Tag Archives: Warhammer 40k

Introduction: Danny ‘Dananigan’ Wadeson

Hello reader, I’m Danny – a passionate, competitive AoS and occasional Kill Team player – my ‘other job’ is being an AAA videogame narrative designer.

I’m hopping onto the Woe-Wagon (Woegan?) to help pump out some words on things like Black Library releases, Top 3 list analysis, and Tome reviews/army updates.

I got into Warhammer as a kid – in those pre-teen years that blur into one long summer and one long memory of being desperate to get home from school. The gateway drug was that legendary 5th edition Fantasy Battles boxed set with Lizardmen and Bretonnians, and I have fond (hazy) memories of only ever playing my mate Joe’s Skaven on the carpet.

This image contains 100% proof nostalgia.

As I got a little older, that all went into storage. Until, that is, I started working with a guy who had also pulled out his childhood bitzbox to start painting again – and we convinced each other to whip up a small 40k army each to dive deep into nostalgia. I’d loved but never owned Chaos Marines as a kid, so with the benefits of age (more grey hair and disposable income) I took the plunge and splurged on some Nurgle.

Fast forward through moving house from Cambridge to near Bristol where there’s a massive warhammer scene, and I found myself with Necrons, Blood Angels, Death Guard and a cheeky Drukhari army (before they were cool…just!) The lure of AoS had started to call to me too – so I dug out those old Lizardmen, had a good chortle at their square bases and froggy-ass sculpts, stripped them down, bought a pack of greenstuff, and went to work renovating them into Seraphon!

Shortly after that, I found the 40k meta was wearing me out, and after my first tournament with Drukhari (I beat Emperor’s Children, Thousand Sons and then lost to Dread Knight spam, just after the new GK book) which was full of feelsbad moments, awful terrain and drama, I decided to trade in my Codexes, FAQs and Secondaries for a one way ticket to the Mortal Realms.

Since then, I’ve gotten involved with a fast growing Bristol club called Sigmar’s Pilgrims, and expanded the roster to Big Waagh, Soulblight Gravelords, Sylvaneth and DoK – and of course, like everyone, I somehow seem to keep accidentally accruing Stormcast bits such that I’ve now got half an army of the blighters.

Looking forward to delivering some luke-warm tactical takes and Sylvaneth propaganda to you all in the near future!

Danny’s Gallery

Warscroll Review – Killaboss with Stab-grot

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Image taken from Warhammer Community
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost110 Points

Army Role

This is your cheapest Leader option which can still benefit from the Kruleboyz command traits. This option rarely sees play time over the bigger monsters you have available in the list such as Snatchaboss on Sludgeraker Beast or Breaka-Boss on Mirebrute Troggoth.

Though he could still have a role to play. As he’s cheap at 110 points but has a fairly decent damage output he can be used to weaken or remove smaller units by himself or combined with another unit such as Gutrippaz to destroy units. He can also use his All Part of Da Plan to stop them fleeing in battleshock.

in fact having him equipped with a hacks and shield accompanied by a large group of Gutrippaz (20+) is probably what he’s best used for. He can accompany the Gutrippaz ensuring any battleshock tests are passed at the loss of a single model of needed. While in combat he can add a little extra kick to your offensive capabilities.

But, he’d be a last choice on your army list to fill out points and if you have that many points left you’re probably better off getting a Swampcalla or even a unit of Hobgrots!

Combinations

Grinin’ Blades’ Out of Da Mists applies to the this unit, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

The Supa Sneaky command trait can also be used on this unit to move them up the battlefield at the beginning of the battle to claim objectives or place them almost within charge range of a juicy target.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds.

This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also grant an Elixir which will add +1 to its save.

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after your General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

This unit can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to this units charge rolls.

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

This model has two options for its load out, you can either equip it with a Boss-hacka and Rusting Flail or, Boss-hacka and Skareshield. This either makes them fairly jolly or very tanky depending on what you want.

AttackAv Threat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Boss-hacka 12″42.0 +1mw1.3 +1mw2.6 +1mw
Rusting Flail 12″21.30.90.9
Prized Shiv12″31.50.80.8
Based on average dice rolls

Looking at the damage after saves:

SaveBoss-hacka Unsaved DamageRusting Flail Unsaved DamagePrized Shiv Unsaved Damage
2.6 +1mw0.90.8
6+2.6 +1mw0.90.7
5+2.2 +1mw0.80.5
4+1.7 +1mw0.60.4
3+1.3 +1mw0.50.3
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
8″97%
9″92%
10″83%
11″72%
12″58%
13″42%
14″28%
15″17%
16″8%
17″3%
Chance of making a charge (including movement)

Resilience

This fella is fairly tough even before swapping his flail for a shield. With six wounds and a 4+ save, your opponent will need on average 12 damage with zero rend weapons to be delivered BEFORE and saves are made to have a chance of dropping him. When you swap the flail to a Skareshield this increases to 1 damage before saves.

Final Results

CategoryAmount (Two Weapons)Amount (Weapon & Shield)
Movement5″ 5″
Missile Damage Output
Melee Damage Output4.3 +1mw (13″ Threat)3.4 +1mw (13″ Threat)
Combinations1313
Total Wounds6 (18.3pts per wound)6 (18.3pts per wound)
Resilience12 Hits (Pre-Save)18 Hits (Pre-Save)
Cost110 Points (110pts per Model)110 Points (110pts per Model)
Killaboss with Stab-grot

Warscroll Review – Swampcalla Shaman with Pot-Grot

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Shaman and Pot-Grot painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost105 Points

Army Role

Swampcalla Shamans appear in almost all Kruleboyz tournament armies due to their abilities to buff nearby units with either Poison (Mortals on 5 and 6’s to hit instead of just 6’s) or Elixir (+1 to save rolls). One option is to park them near your missile units constantly giving them Poison while.

Using Poison or Elixir does mean that you won’t be able to cast however, so bear that in mind.

The Spells aren’t too bad either, Choking Mist can be cast up to 24″ and any units within 6″ (friend of foe) have their attacks characteristics reduced by 1 (to a minimum of 1) and they cannot run. Or Nasty Hex which remove a target units ability to use ward save.

Sneaky Miasma is great for getting your monsters into combat quicker (especially your Sludgeraker Beasts which are surprisingly good in combat) as it allows them to make a normal move in the hero phase. Keep in mind however that Sneaky Miasma does not work on the Breaka-Boss on Mirebrute Troggoth as it is not classed as a Monster.

Da Black Pit will see you rolling a dice for each enemy model in a unit and for each 6 or roll that is greater than that units armour save characteristic they’ll suffer 1 mortal wound.

But, keep these guys out of combat and constantly giving units Poison.

Combinations

Grinin’ Blades’ Out of Da Mists applies to this unit as well, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

Generals with the Egomaniak command trait can offload their wounds on a 4+ to this unit.

The Supa Sneaky command trait can also be used to move them up the battlefield at the beginning of the battle to claim objectives or within range of a unit to cast a spell.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds.

This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the use of its own Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also take advantage of its Elixir which will add +1 to its save. .

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee. Though with its low damage output, this probably isn’t wise.

Can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to their charge rolls.

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

The Rogue Idol will also give the Swampcalla Shaman +1 to their casting rolls while within 6″.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

Rend -1 attacks with a fairly standard threat range of 12″ (movement + charge). The Shaman also benefits from the Pot-Grot’s Back-up Stabba. But let’s be honest, his damage output isn’t something to write home about.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Bogbark Staff 12″21.30.91.8
Back-up Stabba12″21.00.50.5
Based on average dice rolls

Looking at the damage after saves:

SaveBogbark StaffBack-up Stabba
1.80.5
6+1.80.4
5+1.50.3
4+1.20.3
3+0.90.2
Amount of damage after saves based on average dice rolls

Resilience

The Shaman is 6 wounds with a 5+ save.

To destroy this unit with weapons that have no rend you’ll need to score on average 9 hits before any saves are made.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.3 (12″ Threat)
Combinations13
Total Wounds6 (17.5pts per wound)
Resilience9 Hits (Pre-Save)
Cost105 Points (105pts per Model)
Swampcalla Shaman with Pot-Grot

Leagues of Votann – First Lore

The Warhammer Community has posted the first lore on the League’s of Votann, and so far I like what I’ve read.

Essentially each league revers their own Votann, which is a super computer from the Dark Age of Technology. These super computers do everything for our stout friends and hold a lot of information on technology and tactics etc. They also hold a lot of STC’s (Standard Template Construct).

What’s an STC? No, it’s not a medical condition contracted after a debauched night out. They are technology designs from the Dark Age of Technology. Famous STC’s include the Rhino, Land Raider, Predator and Land Speeder to name but a few.

If the Imperium were aware that the League’s possessed these Super Computers (which they’re not) then there would be hell to pay on two counts at least.

1) The Imperium HATE artificial intelligence, and for the Votann to exist would go against a lot the Imperium believes

2) The Imperium LOVES new STC’s and stops at nothing to find them.

But, there’s always a twist, and it seems in the League’s of Votann’s case it is their reliance on the super computers. Because after tens of thousands of years their memory banks are almost full and tasks that would have taken moments in the past now take hours, days, months or even years to complete. S

So guess what?

The League’s have to find a way to help their grid-like AI friends….

The Art

From Warhammer Community

Here’s the artwork that was posted yesterday. Aside from being a great piece, there is a little information we can take away about their models from this.Th

Those who saw my last post when the Votann were announced will be familiar with my wishlist I think we can tick off one of those items just by looking at this picture.

Hearthguard, yup I think those big fellas at the back with the impressive shoulders are the Hearthguard. After all the main focus looks to be a leader character of some kind, so it would make sense to have his guard nearby.

Just look at their armour as well, doesn’t it remind you of Space Marine power armour? This makes me think I’ll be getting my wish for the 3+ save.

If the models match the artwork I think they’ll look great, but what do you think?

Warscroll Review – Gutrippaz

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Gutrippaz painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost180 Points

Army Role

Gutrippaz are the main battleline of the Kruleboyz faction. In the current meta many players opt to play as Big Yellers and so Man-Skewers are used in place of these usually, with possibly only a single Gutrippaz unit appearing in the army.

They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 7 mortal wounds totalling 7 damage as well as another 3-4 standard hits also causing a further 3-4 damage on average before saves.

Unit of Gutrippaz can be used as screens if necessary, they do have more survivability than Hobgrot Slittaz. They may be a little pricey for this role however.

You could use Supa Sneaky and have them move up the battlefield early doors to either claim objectives or get them in combat quicker. Being 9″ away from an enemy on turn 1 with an average 8″ charge (thanks to the musician) means that they have a 91.6% chance of making their charge.

Their main role is to claim objectives however, near or far. They can dish out some hurt but not as much as you may expect for 180 points. To dish out more pain they would need buffs from other units to do so.

Combinations

Grinin’ Blades’ Out of Da Mists applies to the Gutrippaz, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

Killaboss units are able to use their skill All part of da plan with Gutrippaz, allowing them to only lose 1 model to battleshock if they’re within 3″. As this unit is very expensive, this can be a wise strategy to keep them around.

Generals with the Egomaniak command trait can use Gutrippaz to offload their wounds on a 4+ to. But when this unit is so expensive do you really want to do that? Situational perhaps.

The Supa Sneaky command trait can also be used on Gutrippaz to move them up the battlefield at the beginning of the battle to claim objectives or place them almost within charge range of a juicy target.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds. This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also grant the Gutrippaz an Elixir which will add +1 to its save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

The Gutrippaz can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to the Gutrippaz charge rolls.

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

No rend attacks with a fairly standard threat range of 13″ (movement + charge + 1″ extra if this unit contains a musician).

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Wicked Stikka 13″217.0 +3.5mw3.5 +3.5mw3.5 +3.5mw
Wicked Hakka13″217.0 +3.5mw4.6 +3.5mw4.6 +3.5mw
Based on average dice rolls

Looking at the damage after saves:

SaveStikka Unsaved DamageHakka Unsaved Damage
2.9 +3.5mw4.6 +3.5mw
6+2.3 +3.5mw3.8 +3.5mw
5+1.8 +3.5mw3.1 +3.5mw
4+1.2 +3.5mw2.3 +3.5mw
3+0.6 +3.5mw1.5 +3.5mw
Amount of damage after saves based on average dice rolls

Resilience

These fellas are two wounds each with a 5+ save, which amounts to 20 wounds for 180 points.

Bravery 5 means they won’t hang around either, so consider using All Part of Da Plan to keep them around.

Twelve unsaved wounds on this unit will likely see the last fleeing to battleshock. This means to remove them from play in a single turn an opponent should look to score 21 damage on them before saves to ensure enough are killed to see the rest flee in battleshock.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.9 / 4.6 +3.5mw (13″ Threat)
Combinations15
Total Wounds20 (9pts per wound)
Resilience21 Hits (Pre-Save)
Cost180 Points (18pts per Model)
Gutrippaz

Warscroll Review – Man-Skewer Boltboyz

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Man-Skewer Boltboyz painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost120 Points

Army Role

Man-skewers are the mainstay of many Kruleboyz armies in the current meta, being a battleline option under the Big Yellers subfaction.

They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 6 mortal wounds totalling 9 damage as well as another 3-4 standard hits also causing a further 9 damage on average before saves. Ignore that output at your peril.

Units of Man-skewers are great for shooting anything you feel is a threat, and they can do this from turn 1 with a 24″ range (27″ if taking Big Yellers).

Combinations

Firstly there’s the allegiance abilities. The one that suits the Man-Skewer Boltboyz the most is the Big Yellers, Only Da Best. This gives missile units with the Kruleboyz Orruks keywords an extra 3″ range as well as the ability to re-roll a single failed to hit dice per unit in the first turn of the game.

Grinin’ Blades’ Out of Da Mists also applies to the Man-Skewer Boltboyz, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″, if an enemy gets that close then it wouldn’t really matter about the -1 to hit rolls.

Killaboss units are able to use their skill All part of da plan with Man-Skewer Boltboyz, allowing them to only lose 1 model to battleshock if they’re within 3″. As there is so few models in this unit, this can be particularly handy to keep them around.

Generals with the Egomaniak command trait can use Man-Skewer Boltboyz to offload their wounds on a 4+ to. But with only a few models and one of the few Kruleboyz Orruk units able to pack a punch, why would you?

The Supa Sneaky command trait can also be used on Man-Skewer Boltboyz to move them up the battlefield at the beginning of the battle to claim objectives or place them within shooting distance of the enemy to harass and pick off wounds.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds. This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also grant the Man-Skewer Boltboyz an Elixir which will add +1 to outs save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.

Although this unit can benefit from the Kruleboyz Waaagh, with low damage in melee and being extremely vulnerable to melee attacks why would you?

Another dubious option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

One of the better combinations for the Man-Skewer Boltboyz is using Dirty Tricks: Covered in Mud at the start of the game. If successful you can hide up to three units in terrain and they’re unable to be targeted by range attacks but can still shoot. This coupled with the Big Yellers allegiance ability of Only Da Best means you can park them inside terrain in your own deployment zone and use the 27″ range to attack from afar while not being shot at yourself.

Summon Boggy Mist spell can add 1 to the Man-Skewer Boltboyz charge rolls…. Again, why would you?

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

The threat range of their missile attacks is a fairly decent 17″ if they move or, 24″ (20″ and 27″ respectively for Big Yellers) for the aimed shot.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Hasty Shot17″72.5 +1 Mortal1.3 +1 Mortal4.6
Hasty Shot (Big Yellers)20″72.5 +1 Mortal1.3 +1 Mortal4.6
Aimed Shot 24″43.32.24.4
Aimed Shot (Big Yellers)27″43.32.24.4
Unit of 3 Man-skewer Boltboyz damage based on average dice rolls

Then viewing the amount of unsaved damage that can be caused based on average dice rolls:

SaveUnsaved Damage
4.6
6+4.6
5+3.8
4+3.0
3+2.3
Amount of damage after saves based on average dice rolls

Don’t forget that the damage can be increased if the Man-Skewer Boltboyz are near a Sludgeraker, and the number of mortal wounds can be increased by the use of poison from the Swampcalla Shaman.

Melee Attacks

No rend attacks with a fairly standard threat range of 12″ (movement + charge) plus a 1″ reach once in combat. However it probably goes without saying that you should avoid melee combat with these chaps.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jaggedy Blades 12″63.01.51.5
Based on average dice rolls

Again, looking at the damage after saves:

SaveUnsaved Damage
1.5
6+1.3
5+1.0
4+0.8
3+0.5
Amount of damage after saves based on average dice rolls

Resilience

These fellas are two wounds each with a 6+ save, that’s only 6 wounds for 120 Points.

Bravery 5 means they won’t hang around either, so if you’ve clumped these into a unit of 9 consider using All Part of Da Plan to keep them around.

5 hits on this unit will see two models dead and possibly the last fleeing to battleshock. But really an opponent will need to deal the full 6 wounds to rid themselves of this unit. Meaning they should take up to 8 hits (Pre-saves) before they’re destroyed.

Final Results

CategoryAmount
Movement5″
Missile Damage Output4.4 (24-27″ Threat)
Melee Damage Output1.5 (12″ Threat)
Total Wounds6 (20pts per wound)
Combinations16
Resilience8 Hits (Pre-Save)
Cost120 Points (40pts per Model)
Man-Skewer Boltboyz

Book Review – Mortis

Book 5 The Siege of Terra by John French

John French returns to the Siege of Terra series having written one book. And this is a big one… Titans come to Terra; and the Dark Mechanicum are here for war.

Black Library – Ah an Imperator Titan!

From the book:

The victories of Saturnine and the sacrifices of the Eternity Wall space port have faded into the hope of yesterday. Denied but not defeated, the Traitors intensify their assault on the Imperial Palace. With the principal space ports in Horus’ hands, the Warmaster now drains the heavens of his reserves.

As the pressure of the assault increases, the power of Chaos waxes. The waking lives of the defenders are filled with despair, while their dreams pull them in search of a false paradise. As the fabric of the defences fails and the will of those who stand on them cracks, Horus commands the Titans of the Legio Mortis to breach the walls. Against them stands the might of Mercury Wall and the strength of the Legio Ignatum. Ancient rivals, the god-engines of both Legions meet in battle, while within the walls a few desperate individuals seek a way to turn back the tide of the warp’s malign influence. Across Terra, lost warriors and travellers make their way through wastelands and gardens of horror, towards home and an unknown future.

Gosh, book 5 already, and the Death Engines of the Mechanicus are unleashed on Terra… but the Dark Mechanicus have embraced chaos and their engines have changed, and they are coming for the walls.

The globe spanning conflict continues as Horus gets closer to the end, and his inevitable conflict with the Emperor of Mankind, and Dorn holds the walls. As with the other books in this series, there are a lot of characters, and storylines and they all entwine to make a story of war which is not only gun shots and death (although it is mostly that!). The Siege of Terra series would certainly be difficult to follow if you didn’t know the overall story but I have missed a lot of the Horus Heresy series and am following the story in Siege of Terra with interest.

Another great addition – but one for the fans only!

Rating: 4 out of 5.

— Declan

Check out the full list of Book Reviews we’ve done on Woehammer here

Tale of Painters – March 22′

March is out of the way, so it’s time to look at how we’ve all got on at Woehammer with our respective goals and painting pledges this month.

In alphabetical order let’s start with…..

Dave (@hamsfan)

Peter: Dave’s made a rather sinister looking chariot for his Slaves to Darkness. I love the snow bases Dave goes for with pops of static grass and flowers. The colour scheme is great and I can’t wait to see Dave’s army in the flesh.

CellExpert Level Goal:Miniature Painted
A4Unit of 2+ Models (Warhammer 40K)Heavy Weapons Team
C2Vehicle of Monster (Warhammer 40K)Basilisk
C3Any Model (Any System)Chariot
E3Fortification of Scenery (Age of Sigmar)Temple

So that brings Dave up to 40 points for the year with all four at the Expert Level.

Declan (@declanandeeyore)

Peter: I said you’d been busy last month when you had finished three units, now you’ve gone and smashed that with 9 units this month! That’s an incredible pace and great quality to go with it. It was a shame I never got to use the Kruleboyz you painted up at Burning Skies. The Genestealer pose always makes me think he’s replicating the smart GIF, love it!

You’ve also managed to paint the great pile of horsemeat Kragnos up as well in the same month, that’s a massive boxed ticked for th e Bingo card. Well done, he looks great! I especially love the bronze metal.

CellExpert Level Goal:Miniature Painted
A1Hero or Character (Warhammer 40K)Broodlord
A2Unit of 5+ Models (Age of Sigmar)Man-Skewer Boltboyz
A4Unit of 2+ Models (Warhammer 40k)Big Stabba
B1Fortification or Scenery (Warhammer 40K)Sector Mechanicus
B2Unit of 2+ Models (Age of Sigmar)Big Stabba
C1Hero or Character (Age of Sigmar)Killaboss with Stab-Grot
C3Any Model (Any System)Warmaster Squigs
C4Unit of 5+ Models (Kill Team)Termagaunts
C5Hero or Character (Age of Sigmar)Murknob with Belcha-Banna
D1Kitbashed Model (Age of Sigmar)Big Stabba
D2Unit of 2+ Models (Age of Sigmar)Man-Skewer Boltboyz
E1Lord of War or Behemoth (AoS)Kragnos

This brings Declan to 120 points and 11 at Expert Level.

Ed (@Dreadmund)

Peter: Ed has been working on some scenery for AoS. I’m in awe of anyone who can sculpt, these nurgle pustules look disgusting, great job!

Peter (@woehammer)

MonthModels Painted/SoldModels Acquired/BoughtMonths Total
Jan638+32 Unpainted
Feb2513-12 Unpainted
Mar10-10 Unpainted

Peter: Not much for me this month as life got in the way of hobby! But I’ve maintained one of my goals this month which is to paint more than I bought!

CellExpert Level Goal:Miniature Painted
A3Unit of 10+ Models (AoS)Hobgrots
B2Unit of 2+ Models (AoS)Man-Skewer Boltboyz
B4Vehicle or Monster (AoS)Swampboss Skummdrekk
B5Unit of 10+ Models (AoS)Hobgrots
C1Hero or Character (AoS)Swampcalla Shaman
C3Any Model (Any System)Beast-Skewer Killbow
D2Unit of 2+ Models (Underworlds)Rippa’s Snarlfangs
E4Hero or Character (Warhammer 40K)Marneus Calgar

That brings me to 80 points and 8 Expert Level goals completed.

Rhys (@RhysSallabanks)

Peter: Rhys has been cracking on with his flesh-eater courts this month, and don’t they look great! That Ghoul is painted up to an expert standard and considering Rhys has only been painting for a couple of years its incredible, he’s like a miniature painter who’s been painting for 40!

Ryan

Peter: Ryan has been playing around with LED’s in his scenery this month and I think this only adds to what is already a superbly finished piece.

Steve (@Milford_Steve)

Peter: Steve has been busy once more, tying to get his Crimson Fists company completed. I absolutely love the Space Marine Ancient who is a copy of the space Marine holding an Ork head on the cover of Rogue Trader. Steve, like Declan can power through a pile of models in no time. I’d love to know what both of their back logs look like.

Tony

Peter: Tony has finished of the Crimson Court, and they really look the part in that scenery, the skin just screams vampire and the red armour contrasts nicely!

He’s also done some non- metallic gold on his Steelheart’s Champions for underworlds. Look at that sword!

Will (@WillHolley6)

Peter: Will has done a fantastic job of these OBR. I always like Red and cream as a combo and they are set off nicely by their red earth basing. They’ll look great en masse in an army. Will has also started some “Wet Elves”, I’m looking forward to seeing the rest of the unit.

Book Review – Saturnine

Book 4 The Siege of Terra by Dan Abnett

They couldn’t keep the author of so many Black Library books away and Dan Abnett comes into the Siege of Terra with a tour-de-force very different (but earily similar) to the Gaunt’s Ghosts series.

Black Library – a great example of movement and scale!

From the book:

The Traitor Host of Horus Lupercal tightens its iron grip on the Palace of Terra, and one by one the walls and bastions begin to crumple and collapse. Rogal Dorn, Praetorian of Terra, redoubles his efforts to keep the relentless enemy at bay, but his forces are vastly outnumbered and hopelessly outgunned. Dorn simply cannot defend everything. Any chance of survival now requires sacrifice, but what battles dare he lose so that others can be won? Is there one tactical stroke, one crucial combat, that could turn the tide forever and win the war outright?

Dan Abnett brings his own special writing style to the Siege of Terra series and it is a tour-de-force. The defenders of Terra are trying to delay their defeat, in the hope of rescue from the other loyalist legions, and Dorn is at the head of the defense.

In common with the other books in the series, the Primarchs are incidental in most cases, and the battles are seen through the eyes of Space Marines, humans, and Sisters of Silence. It’s great to have more female representation in warhammer and Abnett succeeds with a truely scary representation of a Sister.

Although not the last book in the series, it is a powerful stand alone book and definitely not a bridge between set pieces – a great read.

Rating: 5 out of 5.

— Declan

Check out the full list of Book Reviews we’ve done on Woehammer here

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