confusing for me but this looks cool.
Cell
Expert Level Goal:
Miniature Painted
B1
Fortification or Scenery (Warhammer 40K)
Sector Mechanicus
Also 10 points and an Expert Level goal ticked off for Declan.
I’ve been hard at work this month trying to get my Kruleboyz force painted up in time for Burning Skies on March 26th. So I’ve managed to produce Rippa’s Snarlfangs and the Swampcalla Shaman for that. I also managed to finish off my first Rogue Trader model in the form of Marneus Calgar.
As an added goal this year, I wanted to try and reduce the number of unpainted models in my collection. So my months summary is:
Plus Dave has mentioned that he has some old Dwarfs he’s looking to sell……
Peter:I’m quite proud that I was able to get this lot finished this month, it meant reducing the quality of the Snarlfangs slightly, but I can always revisit them in the future if I need to.
Declan: Peter’s leaving us all in his shadow here with 3 boxes ticked off and the lovely Rogue Trader diamora finished. I’ll take credit for Rippa’s being in his Kruleboyz list and wish Peter luck in finishing off an army. It’ll be great to see it all finished. I think the yellow on the Kruleboyz is a great call and the Shaman and Pot Grot are looking like real killers!
Dave:Pete’s diorama looks excellent and I’m pleased to see him painting the best marines there are, especially as it’s Marneus Calgar – the spiritual liege of all marines everywhere. Rippa and the snarlfangs may sound like an awful college punk band but they look great. I actually disliked the Kruleboyz when they came out but I like what Pete has done with them.
Cell
Expert Level Goal:
Miniature Painted
C1
Hero or Character (AoS)
Swampcalla Shaman
D2
Unit of 2+ Models (Underworlds)
Rippa’s Snarlfangs
E4
Hero or Character (Warhammer 40K)
Marneus Calgar
That brings me to 30 points and 3 Expert Level goals completed.
Hopefully we’ll continue this each month to let you know how we do with our goals.
As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.
Last Weeks Poll Results for Orders
Here are the results from last weeks polls.
Based on these results, the following section will be added to our living rules:
ORDER GENERATION
At the start of a turn each player will roll 2D6 and add the number of Generals they have on the table to that roll; this is their ORDER POOL.
WHO GOES FIRST?
Who gets to use an order first in the turn is determined by bidding. Once the ORDER POOL has been generated, each player should say how many orders they wish to use to bid for the FIRSTACTIVATION of that turn. Any orders that have been used to bid for the FIRST ACTIVATION are lost from the ORDER POOL regardless of whether the bid was successful or not.
For example, Player A rolls 9 for their ORDER POOL, and decides to use 4 orders to bid for the FIRSTACTIVATION of the turn. If they bid more than the opposing player, they can activate a unit first that turn. If they bid less than their opponent then they will have the SECOND ACTIVATION that turn. Regardless of whether the player wins the bid or not, they lose the number of orders that they used to try and claim the FIRST ACTIVATION that turn. In the case above Player A will have 5 orders remaining in their ORDER POOL which they can use to attempt to order their units with in the coming turn.
ORDERS
When an order is being issued, the player must first determine the score needed in order for the target unit to activate. To do so add the COMMAND RATING of the unit to that of the nearest friendly General on the table. This combined rating will then be used as a score which the player must equal or beat on a roll of 2D6 in order for the order to be effective. If the player does not achieve the score needed then an order is lost from their ORDER POOL and the next player then attempts an activation.
For Example, Player A wants to activate an elite unit on their left flank that has the possibility of claiming an objective. The units COMMAND RATING is 2, and the nearest General’s COMMAND RATING is 4, giving a combined total of 6. Player A rolls a 7 on 2D6 and so is able to issue an order to that unit.
THIS WEEKS POLLS
There are two further poll it has been suggested to me to add in regards to Orders.
Firstly, if a unit has been successfully given an order, does it carry out any actions the player wishes OR should it be a specific order such as move or shoot.
Secondly, if a unit has been issued an order can you then issue another order to the same unit? If so, should there be a limit on the number of orders any one unit can receive?
Next week we’ll begin to look at the stats of a unit.
–Peter
Suggestions?
Do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.
There is no time for peace. No forgiveness. No respite. There is only war.
Thegalaxy writhes in the mailed fist of all-consuming conflict. The Imperium of Mankind teeters on the brink of annihilation, beset upon all sides by heretic warlords, daemon-summoning witches and rapacious alien empires. In every star system and upon every planet, fierce battle rages as loyalists, heretics and aliens tear reality itself apart in their war for dominance. Every day the flames rise higher.
This is a more terrible era than ever before, and there is no peace amongst the stars…
It had been given a rating of 7.8 on BoardGameGeek from 200+ ratings
StrikingScorpion82 has produced an excellent Guide and Playthrough of Warhammer 40k. Striking Scorpion is a fantastic channel with no end of tactics videos, battle reports and reviews. Give them a Sub!
As this is a Games Workshop game there are tonnes of resources to expand your game and your gaming experience of Warhammer 40k. It even has its own App on the iStore and PlayStore.
Fancy having a go? Why not pick up a Combat Patrol box from SCN Hobby World at 20% off.
It had been given a rating of 7.6 on BoardGameGeek from 50+ ratings.
Beyond the Gates of Antares invites us to a time when mankind has evolved into new and diverse species: the strangely powerful NuHumans, masters of the Panhuman Concord; the ape-like Pansimians, the greatest warriors in the whole Galactic Spill; and feral Revers primitive Humans driven by a irrepressible lust for adventure and danger. It is a universe where technology and humanity intermix indistinguishably, where human knowledge and endeavour has long since been supplanted by integrated machine intelligence IMTel. Where humans go their technology goes also, protectors, workers, and fighting machines in the form of WarDrones armed with deadly weapons and shielded by energy fields a thousand times more resilient than steel.
Warlord Games’ YouTube channel has produced a series of excellent videos explaining Gates of Antares.
1. Introduction
2. Order Dice
3. Shooting
4. Pinning
5. The Assault Phase
6. Leaders
7. Q&A
If you’re interested in getting into Beyond the Gates of Antares, I can’t suggest you start anywhere else but these excellent collection of videos.
Today we’re looking at the Space Wolves Combat Patrol box, continuing our series of 1,000 point start armies using the Combat Patrol boxes as our base, and hopefully going someway to fulfilling my pledge I made last week.
Like the other boxes the Combat Patrol box is filled with goodies and makes for fantastic savings when you’re starting out in collecting an army for 40k.
Inside the box you get:
Space Wolves Primaris Lieutenant (£17.50) – this Lieutenant is only available in this boxed set 5x Reivers (Can also be built as Hounds of Morkai) (£27.50) 10x Intercessors (£35) 1x Invictor Warsuit (£37.50) 2x Space Wolves Upgrade Sprues (£18)
That’s a total of £135.50 if you were buying these kits serparately, meaning you get a saving of £50.50.
It has been pointed out by veteran Space Wolf players however, that this boxed set may not be the best place to start your collection. Instead, they suggest the Blood Angels Combat Patrol box*. But that’s not our challenge, so today we’re going to start with the Space Wolves Combat Patrol box.
To add to this boxed set, we’re going to add two units that are unique to the Space Wolves.
However, remember that if you email Sarah at scnhobbyworld@outlook.com and ask to go on her mailing list, you can get 25% off Games Workshop products. Meaning the whole lot including the books will cost you just £163!
Here’s our final 1,000 point list.
HQ ———- Primaris Lieutenant (General) (80pts)* – Special Issue Bolt Carbine & Master-Crafted Power Axe – Warrior of Legend (-1CP) – Command Traits: Warrior Born & Resolve of the Bear
DETACHMENTS ———- *Vanguard Detachment*Interestingly, Blood Angels players recommend the Dark Angels Combat Patrol box for their own force.
PRIMARIS LIEUTENANT
Space Wolf Lieutenant
We’ve forgone a lot of HQ choices to allow us to get the Wulfen and Stormwolf in the list to add the fast punch the army needs. That said, it means that this small squishy lieutenant will be the warlord and so will need to be protected. Place him with your Intercessors to allow him to buff them with re-rolling 1’s on attack rolls.
If he does suffer any wounds then you can always use Healing Balms for 1CP at the end of the movement phase to heal D3 wounds back. To give him some extra staying power makes he has the Warrior of Legend Stratagem attached to him giving him two Command Traits, then make one of those command traits Resolve of the Bear. this will give him a 6+ invulnerable save and prevents enemy attacks against him from re-rolling their wound rolls or damage rolls.
For his second command trait, equip him with Warrior Born, that way if he does find himself in combat he’ll always fight first that phase.
INTERCESSORS
Primaris Intercesssors
With the Space Wolves, they’re a very aggressive army and love to get stuck in , in the fight phase. Bearing that in mind it’s probably best to equip your intercessors with Auto-Bolt Rifles, giving them Assault 3. This means they can fire off three shots each in the shooting phase and still charge. Plus if you use the Stratagem Rapid Fire, they can all shoot again. This is particularly good if you decide to run them as a large squad of 10 instead of two groups of five.
You can also give on of these units the Stratagem Cunning of the Wolf for 1CP, used during the deployment phase, it’ll give them the outflank ability allowing them to come in on one of your movement phases 6″ away from any table edge and 9″ away from the enemy. Even better to get them stuck in sooner.
If you are wanting to charge and you’re not in Assault Doctrine, you can spend 1CP on Bestial Nature which then treats the unit as if it is in Assault Doctrine. This is good for the Wolves as it means they’ll benefit from their Savage Fury detachment rule meaning that each roll to hit of 6 in melee will score an additional hit.
HOUNDS OF MORKAI
Super-powered Reivers!
With a grapnel launcher equipped as standard this unit already benefits from the outflank ability that you can purchase through the use of Stratagems for your other core units. They’re a good anti-psyker unit too! If they’re the closest enemy unit to a Psyker, then that Psyker will have to target them with any Psychic powers, while also suffering from -1 on any psychic tests that they take if they’re within 18″ of the Hounds of Morkai, or -2 if they’re within 6″. Plus, the Hounds of Morkai get to add 1 to their hit rolls and 1 to their damage rolls if they’re targeting a Psyker.
If you’re using a mission which has the Strategic Reserves rule and you’re more than 6″ away from an enemy, then you can spend 1CP on the stratagem Guerilla Tactics, to place them in reserve. You can then set them in the following turn using the outflank ability once more.
INVICTOR TACTICAL WARSUIT
This and your Stormwolf make up the ant-armour elements of your army. With the Twin Ironhail autocannon this walker can take on a lot of the lighter vehicles in the game and take a wound or two of larger tanks as well.
Also good at getting into combat with vehicles and using its 4 attacks at S14 to smash most tanks to pieces. With its Concealed Positions rule, you can set this up at the start of the game 9″ away from the enemy deployment zone and enemy models to help do just that!
WULFEN
Crazy Boys
Shove these inside your Stormwolf fly them up the table then drop them in amongst the enemy lines and watch your opponent panic. Give a couple Thunder Hammer and shields that way if they’re targeted you can use their 2+ saves against small arms fire and their 4+ save against heavier weapons. This will give them a bit more survivability when you need it.
They’re always treated as being in the Combat Assault doctrine and so will always benefit from Savage Fury as described earlier.
STORMWOLF
The Stormwolf will have two roles inside out list, the first is it makes a perfect transport to move the Wulfen around the table. The second role it can perform is as an anti-vehicle unit. With its powerful strength 9 lascannon and strength 7 Skyhammer Missile Launcher it can dish out some serious wounds on most light armoured vehicles in a single turn. As it can fly your opponent is going to subtract 1 from their hit rolls that target it as well.
WHAT NEXT?
Well once you’ve got that lot painted and have a few games under your belt, you may want to think about another HQ unit at the very least. Bjorn the Fell-handed could be good for this, or any of the other great Space Wolf special characters. Even if you choose not to get Bjorn, perhaps consider purchasing a Wulfen Dreadnought…….
I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.