Star Wars: The Rise of Skywalker (teaser trailer)

It’s here, finally!

I’m one of those who did quite enjoy The Last Jedi, so I’m not about to launch into some kind of, “finally, we’re back on track” diatribes. If I’m honest, there isn’t really a great deal to go on here, it’s your classic teaser trailer, where there’s some bland scene making up the most part, then a series of cuts with almost single-shot action that, by itself, doesn’t really mean much.

The ending of it looks quite interesting though – is that Endor? Is that the remains of the second Death Star? Hm. I’m really hoping that the Palpatine laugh at the end is either misdirection entirely, or else there’s some remnant of his spirit haunting the wreckage that Rey and co will have to confront.

Also, how good is it that the band is back together here? The new big three are reunited for their trip, and it’s quite nice to have them all in the same place – much like we had with Return to the Jedi, and the old big three starting off their adventure together!

Lando’s back, and he’s looking glorious! Billy Dee is definitely a welcome return, I just wish he’d been brough out of retirement sooner, really! But he’s here now, and I can’t wait to see just how he reunites with the Rebellion. It was also really nice to see General Leia is still here – I know there had been the reports of using unused footage from the previous two films to make up Carrie Fisher’s contribution to the movie, but there was a part of me that still thought she might be relegated to a bit-player. Hopefully they’ve got enough footage that they can make her into at least the presence she deserves, and if she has to go out in a blaze of glory, then so be it.

Overall, I’m quite excited! I just hope Palpatine isn’t brought back as an effective replacement for Snoke, as it would make the whole Vader arc in the original trilogy pretty meaningless if Anakin hadn’t managed to destroy the Sith and bring balance, etc. Unless that prophecy is going to come back and feature in some way? I can’t really see it, as there has been a bit of a trend to almost deny the prequels exist, or certainly to ignore the material of that time.

The only thing that bothers me, if I’m honest, is the title. The Rise of Skywalker – while I’m not about to conjecture that it’s Rey, or Kylo’s redemption, or anything, I am a bit disappointed with it. I’m sure I’ll get used to it – I have a feeling I didn’t like The Force Awakens when I first heard it, but even so, I have the feeling that JJ is going to try and give us something I’m not sure I want at this point.

Time will tell, I guess, and in a little over 8 months’ time, we’ll get to find out! I’ll have a two month old baby at that point, so hopefully we can find childcare to make it to the cinema for opening day!!

Star Wars: Battlefront – Twilight Company (a review)

Hey everybody!
It may have taken some time, but I’ve finally finished Battlefront: Twilight Company last night, so I thought I’d come here and ramble about my thoughts just ahead of Celebration 2019 – where, it is rumoured, we’ll finally get to hear some long-awaited news of Episode IX!

This book was really good. I need to get that out there right away. I’ve been feeling a little less-than-impressed with the new canon over the last few months, I was really chuffed to finally find a book that I actually thought was a decent read pretty much all the way through. A lot of reviews mention that it does drag a little in the middle, but the story that it tells overall is so interesting that, by the end of it, I could forgive that.

I was so impressed, I made an 8-minute video rambling about it!

So the story follows the titular Twilight Company as they fight a rear-guard action in the Mid Rim, which in itself is quite fascinating. (Not for the first time, I’ve found myself wondering how a story with the Big Three would look set in this particular event). On the planet Haidoral Prime, during an open recruit for the Company, the Imperial Governor there, Everi Chalis, surrenders to the Alliance with the promise of information about Imperial military logistics, possibly the sort of information that could help to swing the tide of the war back in the Rebels’ favour. Her defection doesn’t go unnoticed, and Prelate Verge, a former protege of Count Vidian, is tasked to find her, so brings Captain Tabor Seitaron out of his teaching post at Carida in order to assist in the hunt.

Twilight Company’s luck goes from bad to worse with Chalis along for the ride, and the soldiers are convinced that she is some sort of bad-luck charm. However, once she has presented her information to the Captain of the Company, arrangements are made to take her to Hoth and the Alliance High Command. However, it really does go from bad to worse while at the secret base on the ice planet, as not long after Chalis has made her presentation to High Command, the Empire arrives and the Battle of Hoth begins!

Chalis is convinced that Vader is on the planet chasing her down, but when the Millennium Falcon manages to escape the Dark Lord’s clutches, Vader turns his attention on Chalis and crushes her throat in an attempt to find the location of the rebels. Chalis and the others only manage to escape with their lives because they don’t know where Leia and the others have fled to.

However, during the battle, the Company Captain is killed, and Twilight Company is left in a sort of limbo while they try to gain news of their next orders. It’s at this point that the book seems to slow down a bit, though I suppose it could be seen as reflective of the fact the Company itself is wandering aimlessly until Chalis, getting over the fact that she was never that important to the top brass in the Empire, comes up with a plan to re-energize them all: disable the shipyards of Kuat. To do this, she plots to make a series of surgical strikes at different planets along the Rimma Trade Route, forcing the Empire to redeploy resources that would be used in defense of the shipyards.

These strikes go perfectly well until they reach Sullust. Captain Seitaron has managed to pick apart Chalis’ plan to the point where he could guess she would hit Sullust or Malastare, and so they arrive in-system with a Star Destroyer, shooting down the rebels’ ship and stranding them on the planet. The rebels team up with local resistance cells, one of the leaders of which is none other than Nien Nunb, and manage to hold off the Imperials while Chalis, who everyone believes to be pursuing her own personal vendetta at this point, manages to get herself aboard the Star Destroyer and kill Verge as well as disabling the ship with an ion bomb. Seitaron calls a retreat, and the rebels manage to claim a victory.

I really enjoyed this book, in case it wasn’t clear!

There was, somehow, a feeling of returning to the Star Wars I grew up with. I said in my video ramble that it reminded me a lot of the X-Wing novels, which were about the regular troops doing regular troop stuff, and there is something really interesting about that. For starters, everybody in the book is fair game to be killed off, and there was one death in particular at the end that I found myself quite surprised by. There are a lot of call-backs to the lore of yore, such as references to Cartao (Timothy Zahn’s short story ‘Hero of Cartao’) as well as very obscure tie-ins to the movies, like Twilight Company hitting the planet Xagobah (the homeworld of the podracer Neva Kee from Episode I). I’ve sometimes felt myself a bit lost with this new canon, but as it happens, I found this book made me feel right back at home in the GFFA.

It does have that lag in the middle, as I mentioned, and I did feel myself cringing a little during some of the Hoth scenes, as it felt a little bit like it was being shoe-horned into the movie setting during the confrontation with Vader. At the very beginning of the book, there was also a vague sense of this being a book based off a game, with the sort of mission-style narrative that can sometimes feel far too join-the-dots and generic. However, that sense quickly left me, and we’re left with this really good book – apparently, it’s the author’s first!

If I ever get around to writing a novel, I hope it will turn out this good!

More Drukhari thoughts

Hey everybody!
Following on from Tuesday’s very rambling post, where I dissected my match against Deathwatch, I thought I’d come back here with some more thoughts on the dark kin. I mentioned in that post how I was thinking about moving away from the now-established Codex army builds, separating my Cult, Coven and Kabal forces, and instead going back to the blended approach from the Index days. Well, I’ve given this some more thought, and I’ve come up with an army list that I’m surprisingly really excited to try out!

The list is at its core a battalion, with five troops choices and two HQs – it’s just that the second HQ is a Haemonculus rather than a second Archon, breaking the Obsessions. I could technically get away with having it as two Patrol detachments, one for the Coven and one for the Kabal, but then I still have the Wych Cult elements to account for and, having no HQ or troop choice in there, this becomes a bit more difficult. So I’ve not bothered.

I’m still getting 8 command points here, and still have the basic Warlord Traits and Relics to choose from, along with a suite of 22 stratagems that I can use, based on the units in the list. When I was thinking about this idea, I mooted it on the Drukhari facebook group, and was kinda shot down for the very notion of even trying it. Some folks did seem a little more open to the idea, but the initial response seemed to be a hearty “no”. I think this is primarily because of people not willing to give up on Agents of Vect, but having never played Black Heart in my life, I think this is hardly a selling point for me to stay within the standard builds.

Between Gangs of Commorragh and all the older Start Collecting boxes I bought, I have a lot of Reaver Jetbikes, which was kinda the starting point for me wanting to do this idea in the first place. A lot of my Index Drukhari lists were primarily Kabal and Coven with some bikers along for the ride, and I found they provided an interesting bit of combat difference for the rest of the army. Especially tooling them up with their specialist wargear, allowing them to dish out mortal wounds when they charge into a unit, or fall back from that unit. So I definitely wanted to include some of these mad biker gangs in there, and thus decided to just break with the whole Obsessions thing and see what happened.

Interestingly, when I mentioned this on the facebook group, someone suggested trying a unit of Kabalites with a blaster inside a Venom – but we’d be looking at well over 100 points for this, whereas the Reavers clock-in around 70ish points.

Having broken this spell, I started looking around a bit more freely at what I would like to include in the list, and struck upon the Beasts. I’d had a Beastmaster and Clawed Fiend hanging about since last year, and had also picked up a Razorwing Flock recently, so decided to go down that route, which proved to be quite easy on the points, as it happens! Much like the Court of the Archon stuff, there is a lot of weird stuff in the Drukhari Codex that I just love, and so decided to go for a real carnival of weird feel to this army list!

The Beasts are a bit of a weird situation in Matched Play games, because you’re basically forced to take them all as one unit, not being able to take Beasts without a Beastmaster, and when you do so, the Beasts don’t take up a force org slot. I suppose it’s there to prevent spamming a lot of the cheap stuff to fill a brigade detachment, but we’re not quite there yet…!

The idea behind my army, then, is to have a Drukhari drive-by style of army, with the Archon and Medusae flying around inside their command Venom, followed closely by the Venom containing a Sybarite with blast pistol and agoniser, sort of acting as the bodyguard. If the threat level requires it, there is the second Venom with a blaster inside to act as a secondary bodyguard, while the main force flies about in Raiders.

I’ve got Haemonculus Coven stuff and the Beasts to work in melee, hopefully destroying a fair few things once the targets have all been softened up by the shooting attacks. Then there are the Reavers to just flit about the field and shoot anything they like, charging into close combat with the rest.

Where Next?
It’s always a little difficult to think about the next steps for these things, when I’ve not even played with this army yet, but I do quite fancy seeing how I could perhaps get some Scourges into the list. I’ve already got a squad of five built up since 7th edition, so I think that’d be good to actually get on and finish these chaps for the table.

Drukhari Scourges Solarite

The jump infantry of the Dark Eldar, Scourges are an interesting choice to me for the sheer amount of fancy weaponry they can take. Coming stock with a shardcarbine, up to four of them can trade that in for a choice of dark lance, heat lance, splinter cannon, haywire blaster, blaster or shredder. The Solarite is also the only model in the army who can take a power lance, which is mainly taken because it looks cool, from what I can gather! I built mine with a dark lance and a splinter cannon, along with two shardcarbines, and the Solarite wielding a splinter pistol and a piece of wargear with no codex entry, the weighted flail. I’m using it as a venom blade, so my squad of five comes in at 92 points. I think I’d probably look at swapping these bird-men in for the Kabalites with a blaster and their venom before I look at increasing the points of the overall list.


Drukhari are very likely going to be a big focus for me as 2019 moves along. It’s an army that I’ve loved since the very first game I had against Blood Angels, and I knew it was something I wanted to pursue and try to improve with. This year, I’ve got quite a few momentous events happening, between hoping to move house at some point over the summer, then the birth of my firstborn due in October – I doubt I’ll have much time to go as wide with the hobby as I have been up to this point!!!!!

Deathwatch vs Drukhari: a postmortem

Hey everybody!
Had a very disappointing game against Deathwatch yesterday, so thought I’d come along here and ramble about it for a bit. Because, y’know, why not?

I was playing at my local store against a guy I’ve played before, albeit with different lists. While in our previous match I’d been Necrons, he’d also included a different line-up and it was a smaller-scale game (1250 points, I think). We’d upped things to 1750, and I thought it was about time I brought out the Drukhari, given that I’ve not been playing them nearly as much since the Codex came out, and it’s really time to get my head around all the stuff they can do!

Firstly, then, my list:

It’s a list that I’ve used in similar configuration before, when I had a game back in December against Orks. I’d initially considered using Wych Cult models alongside the Kabal portion, similar to what I was talking about last month, but in the event I wasn’t going to get all of the models that needed painting finished in time. We both went over a bit, mainly because he was bringing Knights to the party, so I felt no shame in squeezing in a second haemonculus to make it two battalions for 13 command points. I made one of the haemonculi the warlord, putting both in their own Venom, then used the Kabal as the main thrust of my army.  The plan was to use the Kabal as a main threat and keep everything at range, while the Coven portion went up the sides and attempted to create a melee charnel house.

Deathwatch vs Drukhari, round one

This plan did not last nearly as well as I thought it might, given that I went second, losing a lot of my firepower and mobility thanks to both Ravagers being blown off the table, as well as two of the Raiders being brought down to extreme low health. Urgh! We were playing Supplies from Above, one of the new missions from Chapter Approved 2018, and one that I’ve played previously in a smaller-scale Necrons vs Tempestus Scions game, and can be a lot of fun in the smaller setting. With a lot of table to cover, though, it proved to be a different experience.

I’d initially placed my objectives near the centre thinking I’d create a bit of a killzone for my Raiders to just deliver massive broadsides each turn. Unfortunately, that didn’t really come to pass! My first shooting phase, I managed to kill one guy – just one guy! Really poor rolls made it quite difficult to get much further. I did use the Fire and Fade stratagem to then move one of the Raiders out of the way of the Knight that was breathing down my neck (which is how it came to be neatly wedged between the scenery pieces in the centre of the picture, above).

With my Ravagers gone so quickly, though, I decided to just not even bother with the Knights, and tried instead to focus on keeping to cover as much as I could, and go for the troops. The mission requires you to control objective markers at the start of your turn, but they move at the start of each battle round, so I shifted my focus to that in the hope that I’d be able to weather the storm coming my way!

My opponent had switched up his list from last time as well, and rather than having everybody carry storm bolters, instead went for a mostly-Primaris build. Which was, as I’m sure you can imagine, a sheer delight. Everything having two wounds suddenly made what heavy artillery I had left become more viable against troops, as shameful as that may be to fire a dark lance at an infantry blob! As an aside, I’d built the majority of this army during the changeover from 7th to 8th edition, when the dark lance was king. However, I’m really thinking that the remaining Raiders I have to build and paint will all be disintegrator cannons, instead – 5 points cheaper, and two more shots. Sure, the strength and AP aren’t as good, but the chances of hitting with the cannons are so much better than with the lances. Somehow, whiffing with three shots at 15 points feels better than whiffing with one shot for 20 points. But anyway!

The one bright spot for me was having taken the risk and walked up the Wrack squad carrying the Hexrifle along the flank to shoot directly into the face of the Watch Master – I wasn’t sure I’d be any good suffering the penalty for moving and firing a heavy weapon, but there’s something wonderful to be said for actually making the Hexrifle shot work: 6 to wound and an unsaved wound at that meant two wounds came off the Watch Master. Delightful.

Deathwatch vs Drukhari, round two

Turn two was utterly appalling for me. I lost everything except the Coven Raider and Venom, and just kept rolling poorly for all of my Kabalites. The fact that two squads of ten veterans deep-struck in, one of which came down into my deployment zone for a two-pronged attack, really saw the pain. I’d deployed an Archon on foot, which you can see just to the centre-right of the above photo, and intended him to be quite the distraction. As it happened, he managed to pull most of the fire from that back-field deep strike, and his shadowfield broke on the third roll. Nobody can really withstand 12 shots to the face, can they? But it meant my Warlord had that much less coming for him, while somehow I managed to shave another two wounds off the Watch Master by again rolling perfectly for the Hexrifle!

Nobody expects a melee-orientated unit like Wracks to have a sniper rifle hidden in their midst, and so pretty much every game I’ve used it, this squad has been woefully misunderstood. Splendid!

If only the rest of the battle was going splendidly, of course. As a point of note, I always forget about Power from Pain. I even had the cards right there in front of me to remember, but I still forget to make the FNP save from the first battle round. Thankfully, my opponent was a good enough sport about it and let me roll after the fact, which did net me two Kabalites back from one of the squads – though I suspect he did so fully aware of the fact they weren’t really a threat to him at this point!

Due to the insane amount of firepower coming at me, when my actual second turn came around, I had very little left to do, so just charged a bunch of Covens units into the backfield deep strikers, and successfully managed to eliminate a Jump Captain and the squad of ten he came down with. There is something to be said for the brutal efficiency of a Talos, Cronos, Haemonculus and Wrack squad working together. Can’t wait to complete the family and add some Grotesques to the roster!


Despite it all – Hellfire rounds to the face, Knights with ridiculous anti-vehicle hatred all around me – we ended in a draw. The Court of the Archon came in really handy having disembarked from their downed Venom in the centre of the table, as each is a separate unit so they all scattered to secure three objectives, with only the Sslyth losing his during the third battle round. We agreed to call it a draw after his turn though, as the store was 20 minutes from closing and I knew it would take at least that long to pack all of my stuff away!

I can’t remember the last time I won a game of 40k. Well, actually I think I can, but it was a long time ago. At any rate, losing games is very often more valuable an experience than winning. My opponent for this game is a self-advertised newbie, and I think our game last night was his fourth, having won one, lost two, and now drawn one. The usual advice for new players is to let them win their first game, but that really is a double-edged sword, for it may lead a person to think the game is easy, or that it will always be like that. Losing, however, makes you re-evaluate your choices, both in the list and in the game. Even though we called this a draw on victory points, I definitely felt like I lost this one.

I ended the battle with 8 command points left. If you end a game with any CPs left, you’ve likely done something wrong, and I very definitely don’t yet know the full potential for the stratagems Drukhari can employ. In a game situation, though, I hate to stand there, flicking through my cards or the Codex, trying to come up with a strategy on the fly, though often I end up doing so regardless. Not making full use of my command points was definitely a mis-step from me, and leaving one of my Raiders out in the open was just asking for trouble when there is so much heavy firepower on the opposite side of the table.

A great excuse for this game was that I was playing at right angles to my deployment zone. Hear me out on this one: we were playing Hammer and Anvil deployment, but the tables in GW Chester are set up as one long line down the centre of the room. So my deployment zone abutted another game going on, and I couldn’t properly get behind my minis to see what they could see, etc. Trying to figure out lines of sight as best I could was, well, difficult at best! I really shouldn’t have been the gentleman and accepted the poorer of the two zones.

I usually have poor dice rolls, and so I try to mitigate that by going for an almost horde feel to the armies I play, and try to have lots of weapons in the hope that the weight of numbers will mean I’ll get at least some hits. But even for me, last night’s game was a shambles. However, there were some successful shots in there that were, unfortunately, saved. Another cardinal sin here – I paid for splinter racks on all three of my Kabal Raiders, 10 points each. I promptly forgot about this, and cannot remember if any of the drive-by attacks rolled 6s. Argh! The agony is real.

People talk about Blasters being amazing, but it’s a similar situation to the dark lance, putting a lot of faith (and points!) into just one shot. I’m starting to think that I might well just keep things real simple in my next game, and have three squads of ten with just splinter rifles, or maybe add in a splinter cannon for each but otherwise strip them back completely. 70 points for a 10-man Kabalite squad isn’t exactly a bad situation to be in, after all. Keeping things cheap in this manner will open the door for adding in more stuff as well, naturally – maybe a 5-man Kabalite squad in a Venom, where I can perhaps get a bit fancier?

The other thing that has been running around my mind for a while is to just forget about the whole Obsessions thing, and run a Drukhari army without trying to straightjacket it into Kabal/Cult/Coven. There are enough options outside of the Obsessions to do this comfortably, though who knows if it would actually be viable? At least I could use my Reavers without having to think about a Succubus or maxing out the Outrider detachment…

All of this talk leads me to the main point I have to make, though: I’m just not that experienced with my Drukhari force yet. I said at the top that it was a very disappointing game, and that was really a disappointment with myself and the tactical choices I made throughout. I love Dark Eldar, not necessarily for the fluff but the playstyle is a massive puzzle that I really enjoy solving each time I bring them to the table (except, perhaps, when that puzzle is being destroyed before I even have a chance to pick up the next piece!) However, my hobby-butterfly mentality often sees me flit from one army to another, and never really getting the hang of anything. As it happens, I’m hoping to move house this summer, so in the spirit of anticipating some upheaval in the next few months, I probably won’t have the time to flit from project to project, and will therefore have to commit to something. If I actually manage to find the time to play any games, it might be worthwhile to stick with the Drukhari and see if I can really refine how I want to play them…

A Shadow in the East

Wow, you guys! Wow!

Lord of the Rings LCG is getting an eighth deluxe expansion pack, A Shadow in the East, and it sounds spectacular! We’re heading to Rhûn for this and the subsequent Vengeance of Mordor cycle, and I for one simply cannot wait!

The three quests that come in the expansion are all a little reminiscent of the Against the Shadow cycle, with their urban feel and sinister cults, but there is also the added feeling of the oppression of Mordor, with the idea of mysterious ruined temples built in honour of Sauron. Wow!

This has been great news, I have to say. It’s always exciting to see more come out for this game, which I have frequently said is my all-time favourite board/card game in my collection. We’re getting new quests of course, and we’re travelling to another new area of the map, so what’s not to like? Some very interesting new theme and mechanics coming on the cards we’ve seen spoiled so far – and we’re getting The One Ring once again!

I’m not sure whether this new Ring card will make it into my decks (although I’m also wondering whether it will be a stipulation of playing the quests?) as I’m a fairly cautious player at times, and reducing my threat elimination level by 5 to play with it seems a bit too much for me! But I’m sure, in time, I’ll try and experience how it changes things – especially seeing as how there will be new cards that interact with it, as well.

The first double-sided Hero card is here, too! I’m sure I’ve seen fans speculating about the possibility of a Sméagol/Gollum card for years, so I’m sure there are plenty of folks excited by this! With two cards shuffled into the encounter deck that give him a chance to flip to the Enemy side, I can see having the Ring’s ability to counter encounter cards in this way could be quite powerful! He’s otherwise quite decent-looking, and his cost is splendid! Reminds me of the Spirit Glorfindel from back in the day!


I’m really excited to see a new deluxe expansion – I’ve been concerned for a while now that The Wilds of Rhovanion would be the end of the game in its paper form, as it seems to have a real “last hurrah” feel to it. You can read more about that here, though! There is still some strong speculation online that the language used in the announcement feels a bit final – “it has all led to this” etc – plus the question of just what was happening within the time period the game is supposed to be following, leading many folks to think we could be in for news of the final expansion pack soon.

Previous LCGs from Fantasy Flight have come to an end when they have about this much content out there for them, of course. We’re coming to the end of the eighth cycle for the game, which has also included seven deluxe expansions and eight Saga deluxe expansions, as well as eleven standalone expansion packs, not to mention all of the Nightmare expansion packs! There is a heck of a lot of content out there right now for this game, and while the amount of content doesn’t always equal bloat for a game like this, there is nevertheless quite a high barrier to entry at this point, and I wonder if the designers might be feeling the need to draw things to a close. I guess we can but wait and see on this.

At least we’re in for more Lord of the Rings LCG for a while yet, and I cannot wait to see what we’re going to be up to in this upcoming cycle! I think it might be time to crack out some decks and see how far I can get once more!