Tag Archives: List Building

Write My Tournament Army – Part 3

I’ve asked you all to get involved with the writing of my tournament army for the Age of the Dark Gods tournament, run by Savage Hammer Gaming. Each week selecting a different unit for the army.

I thought it could be fun to see what Kruleboyz army you would all choose for me to run at this event, and so far you haven’t disappointed! Last week you chose the first battle line unit for the army.

This week we’re adding a unit of 9 Man-Skewer Boltboyz to the mix. These will be great with the Big Yellers allegiance ability giving them an extra 3″ range as well as being able to re-roll 1’s to hit in the first turn.

Here’s the list so far:

Allegiance: Kruleboyz
Subfaction: Big Yellers
Mortal Realm: Ghur
Grand Strategy:
Triumphs:

LEADERS
Snatchaboss on Sludgeraker Beast (315)
General
– Command Trait: Supa Sneaky

BATTLELINE
9 x Man-skewer Boltboyz (360)
  – Reinforced: Twice

Total: 675 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 32
Drops: 2

This week’s we’re choosing our second battleline unit as well as an additional leader unit as requested in our vote last week.

Battleline Units

I won’t go over the pros and cons of the Gutrippas and Man-skewers, as I have already done that last week and I’d be repeating myself.

Gutrippas
Some of my Dominion Gutrippas ready for action
Cons
Expensive – At 180 points for ten models, you won’t want to be throwing them at the enemy without good reason. 18pts per model.
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Man-Skewer Boltboyz
Some of my Boltboyz
Pros
Hit at Distance – With these boys, if they don’t move they can shoot 24″ across the table (2+/3+). Each one making one shot and the boss making two. Not bad. I mean they’re not Longstrikes but….
Cons
Low Model Count – At 120 points for three models, they’re expensive (40pts per model). But does their range make up for this?
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Poor Shooting when Moved – If they move then their shooting ability gets cut drastically (4+/3+). With their range going from 24″ down to 12″. However the number of shooting attacks increase by 1.

Battleline Vote

Additional Leader Unit

Breaka-Boss on Mirebrute Troggoth (180 Points)
Pros
Resilient – 12 Wounds plus an ability to heal D3 wounds on 4+ in friendly Hero Phases.
Lots of Attacks – With its Iron-Bound Clubs and Bident Goad, this model generates 9 attacks per turn all 3+/3+.
Even More Attacks -For each wound caused after rollingD3 wounds using the Breaka-Harness you can gain 2 to the Iron-Bound Clubs attacks of the Troggoth giving him up to +6 attacks on 3+/3+ with -2 Rend and 3 Damage.
Cons
Individual – With no Aura’s or Buffs this model has no direct benefits to other units in the Kruleboyz list.
Can Die Quickly – If you’re choosing to use the extra attacks by causing D3 wounds you can quickly lose wounds in combat. Is this something you want to be doing on your general?
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Gobsprakk, the Mouth of Gork (280)
Pros
Strong Magic – Gobsprakk can deal mortal wounds to casters when he unbinds their spells.
Fast – 14″ movement
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Cons
Expensive – 280 Points. For that 280 you get a strong Magic user but a surprisingly poor damage dealer in combat.
Target – Because of its Speed and its ability in the magic phase, this unit is likely to be targeted by the opponent very early.
Killaboss on Corpse-rippa Vulcha (240)
Pros
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Duplicate Command Ability – If you choose to issue a command ability with this model, another model in your army can still issue the same command ability in the same phase.
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Fast – Movement 14″
Cons
Expensive – 240 Points, aside from the Snatchaboss on Sludgeraker this is the most expensive command unit and will limit your choices elsewhere on the roster.
Target – Because of its Speed and number of attacks this unit is likely to be targeted by your opponent quickly.
Killaboss on Great Gnashtoof (170 Points)
Pros
Cheap – At only 170 points, this is one of the cheaper options to lead your army. Beaten only by the Killaboss on foot.
Fast – 10″ Movement
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
+1 To Hit – If this unit made a charge move in the same turn
Cons
No. of attacks – The drop in points come at a price, and in this case its a drop to eight attacks instead of 9/15 (Mirebrute) and 10 (Vulcha), they do however still hit on 3+/3+
Low Wound Count – This model will die quickly to sustained attacks, but does benefit from a 3+ save instead of 4+ as seen on the other units so far.
Killaboss with Stab-Grot (110 Points)
Pros
Cheap – At only 110 points this is the cheapest Leader option available to the Kruleboyz.
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Stab-Grot – Model has a single use Ward Save on 1-5, if successful you lose the Grots attacks. 3 attacks (4+/4+)
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
Cons
Can Die Quickly – With only 6 attacks, this model WILL die and will give away Slay the Warlord points.
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Snatchaboss on Sludgeraker Beast (315 Points)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Cons
Target Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 315 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.
Murknob with Belcha-banna (95)
Pros
Save against Spells – This model can grant a 5+ ward save against Spells or Endless spells for units within 12″.
Mortal Wound – This model can cause mortal wounds to enemy units within 3″.
Cons
Low Attacks – Only one melee attack which on average will cause 2 damage.
Slow – This model is a standard foot slogger, moving around the board at 5″.
Swampboss Skumdrekk (320)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Additional Triumph – This model can use an additional triumph on itself during the battle through the sacrifice of a Hobgrot unit.
Cons
Target Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 320 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.
Swampcalla Shaman and Pot-Grot (105)
Pros
Magic User – The shaman has access to the strong Swamp lore for Orruks. Giving them access to spells like Da Black Pit or Summon Boggy Mist.
Poisons – Allows nearby Kruleboyz Orruk units to cause mortal wounds on 5+ instead of 6+.
Elixirs – Gives nearby Kruleboyz Orruk units +1 to their saving throws.
Cons
Weak – only 6 wounds and a 5″ move.

Leader Unit Vote

Next Week’s Unit

As well as the third battleline unit what type of unit should be included next week?

Write My Tournament Army – Part 2

Last week I asked you all to get involved with the writing of my tournament army for the Age of the Dark Gods tournament, run by Savage Hammer Gaming.

I thought it could be fun to see what Kruleboyz army you would all choose for me to run at this event, and so far you haven’t disappointed! Last week you chose which sub faction the army should be as well as which model should be the General and what their command trait is.

The responses were fairly clear cut after only a day or so. You all chose Big Yellers as the sub faction, which will give me an extra 3″ range on my Man-Skewers and Killbows in the first turn as well as the ability to re-roll 1’s when shooting. You also decided that the model to lead the army should be the Snatchaboss on Sludgeraker Beast. This guy is expensive, but worth his points, giving all nearby Kruleboyz units the ability to add 1 to the number of mortal wounds caused on 6’s. Then you gave him Supa Sneaky which gives him the ability to set up a Kruleboyz unit anywhere on the battlefield 9″ away from the enemy.

Off the bat, it’s differed to what I would have chosen personally. While I would have included a Sludgeraker, I may have been more inclined to not make it a General and instead go with the Killaboss on Great Gnashtoof for the speed and the +1 to hit in combat after the charge.

Here’s the list so far:

Allegiance: Kruleboyz
Subfaction: Big Yellers
– Mortal Realm: Ghur
Grand Strategy:
Triumphs:

LEADERS
Snatchaboss on Sludgeraker Beast
(315)
General
– Command Trait: Supa Sneaky

Total: 315 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 14
Drops: 1

Next up we need to choose the first of our three essential battleline units.

Battleline Units

The Kruleboyz aren’t spoilt for choice here, and there are only two options with Big Yellers.

Notes

  • Both benefit from Venom-Encrusted Weapons causing mortal wounds to hit rolls of 6.
  • Both can benefit from our Snatchaboss on Sludegraker Beast who can add 1 to any mortal wounds they cause on hit rolls of 6.
  • Both can benefit from nearby Swampcalla Shaman and Pot-Grots who can grant poisons, giving these units the ability to cause mortal wounds on hit rolls of 5 or 6.
  • Both can benefit from nearby Swampcalla Shaman and Pot-Grots who can grant elixirs, giving these units the ability to add +1 to their save rolls.
  • Both can benefit from nearby Murknob with Belcha-Banna who can give them a 5+ ward save against spells or the effects of Endless Spells.
Gutrippas
Some of my Dominion Gutrippas ready for action

Notes: This is one unit that could be teleported to within 9″ of the enemy using the command trait Supa Sneaky.

Pros
Tough(ish) – One benefit of these guys is that they have two wounds each, meaning a 10 man unit is worth 20 wounds on the tabletop.
Attacks – Each model gets two attacks with 4+/4+ on the stikka (above) or 4+/3+ with the hakka, no rend and 1 damage. The Champion also gets an additional attack meaning a unit of 10 can dish out 21 attacks, thats an average success of 5 hits with the stikka or 7 hits with the hakka.
Charging – You can add 1 to their charge rolls if the unit includes a musician.
Scary Boyz – Has the potential to force the enemy to subtract 1 from their hit rolls when attacking this unit.
Cons
Expensive – At 180 points for ten models, you won’t want to be throwing them at the enemy without good reason. 18pts per model.
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Man-Skewer Boltboyz
Some of my Boltboyz
Pros
Hit at Distance – With these boys, if they don’t move they can shoot 24″ across the table (2+/3+). Each one making one shot and the boss making two. Not bad. I mean they’re not Longstrikes but….
Cons
Low Model Count – At 120 points for three models, they’re expensive (40pts per model). But does their range make up for this?
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Poor Shooting when Moved – If they move then their shooting ability gets cut drastically (4+/3+). With their range going from 24″ down to 12″. However the number of shooting attacks increase by 1.

Next Week

What should our next choice involve next week?

Write My Tournament Army – Part 1

Unfortunately as you all know, I missed out on Battle of Burning skies. However, I have now bought a ticket for the Age of the Dark Gods tournament, also run by Savage Hammer Gaming.

I thought it could be fun to see what Kruleboyz army you would all choose for me to run at this event, so over the next few weeks I’ll be doing once a week posts where you get to select a unit by poll to enter the army. I do however, reserve the right not to run the list if I feel its blooming awful!

So first up.

SUBFACTION

As Kruleboyz there are three subfactions that can be chosen, each with their own benefits.

Grinin’ Blades

The Grinnin’ Blades are the epitome of Morkiness, ever seeking to get one over their foe before the battle is joined in earnest. Their Swampcalla Shamans are experts at concealing the boys with obfuscating mists, hiding them from sight until the enemy is completely surrounded.

Out of the Mists: The shamans of the Grinnin’ Blades make sure that the lads are swathed in thick, concealing fog before the battle begins.

During the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.

This is usually the secondary choice after Big Yellers, this gives the ability of essentially the enemy being unable to attack your models unless they’re within 12″ in the first turn.

Big Yellers

The Big Yellers are seen as pretty lazy by the other Kruleboyz, but it is precisely this trait that has led to them spending a lot of time tinkering with their wargear and making ‘kustom modifikashuns’. As such, the Deffspikerz of this warclan invariably wield the flashiest, shootiest missile weapons – after all, it saves them the long walk that is usually required in order to shank a foe.

Only Da Best: The crossbows of the Big Yellers are just that bit better than those of other Kruleboyz – not that the rival warclans would ever admit it.


Add 3″ to the Range characteristic of missile weapons used by friendly BIG YELLERS ORRUK units. In addition, in the first battle round, each time a friendly BIG YELLERS ORRUK unit shoots, you can re-roll 1 of the hit rolls for 1 of the attacks made by that unit.

This is the most selected faction for Kruleboyz as it increases the range of your shooting attacks to 27″ which means you can tag a few units in the first turn from shooting if you play your deployment right.

Skulbugz

Even other greenskins think that the Skulbugz are an unsettling bunch. They have an affinity with creeping, crawling things, and are usually surrounded by undulating swarms of gangly swamp-midges and nasty, scuttling critters that are likely to run up a foe’s leg. Understandably, this can be extremely distracting to their enemies in battle.

Crawly Swarm: The Skulbugz and their loathsome warbeasts are magnets for all kinds of biting, wriggling creepy crawlies.

When an enemy unit is picked to fight, roll a dice if it is within 3″ of any friendly SKULBUGZ units. Add 2 to the roll if that enemy unit is within 3″ of any friendly SKULBUGZ MONSTERS. On a roll of 6+, subtract 1 from hit rolls for attacks made by that enemy unit in that phase.

This is the least chosen faction for Kruleboyz, it gives you a 16% chance of forcing the enemy to subtract 1 from their hit rolls, or 50% if they’re near a friendly monster.

Who should the General be?

There are only a few Kruleboyz units who can benefit from Command Traits and these are:

  • Breaka-Boss on Mirebrute Troggoth (180 Points)
  • Killaboss on Corpse-Rippa Vulcha (240 Points)
  • Killaboss on Great Gnashtoof (170 Points)
  • Killaboss with Stab-Grot (110 Points)
  • Snatchaboss on Sludgeraker Beast (315 Points)

There are pros and cons to each

Breaka-Boss on Mirebrute Troggoth (180 Points)
Pros
Resilient – 12 Wounds plus an ability to heal D3 wounds on 4+ in friendly Hero Phases.
Lots of Attacks – With its Iron-Bound Clubs and Bident Goad, this model generates 9 attacks per turn all 3+/3+.
Even More Attacks -For each wound caused after rollingD3 wounds using the Breaka-Harness you can gain 2 to the Iron-Bound Clubs attacks of the Troggoth giving him up to +6 attacks on 3+/3+ with -2 Rend and 3 Damage.
Cons
Individual – With no Aura’s or Buffs this model has no direct benefits to other units in the Kruleboyz list.
Can Die Quickly – If you’re choosing to use the extra attacks by causing D3 wounds you can quickly lose wounds in combat. Is this something you want to be doing on your general?
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Killaboss on Corpse-Rippa Vulcha (240 Points)
Pros
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Duplicate Command Ability – If you choose to issue a command ability with this model, another model in your army can still issue the same command ability in the same phase.
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Fast – Movement 14″
Cons
Expensive – 240 Points, aside from the Snatchaboss on Sludgeraker this is the most expensive command unit and will limit your choices elsewhere on the roster.
Target – Because of its Speed and number of attacks this unit is likely to be targeted by your opponent quickly.
Killaboss on Great Gnashtoof (170 Points)
Pros
Cheap – At only 170 points, this is one of the cheaper options to lead your army. Beaten only by the Killaboss on foot.
Fast – 10″ Movement
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
+1 To Hit – If this unit made a charge move in the same turn
Cons
No. of attacks – The drop in points come at a price, and in this case its a drop to eight attacks instead of 9/15 (Mirebrute) and 10 (Vulcha), they do however still hit on 3+/3+
Low Wound Count – This model will die quickly to sustained attacks, but does benefit from a 3+ save instead of 4+ as seen on the other units so far.
Killaboss with Stab-Grot (110 Points)
Pros
Cheap – At only 110 points this is the cheapest General option available to the Kruleboyz.
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Stab-Grot – Model has a single use Ward Save on 1-5, if successful you lose the Grots attacks. 3 attacks (4+/4+)
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
Cons
Can Die Quickly – With only 6 attacks, this model WILL die and will give away Slay the Warlord points.
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Snatchaboss on Sludgeraker Beast (315 Points)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Cons
Target Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 315 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.

Finally, what should their Command Trait be?

Slippery Skumbag

This wily boss has mastered the art of the feint and counter-charge.
This general can retreat and charge in the same turn.

This would benefit the fast moving units the most, especially the Great-Gnashtoof which gets +1 on its attacks if it charged in the same turn.

Not as great for the slower, Sludgeraker or Killaboss and Stab-Grot.

Supa Sneaky

This boss is renowned for the ingenuity of his ambush manoeuvres.
If this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.

This could benefit a hard-hitting combat unit such as another Mirebrute Troggoth, Killaboss with Stab-Grot or even a unit of Gutrippas (especially if they’ve been reinforced)

Egomaniak

This self-important boss is willing to use anyone to protect his own hide.
If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.

This is a great pick for those Generals you especially want to keep alive that cost a fortune. You’ll need to make sure you park a unit of gutrippas or Hobgrots near them to act as the meatshield.

Combat Patrol: Orks – Beginners 1,000 Point Army

Following the success of the first two articles in this series on the Sisters of Battle and the Blood Angels, I decided to write another, this time on everyone’s favourite xenos, the Orks. So like the last two lists our only rule is that we have to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of xenos armies.

The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.

Combat Patrol: Orks


In the Orks Combat Patrol box you’re given;

  • Ork Warboss in Mega Amour
  • 20x Ork Boyz
  • 3x Deffkoptas
  • 1x Deff Dread

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following units;

This will cost you an additional £168, alongside the cost of the Codex (£30) the entire army will set you back £283!

However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £220! That’s a saving of just over £60!

To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.

This combat patrol can be used as a basis for virtually any of the Ork klans, so today we’re just going to make a generic list that should be suitable for anyone (though Evil Sunz and Deathskullz are likely to gain more out of it).

The list above brings us with upgrades to 1,000 points and the list will be as follows;

HQ
———-

Warboss in Mega Armour (Warlord) – 115 pts
‘Uge Choppa & Big Shoota
– Command Trait: Big Gob
– Trukkboyz


Weirdboy – 70 pts
– Power of the Waaagh!: Da Krunch & Da Jump


TROOPS
———-

Boyz – 95 pts
– 9x Boyz: Slugga & Choppa
– Boss Nob: Big Choppa & Slugga
– Trukkboyz Mob


Boyz – 95 pts
– 9x Boyz: Slugga & Choppa
– Boss Nob: Big Choppa & Slugga

ELITES
———-

Meganobz – 105 pts
– 2x Meganobz: Kustom Shoota, Power Klaw
– Boss Meganob: Kustom Shoota, Power Klaw

FAST ATTACK
———-

Deffkoptas – 150 pts
– 3x Deffkoptas


Warbikers – 130 pts
– 4x Warbiker: Dakkaguns and Choppa
– Boss Nob: Big Choppa


HEAVY SUPPORT
———-

Deff Dread – 85 pts
4x Dread Klaw
Deff Dread – 85 pts
4x Dread Klaw

DEDICATED TRANSPORT
———-

Trukk – 70 pts

TOTAL POINTS: 1,000

WARBOSS IN MEGA ARMOUR

This chap is truly a beast! 5 attacks in melee, hitting on 2+ at strength 9, this dude can hit marines on 2+ and then wound them on 2+ giving them only a 6+ chance to save. Flat two damage means he’ll likely kill at least three marines in combat.

On top of that if you make sure your boyz are within 6″ of him, when in combat they’ll benefit from a +1 on their hit rolls in combat.

Give him the Trukkboyz Specialist mob rule, it’ll mean he can disembark even if the Trukk makes a normal move and it’ll add +1 to his ranged attacks hit roll while shooting from the trukk.

With Tellyporta, you also have the option of setting him up in reserve and bringing him on later…. But perhaps consider saving this for a unit we’ll look at later.

WEIRDBOY

While not bad in combat himself, this guys true power comes from his Waaagh Powers. Equip him with Da Jump and you’ll be able to move any of your core units such as your Boyz anywhere on the battlefield 9″ away from the enemy, and considering we’ve gone for a fast list which should be charging up to the enemy as quickly as possible, this power ties in perfectly with that.

Your second power could be Da Krunch which if any enemy units stray to close to the Weirdboy he’ll be able to roll a D6 for each model causing mortals on 6’s.

BOYZ

Your common Ork is a CC specialist and in our army where speed and being in the enemies grill is top priority these boyz will do you proud. With two attacks base increasing to three due to their Choppas a single unit of 10 can push out 31 attacks in close combat which hit on 3’s (or 2’s if near your Warboss). If you choose to run your army as Goffs then these boyz will score additional hits on unmodified hit rolls of 5+ instead of 6+ if you use the Unbridled Carnage stratagem for 2CP.

Either place them in your Trukk and give them the Trukkboyz specialist mob rule, and then bomb them up the field or have them sit with your Weirdboy who can Da Jump them near to their target.

MEGANOBZ

This unit with their Power Klaws mean they can chew through a lot of the enemies heavy armour. With Strength 10 in combat and AP-3 with flat 2 damage throw them against tanks and watch them krump.

You can increase this damage to three with the stratagem Hit ‘Em Harder, which if you take averages into account means you should be causing 9 wounds to things like Space Marine Rhinos and the like.

Again, because their Core, if they’re within 6″ of the Warboss they’ll gain a +1 on their to hit roll in combat meaning that you negate the -1 to hit for having power klaws.

You can equip these with a Tellyporta as well should you wish, allowing you to deploy them anywhere 9″ away from the enemy,

DEFF KOPTAS

These boyz are fast with a movement of 14″ they close towards enemy tanks fire their rockets and cause some serious damage early in the game. Their rockets are 24″ range with 2D3 shots, strength 8 and AP-2, doing D3 damage per hit. Great for taking out heavier infantry from further away and staying out of range of the enemies small arms fire. Also can be used to quickly claim any objectives should the need arise. lend themselves perfectly to our fast moving army, giving it some punch from further away.

If they do get caught in combat, each Kopta will be able make 6 attacks thanks to its Spinnin’ blades. However, they’re only hitting on 3’s and hit at strength 5, -1AP and doing 1 damage each. Try and avoid combat with them unless you feel confident you can win.

With Swoopin’ Down these boys can also be set up off the table before the game begins coming down in a movement phase at least 9″ away from the enemy. Good for dropping in and using the rockets to blast away at a valuable target.

If you choose Speed Freaks then there’s various options of stratagems for these as well with possibly the best being Attack Out O’ Da Sun, allowing them to be removed at the end of the turn for 2CP and placed anywhere on the battlefield 9″ away from the enemy in your next movement phase. This also effectively removes the chance for the enemy to shoot and target them for a turn.

WARBIKERS

Warbikers are a great all round unit for shooting and combat. With each bike having two Dakkaguns they have the potential to kick out 25 shots for the five bikes if they’re within 9″ of the enemy. Even if they’re not they’ll still be able to shoot 15 times! Great for taking out lightly armed units such as Guard.

In combat the Warbikers will make two attacks each (three attacks each if they have Choppas)though don’t expect them to cause too much damage unless you have taken them as Speed Freaks.

This unit is ideal for harassing the enemy and taking wounds off here and there.

DEFF DREAD

This guy can really be turned into a CC beast, and you’ve got two of them to play with! Give them both four Dread Klaws and they’ll generate seven attacks each in melee. These are at Strength 10, -3 AP and doing 3 damage each. They’ll chew through most things the enemy can put up against them.

They’re tough as well with toughness 7, 8 wounds each and a 3+ save, the enemy will need to pour some time and effort into getting rid of these, meaning they’re not shooting at your boyz or meganobz……

when you do charge with these make sure to use Ramming Speed for 2CP as it’ll give 3D6 for your charge roll and on a 2+ cause D3 mortal wounds to an enemy within engagement range.

To get them up the field really quick, keep the deff dreads in reserve and then use the Tellyporta stratagem that we discussed earlier and all they’ll be able to deploy 9″ away from an enemy in the movement phase. That’ll terrify most players.

TRUKK

The trusty Ork Trukk, place one of your units of boyz in here and they’ll be able to shoot from it as its open topped. It’ll be able to take 12 infantry models or one unit of ten boyz and your Warboss…. just to get them up the field quicker.

Remember that the Trukk is Ramshackle as well meaning anything up to strength 7 that targets it will have to subtract one from its damage characteristic.

OTHER POINTS

If you like close combat, then this army list is for you. It’s ideally suited to get up the table quickly and charging as soon as possible. Be as aggressive as possible with this list and you should have a lot of fun.

WHERE NEXT?

The sky’s the limit. Which Kultur do you want to go with, Evil Sunz? Get more vehicles. Goffs? Get more boyz. Deathskulls? Get some lootas.

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.

Peter

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Combat Patrol: Blood Angels – Beginners 1,000 Point Starter Army

Following the success of the first article in this series on the Sisters of Battle, I decided to dip my foot in and attempt another. This time on my own favourite army the Blood Angels. So like last time we’re going to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of Space Marine armies.

The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.

Combat Patrol: Blood Angels


In the Blood Angel Combat Patrol box you’re given;

  • Primaris Librarian
  • 5x Incursors
  • 5x Intercessors
  • 3x Aggressors
  • Impulsor
  • 2x Blood Angel upgrade frames

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following units;

  • Sanguinary Guard (2 packs) £60
  • Space Marine Captain (Free!) – you can kitbash one from the upgrade sprue and Sanguinary Guard.

This will cost you an additional £60, alongside the cost of the Codex (£30) and Blood Angel Supplement (£17.50) the entire army will set you back £192.50!

However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £152! That’s a saving of just over £40!

To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.

The list above brings us with upgrades to 1,000 points and the list will be as follows;

Vanguard Detachment (3CP)
Adeptus Astartes: Blood Angels

HQ
———-

Captain (Warlord) -140 pts
Angel Exemplar (-1cp)
– Jump Pack
– Thunder Hammer and Storm Shield
– Relic: Gleaming Pinions
– Warlord Traits: Speed of the Primarch, Gift of Foresight

Primaris Librarian – 95 pts
– Quickening

TROOPS
———-

Incursor Squad – 115 pts
– 4x Incursor w/Occulus Bolt Carbine
– Incursor Sergeant w/Occulus Bolt Carbine
– Haywire Mine

Intercessor Squad – 100 pts
– 4x Intercessor w/Auto-Bolt Rifles
– Intercessor Sergeant w/Auto-Bolt Rifle

ELITES
———-

Aggressor Squad – 120 pts
– 2x Aggressor w/Flamestorm Gauntlets
– Aggressor Sergeant w/Flamestorm Gauntlet

Sanguinary Ancient – 110 pts
– Angelus Boltgun and Encarmine Sword

Sanguinary Guard – 202 pts
– 4x Sanguinary Guard w/ Angelus Boltgun and Encarmine Swords
– 2x Sanguinary Guard w/ Angelus Boltgun and Power Fist

DEDICATED TRANSPORT
———-

Impulsor – 115 pts
– 2x Storm Bolters
– Ironhail Heavy Stubber

CAPTAIN

Credit: Reddit User u/l0te

With your Captain you can kitbash this model from parts of the Sanguinary Guard (using the legs, body, backpack and head) plus the upgrade sprue – replacing the chainsword for a Thunder Hammer (ask a friend if you don’t have one of these, same for the storm shield).

Make this chap your Warlord and give him the relic Gleaming Pinions which will allow the captain to withdraw from combat and then charge again, as well as giving him the ability to re-roll fail charges. This guy will be an absolute beast for you. He’ll have five attacks on the charge with the Shock Assault rule (six if your in Assault Doctrine thanks to Savage Echoes) hitting on 3’s and wounding anything up to strength 7 on 2’s thanks to The Red Thirst.

With flat three damage which also has -2 AP, this guy can bring the pain. Plus if you give him Speed of the Primarch he’ll always fight first in the fight phase. By giving him Angel Exemplar for 1cp you’ll be able have an additional Warlord Trait as well, so why not give him Gift of Foresight to allow him to re-roll one hit roll, wound roll and save roll each turn?

Make sure you keep him within 6″ of your Sanguinary Guard and Ancient as they’ll benefit from a plus 1 to their attack hit roll. Perhaps consider keeping all three units in reserve and deploying them later to counter punch against the enemy.

This guy also has a 2+ save thanks to the Storm shield along with a 4+ invulnerable save, so he’ll be hard to shift without your enemy focusing on him.

PRIMARIS LIBRARIAN

Primaris Librarian

This fellow comes inside the Combat Patrol box, and is our second HQ unit. You can make him tasty in combat by giving him the psychic power Quickening which will allow him to re-roll advance and charge rolls as well as adding D3 attacks to his attacks characteristic giving him the potential to dish out up to nine attacks on the charge thanks to Shock Assault and Savage Echoes. Plus with The Red Thirst you’ll be adding one to your wound rolls.

The draw back is his speed, he won’t be able to keep up with your Sanguinary Guard or Captain, but he can move up the field fairly quickly with the re-rolling of advance rolls. Your opponents will be surprised by his melee capability, hitting on 3’s with a strength five weapon that also provides -3 AP and D3 damage.

INCURSOR SQUAD

Incursor Squad Credit: Alex Heap

The Incursor Squads are great and fit into the Blood Angel theme perfectly. Equip these guys with a Haywire Mine which will cause D3 mortal wounds to an enemy within engagement range on a 2+ (flat 3 wounds if the target is a vehicle).

These guys have Concealed Positions allowing them to deploy anywhere on the battlefield more than 9″ away from the enemy deployment zone or enemy units.

They also benefit from the Occulus Bolt Carbine which removes cover benefits for enemy targets.

Plus as with all Blood Angel units they’re tasty in hand to hand as well, with two attack each (three for the sergeant), and an additional one on the charge courtesy of Shock Assault, they can push out 3 attacks each (four if in Assault Doctrine, again thanks to Savage Echoes).

Buy another box of these when looking to expand your force in the future!

INTERCESSORS

Intercessors

Again, a solid unit and although only five man initially they still benefit from some solid gains though the Blood Angels special rules in the same way that the Incursors do.

Plus if you use the space marine stratagem Rapid Fire for 2cp you’ll be able to fire these boys for a second time at the end of the shooting phase. Rapid firing them on both occasions gets the most out of them. If you give them Auto-Bolt Rifles as well and use Rapid Fire then they could kick out 30 shots in a turn.

AGGRESSORS

Aggressors

These chaps are slow with only a 5″ movement, meaning they’ll be outpaced by the vast majority of units in the game. That being said with D6 shots from their flamestorm gauntlets once they close to within 12″ these guys will each kick out a serious number of hits which are great against large units such as Orks or Astra Militarum conscripts.

With three attacks (four for the sergeant) base these guys will also smash face in the fight phase, remember to charge and you’ll be kicking out 16 attacks for the unit with Shock Assault and Savage Echoes. Remember that Red Thirst will give you +1 to your wound rolls as well meaning they’re wounding most things on either 2’s or 3’s if it’s toughness 8 or above.

Also remember that you can use the Space Marine codex stratagem Unyielding in the Face of the Foe which, for 1 cp allows them to add +1 to their armour saves against weapons with damage 1.

SANGUINARY ANCIENT

A Sanguinary Ancient with Sanguinary Guard

The Sanguinary Ancient and the Sanguinary Guard will be your close combat specialists in the army, and that’s saying something for the Blood Angels when as we’ve seen even librarians can dish out up to nine attacks.

Keep this guy within 6″ of both the Guard and your Captain so that they gain +1 to their attack roll for being near the captain and +1 to their roll for having the Chapter banner nearby. This plus if any Sanguinary Guard or the Ancient are destroyed by an enemy model on a 4+ they’ll be able to make a final attack (shooting or melee) before being removed.

With Angelic Visage the enemy also suffer a -1 to hit roll on their attacks in the fight phase.

SANGUINARY GUARD

Sanguinary Guard

Much of what was mentioned for the Ancient applies to the Guard as well. Keep them within 6″ of the Captain and the Ancient and you’ll have one big scary melee ball of pain.

Each model is able to dish out three attacks base, and like all of the other units the Guard will benefit from Savage Echoes, The Red Thirst and Shock Assault. All this means is that each one will make four attacks on the charge (five when in assault doctrine). You can increase the potential by +1 on your attack roll if you use the Stratagem Descent of Angels on the turn which they arrived from reserve.

Plus with the Stratagem Upon Wings of Fire, once they’ve mulched their target in the next movement phase you can place them back into reserve and do it all over again.

Thanks to the Ancient and the Captain means they’ll always be hitting on 2’s and with the encarmine blade giving them +1 strength they’ll be able to wound anything up to T4 on 2’s and T5 targets (looking at you greenskins) on 3’s. With AP -3 and flat 2 damage these guys are great against any infantry opponent, and if you equip a couple with power fists they’ll take on tanks as well.

IMPULSOR

Penitent Engines

Ideally it would be nice to equip this with the Bellicatus Missile Array (allowing you to fire S8 missiles) as without this you’re just relying on the Heavy Stubber and Bolters. But, that being said it can still be useful for transporting your Intercessors and Librarian around the field at a quicker pace.

OTHER POINTS

With Blood Angels, it’s remembering your special rules when you charge and are in combat. The opponent won’t always remind you that you have Savage Echoes, The Red Thirst, Black Rage and Shock Assault so try and get into the habit of learning these if you are going to collect the Blood Angels.

The other thing to remember is that the Blood Angels are a close combat army and so you want to be getting up the field quickly and in the opponents faces as much as possible, but pick your fights well. Don’t throw away your units without possibly whittling down the enemy a little with your boltguns on the Intercessors. Target priority is always key with any army you play, look at your opponents army before your begin, work out the biggest threats and how you can use your units to counter them. Would it involved dropping the Guard, Ancient and Captain nine inches from the horribly big tank? Or perhaps you should kick out those 30 shots that the Intercessors can give on that Ork horde that’s approaching before charging with two or three of your close combat units?

If you like close combat, then these are the Marines for you. Plus who doesn’t love sculpted nips and abs on armour?

WHERE NEXT?

As I mentioned earlier I would probably look to be including more Incursors in the larger builds of this list alongside some of the other more well known Blood Angel units for flavour such as Mephiston and Death Company.

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.

Peter

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Writing a Sci-Fi Tabletop Wargame – Part 6

Our past posts:

So the results of last weeks votes are as follows:

Factions

Now we’ve got most (if not all) of the basic information in place for our game we can start getting our hands dirty with some of the nitty gritty stuff. Firstly, should we have pre-made ready to go factions or should players have options to construct their own units for their own faction? This would make the game miniature agnostic but it would also require players to take the time to build a faction from the ground up, i.e. this is a leader unit it needs this particular weapon, with this armour and these special rules.

Of course we could always have a mixture of both pre-made and create your own. But what do you think?

Turn Order

This is about how the players determine who goes first. There are many options for this, but I’ve narrowed this down to two or three, but bear 🐻 in mind these can also have vary to some extent. For example, while AoS is a UgoIgo system it also implements the turn priority in terms of a dice roll before each turn.

I Go You Go

This is the first and possibly most common option used. Players use a mechanic to determine who goes first and then play is simply alternated between the players until the end of the game.

Draw

Players use coloured dice or chips to represent their individual units on the table e.g. one players units are represented by red dice while the others are blue, when a red dice is drawn the red player chooses a unit to activate. This system will be familiar to those who have played Warlord Games Bolt Action.

Initiative

This could either be an army wide initiative rating or individual initiative ratings for units to decide what order they act in. For example, elite units may have a much higher initiative than conscripts meaning they’ll always act first.

Bidding

One of my personal favourites is using bidding systems to determine who acts first. This can take various forms such as rolling a number of orders each side can take on two or three dice then giving up a number of those orders to try and claim the priority that turn.

So which is your favourite? Perhaps there’s one I’ve not even thought of, I’d that’s the case why not add a comment below?

Top Three Lists from the Justice Series GT 5th November 2021

These were the top three lists from the Justice Series GT 5th November 2021

Simon W – Disciples of Tzeentch

Simon won the event with five wins from five and 150 tournament points.

Allegiance: Disciples of Tzeentch
Subfaction: Hosts Duplicitous
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Lord of Change (General) (420 pts)+
– Command Trait: Will of the Phantom Lord
– Artefact: Brand of the Split Daemon
– Spell: Tzeentch’s Firestorm
Changecaster (135 pts)+
– Spell: Bolt of Tzeentch

Battleline
———-
Horrors of Tzeentch (Pink) (645 pts)+
– Reinforced: Twice
Horrors of Tzeentch (Pink) (430 pts)+
– Reinforced: Once
Horrors of Tzeentch (Pink) (215 pts)+

Endless Spells & Invocations
———-
Chronomantic Cogs (45 pts)
Soulscream Bridge (70 pts)

Core Battalions
———-
Battle Regiment+

Total Points: 1960 pts
Made with AoS App List Cleaner

James Tinsdale – Soulblight

James who also featured in our Top Three Lists from Mancunian Carnage 9th October 2021 appears again for another second place with the same list and 150 points.

Allegiance: Soulblight Gravelords
Army Type: Kastelai Dynasty
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Wight King On Skeletal Steed (General) (130 pts)+
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
Nagash (970 pts)+

Battleline
———-
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Deadwalker Zombies (115 pts)+

Core Battalions
———
Battle Regiment+

Total Points: 1995 pts
Made with AoS App List Cleaner

Jp Stevens – Lumineth Realmlords

JP managed four wins from five for 125 points.

Allegiance: Lumineth Realm-lords
Subfaction: Zaitrec
Grand Strategy: Prized Sorcery
Triumphs: Inspired

Leaders
———-
Vanari Lord Regent (General) (155 pts)+
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Spell: Lambent Light, Overwhelming Heat, Speed of Hysh
Scinari Loreseeker (170 pts)+
– Spell: Lambent Light, Overwhelming Heat, Protection of Hysh
Sevireth (345 pts)+

Battleline
———-
Vanari Auralan Wardens (145 pts)+
– Spell: Overwhelming Heat, Speed of Hysh
Vanari Auralan Sentinels (450 pts)+
– Spell: Overwhelming Heat, Speed of Hysh
– Reinforced: Twice
Vanari Bladelords (130 pts)+

Units
———-
Hurakan Spirit of the Wind (265 pts)+
Hurakan Spirit of the Wind (265 pts)+

Endless Spells & Invocations
———-
Rune of Petrification (75 pts)

Core Battalions
———-
Battle Regiment+

Total Points: 2000 pts
Made with AoS App List Cleaner

Solo Wargaming for your Favourite Games

I’m in the process of creating a series of Wargaming Aids which allow players to play their favourite games in a single player format against an AI controlled enemy army. To find out more on this click here.

For as little as £1 a month (the price of a chocolate bar) you can help support me in this endeavour and receive cool perks as a thank you, such as access to our Discord Server as well as downloadable copies of the gaming aids which you can print out and use at home.

Why not pop over to Patreon and sign up and help me in this project? Money raised will go towards making these as physical products.

Top Three Lists from Mancunian Carnage 9th October 2021

These were the top three lists from Mancunian Carnage on October 9th 2021.

Tom Mawdsley – Stormcast Eternals

Tom won the event with five wins from five and 94 tournament points.

Allegiance: Stormcast Eternals
Subfaction: Celestial Warbringers
Army Type: Stormkeep
Grand Strategy: Hold the Line
Triumphs: Inspired
Unique Enhancement: Call for Aid

Leaders
———-
Knight-Judicator with Gryph-hounds (General) (205 pts)+
– Command Trait: Master of Magic
– Artefact: Arcane Tome
Knight-Judicator with Gryph-hounds (205 pts)+
Knight-Judicator with Gryph-hounds (205 pts)+
Knight-Judicator with Gryph-hounds (205 pts)+
Knight-Judicator with Gryph-hounds (205 pts)++
– Artefact: Luckstone
Celestant-Prime (325 pts)++

Battleline
———-
Liberators (115 pts)++
Liberators (115 pts)++
Vindictors (130 pts)++

Units
———-
Hurakan Spirit of the Wind (Ally) (265 pts)++

Endless Spells & Invocations
———-
The Burning Head (20 pts)

Core Battalions
———-
Command Entourage+
– Bonus Enhancement: Holy Commands
Battle Regiment++

Total Points: 1995 pts
Made with AoS App List Cleaner

James Tinsdale – Soulblight

James also achieved five wins from five and managed 92 tournament points for 2nd place.

Allegiance: Soulblight Gravelords
Army Type: Kastelai Dynasty
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Wight King On Skeletal Steed (General) (130 pts)+
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
Nagash (970 pts)+

Battleline
———-
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Deadwalker Zombies (115 pts)+

Core Battalions
———
Battle Regiment+

Total Points: 1995 pts
Made with AoS App List Cleaner

Ritchie Mcalley – Ironjawz

Ritchie managed four wins from five, losing in the first round to Matt Roberts and his Lumineth Realm Lords. Richie managed to claim 82 tournament points.

Allegiance: Orruk Warclans
Subfaction: Ironsunz
Army Type: Ironjawz
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Megaboss on Maw-krusha (General) (480 pts)++
– Command Trait: Heroic Stature
– Artefact: Amulet of Destiny
– Mount Trait: Fast ’Un
Orruk Warchanter (115 pts)++
Orruk Warchanter (115 pts)++
Orruk Megaboss (140 pts)+++
– Artefact: Destroyer
Orruk Weirdnob Shaman (90 pts)
– Spell: Da Great Big Green Hand of Gork

Battleline
———-
Orruk Brutes (320 pts)+
– Reinforced: Once
Orruk Ardboys (255 pts)+
– Reinforced: Twice
Orruk Brutes (160 pts)+

Units
———-
Orruk Gore-gruntas (150 pts)++
Orruk Gore-gruntas (150 pts)+++

Core Battalions
———-
Hunters of the Heartlands+
Warlord++
– Bonus Enhancement: Artefacts of Power
Vanguard+++

Total Points: 1975 pts
Made with AoS App List Cleaner

Solo Wargaming for your Favourite Games

I’m in the process of creating a series of Wargaming Aids which allow players to play their favourite games in a single player format against an AI controlled enemy army. To find out more on this click here.

For as little as £1 a month (the price of a chocolate bar) you can help support me in this endeavour and receive cool perks as a thank you, such as access to our Discord Server as well as downloadable copies of the gaming aids which you can print out and use at home.

Why not pop over to Patreon and sign up and help me in this project? Money raised will go towards making these as physical products.

#Woehammer Roundup 17th October 2021

Two submissions this week under the #Woehammer on Twitter. Both members of the team.

If you want to see your miniatures on the site remember to use the hashtag #woehammer either on Twitter or Instagram.

Dave has started a new 40k 9th Edition army, this time focusing on the Space Marine Chapter the Imperial Fists. The model below is his first Marine for the army, and I think you’ll agree its a stunner!

Dave’s Imperial Fist

Dave has gone for an awesome golden yellow armour tone and black trim denoting the 5th Company.

The detail on the base is great, and I especially love the coiled barbed wire and spent casings next to the dismembered head.

It’s little different this week for Declan’s submission, here we have an army shot of the force he took to Mancunian Carnage last weekend.

The blue armour really stands out along with the spots of Red. Declan has joked in the past that his Orcs have been called the Crimson Fists. It’s a great army and Declan finished the weekend 3-2!

And talking of Declan’s fantastic tournament performance, only yesterday he was interviewed by the AOS Coach on YouTube about the Gloomspite Gitz! I’ve included the video below for you to watch.

Remember to use the #woehammer for your painting. While you’re at it why don’t you check out our painting competition below where you could win a Start Collecting or Combat Patrol box of your choice all thanks to our sponsors SCN Hobby World. By signing up to their mailing list you receive 25% off all GW products or 15% for the web only products.

The Woeful Brush Painting Competition Sponsored by SCN Hobby World

Closing date for entries 30th November. £1 entry, win your choice of a Start Collecting or Combat Patrol box set!

LINK

Solo Wargaming for your Favourite Games

I’m in the process of creating a series of Wargaming Aids which allow players to play their favourite games in a single player format against an AI controlled enemy army. To find out more on this click here.

For as little as £1 a month (the price of a chocolate bar) you can help support me in this endeavour and receive cool perks as a thank you, such as access to our Discord Server as well as downloadable copies of the gaming aids which you can print out and use at home.

Why not pop over to Patreon and sign up and help me in this project? Money raised will go towards making these as physical products.

Path to Glory – August Results

So with August over its time to review the Path to Glory campaign.

Three games took place this month. Two between Ben and Declan which you can read here, and another between Aron and his friend Rick.

Declan managed to take two wins against the forces of Chaos and he advanced further north-east on the map, building a small settlement around a realmgate. To the south-east of his settlement he discovered Wild Lands which are currently under the control of the Undead (Aron).


Meanwhile Aron’s forces led by the Vengorian Lord Shana, the Flame of the Heavens successfully repelled a chaos incursion into their lands, utterly defeating the force leaving no one alive to tell the tale.

After the battle his scouts returned advising him of a Troggoth settlement that had sprang up to the north just beyond the wild lands around what they had assumed to be a ruined realmgate.

Shana had to plan their next steps carefully.


Aron’s Undead Forces

We haven’t yet covered Aron’s forces in the campaign. Aron has 2,000 points of Soul light Gravelords.

Led by Shana, Flame of the Heavens a Vengorian Lord the forces include two heroes Wilhelmina Carmel a vampire lord in the thrall of Shana and Machtrohl the Unbroken, Shana’s iron fist.

Aron’s forces includes the following units;

  • Deathrattle Skeletons (Bone Legion)
  • Dire Wolves (Alpha)
  • Zombie Dragon (Deadarire, Bringer of the Dead)
  • Vargheist (Primus)
  • Blood Knights (Lord Vahl’s Riders)
  • Deathrattle Skeletons (Ossius Legion)
  • Grave Guard (Order of Merihim)
  • Black Knights (Knights Noir)

As Aron has a 2,000 point list he was able to claim three territories at the start of the campaign. He chose a Settlement, Arcane Waypoint and some Wild Lands.

No games for Rhys, Dave, Ed or myself yet. But watch this space. I have a feeling Nurgle and Chaos may be rumbling soon…..