June Retrospective

Hey everybody,
It’s already time for another retrospective, and we’re suddenly already halfway through 2021! That soon happened. June has been something of a slow month for my blog, because I had the fairly huge event of my second daughter being born on the 18th of the month! Freya came into the world only a couple of days early, although completely unplanned as she couldn’t wait to join the world, so was delivered on the bathroom floor 😳 She’s been doing great though, and her big sister Phoebe is hopefully going to be a big help to us all, despite being only 21 months old, herself 🤣

I’ve been reading quite a bit, and was able to schedule a couple of book reviews to make sure that my blog didn’t just shut down for a few months as happened with the birth of the Firstborn. Master and Apprentice was a little disappointing, but I’m aware that I seem to be almost routinely bashing the new canon stuff, so I need to try to be better and approach these books a little more positively. Hopefully when I get round to stuff like the Alphabet Squadron series, I’ll enjoy them as much as I did Alexander Freed’s Battlefront novel.

I’ve really been on a bit of a Horus Heresy bender, though, partly because I’ve grown tired of continually making statements here along the lines of “I just want to read five more books in the series this year” and “I just want to make it to x, that’s only 4 books to get through”. I’ve been going back to read some of those anthologies that I skipped over back in the day, thinking I just want to read the actual story, and I’ve also been progressing forwards, getting to book 32, Legacies of Betrayal.


This is a bit of an odd duck, to me, being a collection of lots of short stories that previously saw release as audio books, or as part of the BL Advent Calendar that usually has shorter-than-normal stories. It kicks off with Brotherhood of the Storm, which is a novella prequel to the excellent Scars, and one story that I enjoyed quite a bit, even if at times it felt a bit superfluous. There are some interesting shorts in here that give us a tiny insight into how the war is going, such as Strike and Fade showing a group of Salamanders ambushing some Night Lords on Isstvan V while the dust settles. Veritas Ferrum is a short prequel to Damnation of Pythos, and shows the Iron Hands rescuing the Salamanders before they escape the Isstvan system – the sort of story could (should?) have been included as a prologue to the parent novel, but anyway. There are a couple of World Eaters stories by ADB that were quite good – I particularly enjoyed Heart of the Conqueror, which showed the internal conflict experienced by the ship’s Navigator – aware of the fact the Legion has turned against the Emperor, who she sees as a kind of saviour/patron figure, she kills herself and thus pulls the flagship out of the Warp. The stand-outs though, were Censure, which showed us the Ultramarines vs Word Bearers on the irradiated world of Calth (I had no idea that Kurtha Sedd was a character before the box set!) and Kryptos, which featured the Raven Guard/Iron Hands stealth assassin team from Angel Exterminatus. These stories were of a more traditional length, and were able to give a more proper development to the actual storyline they had.

So it was a curious book, overall, having a lot of short, forgettable, dare I say pointless little side stories, but at least I’m ploughing through – only another 23 books to go! 😳

There was some very exciting news about Arkham Horror LCG at the start of the month, with the change to how they’re going to publish cycles from now on, and last week we had the news that there’ll be a revised core set doing the rounds, which will feature a complete playset of the player cards, as well as some of those cards from later expansions to give new folks a better experience right out of the box. Otherwise, it’s still the same 5 investigators (albeit with new art) and they’re going up against the Night of the Zealot as before. I find it interesting that they’re choosing to do this, full playset of cards etc, as it seems to be indicating the shift of the LCG model away from what it has been, and instead making it more like the board game that it pretty much was anyway. I think it’s really exciting, especially if they can pepper the year with stand-alone scenarios to keep the attention on the game, rather than just relying on one, potentially two release events in a year.

Of course, there’s a part of me thinking perhaps this could be signalling the end of the game, as Call of Cthulhu went to a similarly concentrated release schedule of deluxe boxes only before it folded. But even if that were to happen, I think I’m pretty confident that this game has got enough content and playability in the existing cycles that I’ll be playing it for years to come!


Speaking of playing with old stuff, I suppose Lord of the Rings can now be counted as an older game that has finished! I’ve recently had some time to have a few games with this old favourite, playing the first three scenarios in the Angmar Awakened cycle. I was initially planning this for Christmastime, of course, but better late than never, I suppose!! I’ll post something next month going over these, anyway!

June has been pretty much all about rediscovering Magic the Gathering, after I’d found some cards in the attic that I have no real memory of buying! I’ve written a couple of posts where I’ve caught up with the recent sets, here and here, though I’m still trying to be a little circumspect with it, not flying off the deep end with buying cards left and right! I’ve got a couple of deck ideas that I want to share, too, so stay tuned for more on that front!!

However, the biggest game news from June came from Necromunda, when I was finally able to play a real game with James, my Delaque vs his Orlocks. That was a lot of fun – I knew I’d enjoy it, having previously solo played the game at the back end of 2020, but it was a whole load of fun with another person, and we’re planning to get more games and hopefully a campaign in once Freya is settled and the kids are sleeping through the night!


As a consequence, I’ve picked up the new Hive War box set! I knew I wanted more Delaque models anyway, and after playing with the zone mortalis stuff, I think it was clear that the Dark Uprising stuff, while excellent, wasn’t going to be enough for a 3×2 board. The cost of more Delaque and more terrain would be around the £58 mark at my local store, where I could also pick up Hive War for £71, netting me more Escher for just £13, as well as the new book and stuff. So that was pretty much a no-brainer, I thought!

The set is actually quite nice as a starting set, coming with enough terrain to play some games, but I’m pretty sure that even GW themselves tell you it’s only intended as a starting point, and you will get more out of it with more terrain. Which is fine, after all! The rule book, specific to this box, has got the basic rules in it, as well as some “starter” gang rules for all six House gangs, allowing you to build a gang using the box only and these rules. It feels pared-back, but this is the point of this box, remember!

When the Hive War box came out, we also had plastic weapon upgrades for Escher and Goliath (the original two gangs, remember), which seem to be a blend of weapons from the Forge World weapons kits for both gangs. I’m really hoping that, when House of Shadows comes out soon, we’ll also have plastic upgrades for Delaque, so I’m holding off from building too many more gangers for the time being! As I mentioned at the start of the week, though, I’ve started to poke my nose into House Escher, so I could well be making a move there in the coming weeks!

I feel like Necromunda is in a very exciting place right now, as we’re poised on that brink of “what’s next?” once the Delaque get their book.

That pretty much sums things up for now, anyway! I’m hoping that I can do a proper catch-up of the hobby goals sometime in early July – I had planned a mid-point check in for this blog, but I think I’m running a bit long here already. But stay tuned for that!

House of Blades

Hey everybody,
I’ve been reading the House of Blades, the codex-like book for House Escher in Necromunda, while on duty with the second born this last week or so, and I’m really quite impressed so thought I’d come here for a bit of a ramble about it all! I’ve not really had a chance to look at the proper nitty-gritty of the rules, so this blog is very much broad strokes, and first impressions. Hopefully I’ll have the chance to come back soon with more of the actual rules and my thoughts on them, though!

The House of books for Necromunda are really great. They started last year with the Goliath book, House of Chains, which was followed by the Escher tome soon after. I think the idea is to give updates to the gangs, now that all six House gangs have been released, and in a way follow the old Gang War books that came out back when the gangs were first coming out. Along with the books, GW also released a box of new recruits for the gang, and a new pack of tactics cards and new dice.

The books all have stuff in common, insofar as they all have new rules along the same lines, and some very gang-specific stuff that makes them feel very individual. There is now such an incredible depth of rules and gameplay here, it’s incredibly exciting. Especially for me, now that I’m finally playing the game!

The amount of lore in the books is also amazing. A full fifth of the book is devoted entirely to the lore of the gang, with much more sprinkled throughout as we get the new rules, it’s just great.

We also have an enhanced gang roster thanks to the new models that have come out. Somewhat confusingly, the fighter types have got individual names now, so we don’t just have ‘leader’, ‘champion’, ‘ganger’ and ‘juve’, but a variety of names that are different for each gang, helping to make them more individualistic but slightly confusing all the same! I do like the fact that each fighter type is arrayed across two pages, and each has its own equipment list, so it does make things a bit more obvious. The hangers-on and brutes are pretty much copy-pasted across each book, although there are the House specific exotic beasts etc.

The Regular Stuff
So all the new House of books have some stuff in common, which I’ll go through here. To start with, there are the Alliances. Each House can attempt to enter into an alliance with a group from one of three strands of Necromundan society: Guilds, Recidivists, or Noble Houses. You can only have one alliance at a time. Each faction comes with a list of benefits and drawbacks; you might get access to new and exotic weapons, or special abilities, but you will have to give up some (or all!) of your share of the creds at the end of a game. You can try to get around those drawbacks, but you’ll need to test your alliance with the faction, which runs the risk of them withdrawing support. Each book gives you a selection with which that House is said to have a “strong alliance”, meaning that the first time you’re asked to test that alliance, you don’t need to actually do so. But you’re free to make an alliance from any of the House of books, in practice.

For the Escher, the alliances are with the Water Guild, the Cold Traders, and House Ulanti. Each of these factions has the possibility of giving you free fighters, as well, usually between 2-4. So it can definitely be worth your while getting into this aspect of things – especially when Forge World are busy creating the models to go along with these allies! The Water Guild minis are up for pre-order as I type this, though at £42 for three miniatures, it does feel a bit too expensive. I mean, the regular gang boxes, and the new recruits boxes, are £26 (or less).

At any rate, Alliances are a very nice aspect to the game, and I like the fact that they’re giving us expansions by the back door, almost.

Faction terrain involves traps of varying sorts, and chemical drums, etc. Nothing too fancy, but I suppose this is more about customising an oil drum, or whatever, rather than trying to replicate something like the Corpse Grinders’ protein reclamator. Escher get a new skill, Finesse, which can be quite useful. There are also two Escher-specific scenarios included, although you don’t 100% need to play them using an Escher gang. The bulk of the rest of the book, however, is taken up with the weapon profiles and traits.

The Fancy Stuff
House Escher are known for their association with the chem industry on Necromunda, and they have a rules section that goes into detail on how you can create a variety of toxins and stimms. For all that people complain GW is getting too kid-friendly, this section tells us how fun it can be to mix and match the various effects of these combat drugs, and encourages us to name our potions accordingly!

These drugs can be used to enhance gangers or create poison rounds for weapons, and you can potentially get some for free by rolling well on the House Favours table. That’s a nice touch, by the way, giving gangs different effects that, to some extent, scale with the gang’s reputation.

Of course, the book came out with the new kit of Death Maidens and Wyld Runners, which looks quite wonderful and I do want to get my hands on it. Hopefully soon! The book puts a corresponding weight behind these two new aspects of the gang, going into a lot of the lore around both fighter types. Death Maidens have got to be the creepiest by far, reanimated corpses going about their business until death finally claims them anew. They’re a really cool and interesting aspect of the gang, and I think when they first came out, it was a surprise to me that GW were going in that direction. Wyld Runners do make sense within the context of the House, but having now read through the book properly, it is a very cool addition, and helps to make the gang a bit more unique.

I’m loving Necromunda right now, and while it’s true that I was intending to work on my Van Saar as soon as I had the chance, I’m now thinking instead that I might have a go with the ladies of House Escher, having had these miniatures built up since the original box set came out in 2017…

New Army update four

Hey everybody,
Today is the day of the long-awaited fourth new army update! While this has pretty much been covered in both my April and May retrospective blogs, I thought I’d keep the tradition going and provide a proper update for the force, mainly so that I can share some fancy pictures!

Since the last update, I’ve painted up the three Endless Spells for the Ossiarch Bonereapers, as well as some more hero models. Vokmortian and the Mortisan Soulreaper are both wizards, something my army was otherwise lacking (considering I’d painted up the spells with only the Mortisan Boneshaper to cast them all).

I really enjoy the Vokmortian mini. He was the original Bonereapers character, of course, coming out in Feast of Bones back in the day, and under the current rules, he has that spell that can outright kill a model. His miniature design is also pretty bonkers, a skeleton clerk holding out a contract and wearing a tombstone strapped to his back. I mean, what’s not to love?! I can probably make him look a lot better, particularly in terms of his staff, but I think I principally wanted to concentrate on getting the model finished.

That’s been a theme across pretty much the whole army, though, I suppose – having a colour scheme that is quick to replicate across all the models, to get them tabletop ready, and then I can come back in as time allows to properly finish off odd details when necessary.

The Mortisan Soulreaper was an interesting model to paint, because of the ghostly stuff going on around that massive scythe he’s got. Again, there’s really nothing new on this model that I haven’t painted before, the ghostly bits being similar to the hafts of the Immortis Guard weapons. I’m quite pleased about the way I’ve been able to get the screaming ghost blending in with the scythe blade.

The main boy in this procession of heroes is Arch-Kavalos Zandtos, who is a named character for the Mortis Praetorians that I’ve painted in the colour scheme of the Petrifex Elite. But I suppose my use for him is as a Liege-Kavalos. I built this model up in its entirety to start with, which didn’t feel like it would be a problem until it came to painting and discovered that it was more difficult than I’d anticipated! The shield is connected to the arm and harness, meaning it can’t really be left off to paint, so led to some issues, but I think I managed to pull it back and get him looking reasonably fancy! I decided to paint the weapon as metallic rather than the usual scheme I’ve been using for the nadirite weaponry, but on reflection I’m thinking I might change it – it’s called the Dark Lance, after all!

I’m trying not to get too much into the rules now that AOS 3 is on the horizon, but Zandtos has some very nice abilities, allowing for re-rolls of wound rolls and the like, plus dishing our mortal wounds to nearby enemies when he finishes a charge, as well as a command ability that adds 1 to the attacks of a unit within 12”. The Liege-Kavalos has these last two abilities as well, and clocks in at 20 points cheaper. What’s 20 points, I hear you cry? Well, it’s the difference between a stock named character and a generic character that you can give additional relics and command abilities to, allowing you to tailor your approach. 20 points is also the cost of the Soulstealer Carrion, the massive bird endless spell.

So this is where I’m up to, anyway! 1380 points (if I’m taking the mounted hero as Arch-Kavalos Zandtos), and I’m very pleased with my efforts to date!

I still have a few models to get moving on, specifically those Kavalos Deathriders, as I’d like to get a mounted contingent started for the army, and give Zandtos some friends! The catapult is an absolutely stunning model, as I’ve said previously, but I’m still a bit wary of it for the time being! One of my principal concerns is that I don’t actually have a proper storage solution for the army sorted yet – so they’re all pretty much stood up in a storage box, which is already full!

Longer term, I’m going to get myself another 20 Mortek Guard, and bulk out both of the squads that I’ve already got going on. Of course, with everything about to be going on in my life, I’m not in any rush, so can probably afford to wait and see if we do get a Start Collecting box when the new battletome comes out!

It’s probably incumbent upon me to mention the faction focus that came out the other day, looking at how Ossiarch Bonereapers are going to play in the new edition. I have to admit, I didn’t really take anything away from it as I’ve not been following the news with gusto, so aside from the fact Nagash is a powerhouse of Arcane Bolts now, the biggest thing for me was the fact that the Gothizzar Harvester counts as more than one model for holding objectives, because it’s a monster. Excellent!

The facebook group seemed to be going crazy about how the Bonereapers are now nerfed into the ground, though, because of the way command abilities work. The army still collects Relentless Discipline points, which are used for using command abilities as normal. I hear things about not being able to use more than one command ability per phase though, but I don’t know if (a) RD points work around that, as we don’t appear to have seen the whole rule yet, or (b) if I’d even find myself trying to use multiple command abilities per phase? It has been on my mind to properly sit down and work out the kind of battle plan I’d like to affect, but now that the game is in flux I don’t really see the need anymore!

Things do seem a little bit up in the air at the moment, but hopefully when the time comes for me to look again at this army, we’ll have a new book and know more about any potential new units coming out – Mortek Archers, I want you!

A little night Magic… (part two)

Hey everybody,
Following on from my last Magic catch-up earlier in the week, it’s time to finish up my look at what I’ve missed from the last couple of years. I left things at Jumpstart, which was released last summer – which was followed by Double Masters, which looks like a phenomenal set for reprints, seeing a lot of expensive cards being reprinted almost like the intent was to simply increase supply. Classic Commanders like Kaalia, Sen Triplets and Riku, as well as more recent stuff like Atraxa and Breya. Jace the Mind Sculptor also reappears, alongside the Swords, and the Filter Lands from Shadowmoor/Eventide.

This was followed by Zendikar Rising, a Return to Return to Zendikar set. This is a set of adventure and exploration, apparently, and returns specifically to the feel of the original Zendikar block, without the Eldrazi. As far as story goes though, we’re in the post-BFZ era, where the plane has been ravaged by the titans. There’s a lot going on here, so let’s get into it!

Zendikar Rising is the first set to see Set Boosters, which are different to Draft Boosters in that they’re not designed, well, for Draft. Instead, you get a different distribution of card rarity, and we have the introduction of something called The List, 300 cards from the game’s past which are not Standard legal, but offer a chance to get reprints (though at random).

In terms of set mechanics, there is a new Party theme which grants boons based on the creature types you have in play. Modal Double-Face Cards are a new type of double faced card that players can decide which face to cast (they don’t transform). These cards eventually proved to be the theme among the sets of the Magic “year” (it seems they’re not calling them Blocks anymore).

I adore Zendikar, the art is some of the best in the game, and I went through a phase of buying as much of the lands from that block that I could, which I’m quite pleased about. I’m also a fan of the Party idea, as I like the idea of assembling a proper type of Fellowship for my games. I think this is definitely a set that I need to look into soon!

Commander Legends is a draftable Commander set, which I just don’t understand how that’s supposed to work. There are 165 new cards, and almost 200 reprints. Drafting a Commander deck just seems odd – you’re drafting a 60 card deck, picking two cards at a time. You still have the colour identity stuff, though it is no longer a single-card deck. Weird. I don’t quite get it – though it is always handy to have Commander cards in circulation.

Commander meets Draft. Weird.

The next set is Kaldheim, which brings us to February of 2021. We’re getting there, folks! Kaldheim is Magic’s take on Vikings, and it kinda works. Much like Theros and Amonkhet, we get some fairly decent God cards which is always nice. Kaya is front and centre of the packaging, which is perhaps a reflection on WotC’s attempts to compensate following the Black Lives Matter movement in 2020 (remember, they decided cards like Cleanse and Crusade were “culturally offensive” because they destroy black creatures and pump white creatures, respectively). Kaya is a fairly badass character in her own right though, and being a big fan of Black and White as a colour combination, I’ve appreciated her as the BW planeswalker since she first arrived in Conspiracy 2. Her role in the cinematic trailer makes it clear, in case there was any doubt, that she is amazing, anyway.

I’m getting too political here, let’s rein it in!

Kaldheim is somewhat tribal themed, with Giants and Dwarves, Angels (Valkyries) and Elves showing up. There is a huge development on Snow as a theme, moving on from 2006’s Coldsnap to have Snow on instants and sorceries as well as creatures (and of course, lands). I’m a big sucker for this, anyway – snow and fantasy games always reminds me of Runebound, one of my all-time favourite board games!

In addition to more modal double-face cards, and the second return of Sagas (again, something I like!) we have two new mechanics: Boast and Foretell. Foretell is a bit like Morph, which allows you to exile a card for 2 generic mana, and later play it for its Foretell cost. Boast is an ability that can only be used if the creature with said ability attacked that turn. All very interesting stuff, for sure.

I’ve really been sucked into the whole Kaldheim thing, and have actually been buying cards again – specifically for this set. I’ve been buying boosters and stuff, including Set boosters as well as Draft boosters, and have begun the process of creating a BW Angels deck. There’s a lot more to be said on this topic, so stay tuned for a blog coming on this, soon!

Something very strange has been happening with Magic though. They’ve announced that there will be sets released with themes from outside of Magic as we know it – called Universes Beyond – and they’ve released in paper Time Spiral Remastered, a single set that distills the essence of the original Time Spiral. Why? Who knows. Weird.

The first Universes Beyond set is coming sometime next month, and is set in the Forgotten Realms. I’m actually quite excited to see Drizzt on a Magic card…

The most recent set to release is Strixhaven: School of Mages, which came out in April and seems to be Magic’s take on Harry Potter. Well, not exactly, though it is described as “the magic school genre” – so that’s clearly a thing! The set is an enemy-coloured theme, spells matter theme delight – I think I’ve read somewhere that it’s the first set specifically devoted to enemy colour pairs since Apocalypse in 2001. Anyway, Strixhaven is a magical school that attracts only the best and the brightest. Among these are Will and Rowan Kenrith once more, who are really establishing themselves now in the lore of the multiverse.

Modal double-face cards are once again here, tying all of the sets of the “year” together, and we have a focus on instants and spells. Magecraft is a new ability word that triggers when casting instant and sorcery spells, and there is a new keyword that ties into the theme of the set, Learn. The keyword lets you either discard a card and draw a card, or to reveal a Lesson card from outside the game and add it to your hand. Lessons are a subtype of instants and sorceries that allow you to focus on a specific type of gameplay, their biggest thing being that you can “fetch” them with Learn cards. Seems a little one-shot-wonder to be of any real impact, but who knows? Maybe we’ll get more to support this type of thing in years to come.

Confession time: I’ve also been buying some Strixhaven cards. I’m a sucker for BW right now, and have been plotting another deck around the Silverquill college. There are five colleges in Strixhaven, each named after the Elder Dragon that founded it. Nothing to do with Harry Potter, whatsoever. Anyway – stay tuned for more on this deck, once I’ve figured out just what I’m trying to do with it!

Strixhaven brings us to the end of this two-part run-through the recent years of Magic sets! After the D&D set (in a similar move, Strixhaven is an upcoming sourcebook for the RPG, I believe), we’re going back to Innistrad once more, though I don’t know anything about that other than the set names appear to have been announced. I think I’ve got my work cut out for me in getting to grips with Valkyries and Ink-mages though, so I’m gonna leave it there for now!

Hopefully the challenges that parenthood has in store won’t interfere too much with me getting some more blogs written in the near future, so do check in soon when I hope to waffle on about my new favourite colour pairing of white and black in the most recent MTG sets!

The Damnation of Pythos

Hey everybody,
Today I’m continuing to catch up with the books that I’ve been wading through of late, and will be taking a look at The Damnation of Pythos, the 30th book in the Horus Heresy series! 30 books in already – man, it doesn’t seem at all like these things are dragging on…

Be warned – here be spoilers!

The book features what I think is our first showcase of the Iron Hands Legion since the series began – for sure, they’ve been in it since the start, but never as the stars of the show. The sons of Ferrus Manus were one of those Legions that were utterly decimated at Isstvan V, along with the Salamanders and the Raven Guard, and the survivors here are ragged group of all three. Led by Captain Atticus of the 111th Clan Company, the group is drawn to the death world of Pythos in the Pandorax system. There, their astropath Rhydia Erephren discovers a block of psychically-attuned black rock referred to as “the anomaly”, and cannot explain its presence. The space marines are set upon by the weirdly carnivorous beasts of the world, and begin to make a formal settlement on the world while they properly regroup.

After a battle with the Emperor’s Children, where the Iron Hands are able to extract some measure of retribution against the III Legion for their primarch’s murder of Ferrus, the Iron Hands return to Pythos to wait out a Warp storm, during which they are greeted by thousands upon thousands of junker-style ships that appear to be coming to Pythos to settle. The world continues to extract a toll on the civilians, who seem weirdly unfazed by the attacks by the massive native saurians. Meanwhile, the Legion serfs on the planet are being afflicted by nocturnal terrors, with many killing themselves in the grip of madness.

While the colonists are building their settlement, a fissure opens in the ground, revealing a submerged structure that the Iron Hands explore, only to discover it full of carnivorous maggots the size of a man. Things come to a head when Captain Atticus orders a lance hit directly on the ruins site from his flagship Veritas Ferrum, only for it to somehow be deflected back at the ship, destroying the Legionaries’ only way off-planet.

The colonists are soon revealed to be expatriates from Davin, and working to bring about the presence of the daemon Madail into realspace. The daemon’s presence then allows for a cavalcade of lesser daemons to pour forth from the Warp gates within the ruined structures under the surface, and Erephren is barely able to send a warning to Terra before the Iron Hands are completely overcome.

In the epilogue, the message is received by the astropaths of Terra, but the clerks there are unbelieving of such “mythology” and consign it to the piles of thousands of other unread messages.

It took me a long while to get into this book. Whether that was because of real life intruding on things, or something else, who knows. I did find David Annandale’s style a little too off-putting though, as well – the way that a short burst of action would be accompanied by, sometimes, a page and a half of introspection and tangents. But after I was about halfway through, I think I managed to get into it and stuff.

There is a very real sense of dread that is slowly unravelled as the book moves on, as well. After the initial furore of the native fauna of Pythos is seen, we get several nights of utter dread when something is clearly not right – it’s a wonderful way of building up the atmosphere, especially as these moments are seen through the eyes of the Legion serfs, the general humans who help the Legion. While the world also has an effect on the space marines, being transhuman they are somewhat able to shrug it off – especially when we’re talking about Iron Hands, whose motto is “the flesh is weak” and seek to replace their body parts with cybernetica.

I don’t think I’ve felt the need to put a spoiler warning on a Horus Heresy novel for quite some time, as the books all feel fairly dull as regards massive surprises go. However, the revelation that the colonists come from Davin was quite staggering, especially because of the simplicity with which it was announced. It’s a shock to us, the reader, because we know what happens in False Gods, but it’s almost irrelevant to the Iron Hands serf who learns it with us. I really liked that call-back, and I’m intrigued by the idea that we might not be done with the planet of Horus’ downfall yet.

As I alluded to earlier, though, the narrative of the Horus Heresy does seem to be getting really diluted at this point. I really enjoyed Vengeful Spirit, because it was a bit like a return to the principal narrative that had been left off sometime around book 5, but once again here we’re having a story that, while fairly decent in the end, didn’t honestly feel like a Horus Heresy novel for the most part. The little skirmish with the Emperor’s Children was the closest we got, and that only took up about 50 pages.

It’s a really intriguing book though, and I really liked the way that the tension is built up throughout, with the focus on the dread of what is out there. I don’t think I’ve read about many death worlds in 40k before now, so it was also pretty good to see just how bad some of these things can be! The finale was a bit ridiculous and over-the-top, to the point where I did struggle to picture what was going on for the most part, but this isn’t Shakespeare, I guess, so we’re just along for the ride!

A little night Magic… (part one)

Hey everybody!
It’s been a while since I’ve talked about cardboard crack on this blog, but following on from my discovery of some cards in the attic, which I mentioned very briefly in my May update, I thought I’d do a little bit of investigation into what I’ve missed in the few years since I last cracked a pack. What else am I going to do with my paternity leave, right?!

So let’s just remember that the last set that I was anything like present for was War of the Spark, which released in May 2019. Oh wow, so since I last shuffled up a deck of cards, I’ve had two children… wow! Since that time, I count six full sets have been released, the most recent of which is Strixhaven. But I’ll get to that later.

2019 saw a new core set, M20, the second of the new core sets to be released since they had been abandoned after Magic Origins back in the day. The core set was roughly based around Chandra Nalaar, although there doesn’t seem to have been much in the way of actual story for the set. Fair enough – it’s a core set, after all. Gimme the reprints I need!

After M20, the next set was Throne of Eldraine, which I do remember coming out as being something of a fairy tale set. Apparently it’s a top-down design based on Grimm’s tales and Arthurian legend. Sounds interesting! The storyline seems to be based around a conflict between the Knights and the Wild Peoples, with Garruk turning up to kidnap the resident king, but his kids manage to rescue him and ignite their sparks. The kids are Will and Rowan Kenrith, who I seem to recall came as partners in the Battlebond set.

There is a new card type in the set, called Adventures, which are spells stuck onto creatures. The video above shows how they work, but honestly, I just don’t get it. It’s not really like there’s a link between the two aspects on the card – the Adventure portion doesn’t seem to make the creature you can cast any bigger or anything, it’s like they had too many cards they wanted to fit in, so stuck 30 of them onto creatures and made up this weird thing.

Otherwise, Eldraine seems like an interesting enough set, and maybe I’ll look into that some more at a later date…

Moving on!

2019 also saw something called Secret Lair, which appears to be a very expensive booster game where you can get older cards reprinted. I’ve heard some pretty negative stuff about this whole thing, though, so suffice it to say I won’t be looking into these things.

Moving into 2020 now, the first set of the year was Theros: Beyond Death. A return to Theros, how delightful! The set is mainly focused on the Underworld of the plane, however, which the above trailer seems to show really well. Elspeth isn’t dead, or maybe she is but she’s beyond death now (eh? eh!) and we’ve also got Ashiok running around, one of my all-time favourite pieces of creepy-weird art from the game. There’s also a new Theros god, Klothys the god of destiny (in red/green, weird). We’ve got mono-coloured gods, the original five returning, plus five demigods, who I’m pretty sure we’ve seen previously as dual-coloured creatures. These demigod cards are more like their prequel versions? I don’t know.

The big news, to me, is that the set uses Sagas once more, the legendary enchantment type introduced back in Dominaria. Nice!

Despite COVID breaking out, we still had set releases almost as normal. Ikoria, Lair of Behemoths was next up, and is a set that I’ve previously mentioned as sounding interesting to me. It features the Tarkir wedges once more, and we have some pretty crazy-huge creatures (well, it is the land of behemoths!) The set is one of those for which I’d picked up some cards somehow without really realising! So I think I need to get in on this and see what it was all about!

This set is all about massive monsters, with a vaguely kaiju air to it. Narset is back as a planeswalker, by the way, in her original Jeskai colours as opposed to the blue/white of her last Tarkir incarnation. One of the big themes of the set is Mutate, a kind of “build your own monster”. Cards with this keyword can be cast for their Mutate cost, where they are attached to a non-Human creature, either above or below that target, and the two (or more!) creatures become one – that is, they’re considered to be the creature on top (for CMC and power/toughness) but with the abilities of all the other creatures below it. Interestingly, if the creature is flickered, then it comes back to the battlefield as individual cards.

There’s also the neat little keyword Companion, which is featured on some cards and instructs a deckbuilding limitation (such as all cards need to be a certain CMC or something), but allows you to include that card in your sideboard and then cast it – almost like a mini version of Commander. Originally, there were no particular rules around this, but later it was revised to cost 3 generic mana to cast your chosen Companion.

Having at least some of these cards has made me excited to start thinking about building decks with something of an Ikoria theme, so we’ll have to see if parenting duties will allow for that to happen!

We got the summer core set, M21, as well as a supplemental product called Jumpstart. This has been fascinating me since I’ve now taken the time to actually look into it and see what I’ve been missing. A massive set of over 500 cards, most of which are either reprints from the history of the game, or else ported over from M21, with just shy of 80 actual new cards. It’s not just new cards, but a new way to play – the boosters have 20 cards in them, and the idea is that you buy two, shuffle them together, and you play! The packs all have basic lands in them, but it’s kind of a case of just throwing together two random packs and hoping for the best, as there’s no way to plan a deck because of the random nature. It’s really quite fascinating, I have to say!

A MTG version of Smash Up? Interesting. It’s been a while, obviously, since I’ve seen a video with the Professor, but I feel as though any MTG product that he speaks well of must actually be worth looking into!

This blog seems to be running long, so I’m going to close up for now. I’m going to continue to catch myself up with the game that I’ve missed later this week, so stay tuned for more!

So much Necromunda!

Hey everybody,
I recently got to play my very first game of Necromunda, for real, and it was awesome! It was my Delaque vs James’ Orlocks, and it was an absolute blast! We did have to take our time going through the rules, and trying to make sure we were playing properly etc. But the game was really good, I have to say.

I’ve previously played twice against myself, of course, so had a vague understanding of how the game plays etc, but it’s no substitute for coming up against a real opponent. Both games were against Van Saar, as well, so getting to play against Orlocks was good for the variety, too. The game was a basic brawl, with no other objective than to wipe each other out. While I did manage to draw first blood with a simple vaporising one gang member with my champion’s grav gun, I was ultimately defeated when my last guy was seen off.

Interestingly, both our gangs didn’t really draw in to close combat. Delaque weaponry is almost at its best in the mid-to-short range, it seems, and so I was getting perhaps closer than I would normally like, but I was still holding back from properly getting stuck into melee. The Orlock gang was built with the full suite of new rules from House of Iron, whereas my Delaque are still awaiting their update from House of Shadows later in the year, but even so, I didn’t feel like I was particularly outclassed as a result.

Things are a bit on-hold for the time being, as I plunge once more into child-rearing with the secondborn, but once we can be reliably sure that both kids are sleeping through the night, I’m hoping that James and I can make a start on a campaign! We’ve not really made much headway into deciding any particulars of course, but I have so much stuff for this game that I doubt we’ll actually be at a loss.

I’ve decided that I need to pick up some more gangers, so have bought the FW heads to try and get some variety in there. I already have one of the weapon packs, but I’m actually thinking that I could do with more basic-weapon guys in my group! I think the Delaque in particular were a bit of a victim of my over-zealous building with the fancy stuff back in the day, so that when I came to create the gang properly, I found that I couldn’t actually use all 10 in a starting force. So I’m thinking more shotguns and more pistols. Basic stuff, so more bodies from the off.

In terms of the actual ganger bodies themselves, though, I’m going to get the new Hive War box, mainly because it’s only marginally more expensive than buying a gang box and the scenery separate, and for the extra £10 I’d get ten more Escher and the extra gubbins that I could potentially sell off regardless. So that’ll be something to take a look at some time soon. I’ve already got another box of the platforms and stairs, but have held off from putting any of it together because I don’t really know what I want to do with it. I think having the extra columns and walls from the new box will give me even more scope with the terrain that came in Dark Uprising, and so I think I should be able to get some interesting terrain set ups in the future! I’d been playing around with a few configurations prior to the game, and have taken the plunge with gluing some more platforms together, creating a nice bit of modular centrepiece stuff – now, of course, I just need to paint it all! I definitely need something simple, because I’m already looking at a hell of a lot of plastic that needs covering, and have seen a few different schemes now that look interesting enough, so it’s only a matter of time!

Having painted up all 10 of the Delaque to a reasonable standard, though, I’m now turning my attention once more to Van Saar. I do have House of Artifice, of course, and have been quite keenly reading through it of late, to see what these books actually have to offer. It’s a bit like a compulsion for me, to buy the new Necromunda stuff when it’s released, but then not get round to reading it – though I suppose it’s only recently that I’ve been assured of actually using this stuff in games.

I’m actually really impressed with the amount of stuff that is in these books, between the lore and the new rules. I’ve barely scratched the surface for the moment, of course, but I’ll have plenty of time, between feeds, with which to get to grips with it all. Something that I’ve been really excited about is the Alliances stuff, where each House has a set of three other groups with which they have a Strong Alliance. Basically free fighters for the gang, these things are very interesting, and I’m excited at the prospect that we might be getting miniatures for them all when Forge World gets back up and running. I’m half sure that I remember something from one of the Open Days where they showed off artwork for possible upcoming models, or something? We’ll see, I guess, when the world returns to normal.

So far, each gang book has given options for an alliance with a Guild, a Recidivist (criminal) group, and a Noble House. Van Saar has a strong alliance with the Promethium Guild, Imperial Imposters, and House Catullus, and can choose to form an alliance with one of these groups during a campaign. The benefits are free fighters and perhaps other benefits like bonus credits after a scenario, or access to exotic weaponry and upgrades. However, you might get bonus credits, but sometimes the alliance you’re in might result in there being a negative effect, like the noble house taking a huge cut of your profits. It’s really intriguing me, and I’m finding myself hopeful for seeing some new models for these things in due course! The Slave Guild has already come out for Goliath in House of Chains, and I believe the Water Guild is due at some point for House of Blades, so I’m cautiously optimistic. These groups seem to only be two-to-four models, though the Slave Guild is about £40 to pick up. The recent weapons for Goliath and Escher in plastic, though, make me wonder whether the future of Necromunda might well lie in more plastic…

At any rate, Necromunda is a game that has me incredibly excited right now! We’re a few more months away from House of Shadows, at which point we’ll be once more staring over the precipice of what can be coming next. A lot of people on the internets seem to be expect Spyrers at some point, which is one of these storied names about which I know nothing! I’d like to think we could potentially have models for these Noble Houses / Guilds / Recidivists. The depth of this game, though, means that we could be seeing quite literally anything coming out, and it will no doubt be utterly glorious!

Star Wars: Master & Apprentice (a review)

Hey everybody,
It’s time to catch up with some book reviews! It’s been a few weeks now since I finished reading Claudia Gray’s prequel-era novel, Master & Apprentice, so let’s take a look between the covers and see what it’s all about!

The book is set roughly eight years prior to The Phantom Menace, based on Obi-Wan’s age of 17 when the novel begins. The book is very much an Obi-Wan and Qui-Gon adventure, borne out of Claudia Gray’s wish to write about the Jedi Master, although we do get quite a few flashbacks into Qui-Gon’s youth at the Jedi Temple, and so we also get to see Dooku in his Jedi prime!

It all starts on Teth, where Qui-Gon is investigating some criminal activity involving the Hutts. Along the way, we see that he has a fairly difficult relationship with his padawan, Obi-Wan. Upon returning to Coruscant, Qui-Gon is offered a post on the Jedi Council, and decides to take some time to deliberate upon it. Meanwhile, he is dispatched to Pijal at the express request of another of Dooku’s former padawans, Rael Averross.

Averross has been acting as regent of Pijal while the crown princess comes of age, and with the announcement of a new hyperspace corridor running through the system that would increase trade, things on the planet are becoming heated. The Czerka Corporation has a significant presence there, also, meaning that corporate greed is playing a healthy part in the political situation. Qui-Gon and Obi-Wan investigate some terrorist activity that is threatening the upcoming coronation of Princess Fanry, during which time Qui-Gon receives troubling visions of a possible future. At the coronation, Fanry is expected to sign over much of her sovereign power to Czerka, in a treaty that was partly negotiated by Averross in an effort to bring Pijal into the wider galactic community. Fanry, it turns out, has other ideas, and leads something of a revolution against Czerka’s authority. She is only brought to justice when her confidance later rebel against her, too, allowing the Jedi to bring the conflict to a somewhat peaceful conclusion.

Qui-Gon turns down the offer to join the Council, choosing instead to continue his tutelage of Obi-Wan.


Where to begin.

I really wanted to enjoy this book. Disney hasn’t really spent a lot of time or effort on the prequel era, so I thought it was interesting to get a book featuring such a prominent character as Qui-Gon. I had also seen some comment on the SW facebook group I’m in that mentioned how the book delves into the whole issue of Jedi prophecy. So I was excited!

We do get to learn something of Qui-Gon’s history with the prophecies, which goes some way to explaining his belief in Anakin in Episode I. I wouldn’t say that it felt shoe-horned into the book, but it didn’t seem to feel quite in the right place, unfortunately – seeing so much of the book in flashback felt a bit jarring, to me, and I found myself wishing that it had been handled a little differently.

Something else that I wish has been handled differently was the relationship between Qui-Gon and Obi-Wan. Some of it seems to be put down to the fact that Dooku was a little stand-offish as a Master, and I thought it was an interesting point that Jedi apprentices have something like regular school, and come “home” to their Masters. I suppose I just thought the Master/Apprentice relationship was firmly exclusive once a padawan was placed. But no!

Qui-Gon and Obi-Wan seem to have the kind of relationship that a father has with a child whom he does not properly understand. Qui-Gon was forever worrying that he wasn’t doing right by Obi-Wan, while Obi-Wan was forever worrying that Qui-Gon meant to abandon him and felt like he had been held back in some aspects of his training. It all felt a little bit too much – like, this wasn’t the relationship that I wanted to see them have! So that was a bit sad. I did understand where a lot of those emotions were coming from, and it was well-written in that I could really imagine this would be how two humans in this situation would react. It all seemed to stem from Qui-Gon’s offer of a place on the Council, and I was a bit flummoxed as to why that would even come to pass. Was it meant solely to pay service to Obi-Wan’s line in Episode I? Hm.

At least there are eight more years’ worth of stories that can be told with the two of them improving their relationship and working more on the same team.

I thought it was weird that the sort of major plot point was all about opening up a hyperspace corridor, like the galaxy is still being explored. I mean, Light of the Jedi is only about 200 years before this book, and that novel seemed to show the galaxy as a big fumble in the dark. But by the time of TPM, people are merrily jetting about like it’s no big deal? Odd.

Rael Averross is depicted as a Jedi Knight who has gone native, and is depicted as a fairly interesting opposite to Qui-Gon. The fact that he sleeps around and takes drugs aside, I did find him irritating after a while – if he weren’t meant to be a Jedi, I think I’d be fine with him. But he is, and has been wallowing in self-pity after blaming himself for getting his padawan killed. His assignment to Pijal is seen as something of a remedy for that self-pity, in that he is given Fanry to replace Nim Pianna. That whole situation seemed to contrived and far too weird, but the fact that it served as a significant plot hook did begin to grate after a while.

Oh yeah, and Dooku has already left the Order? I thought it was canon that he had left when Qui-Gon was killed, but maybe I’m getting confused.

The book is definitely interesting, and definitely worth a read. I think I found it far too disappointing that Qui-Gon and Obi-Wan were constantly either treading on eggshells or else being passive-aggressive to each other, and Rael Averross was far too irritating and unsympathetic as a character – two points that eventually pulled my enjoyment of the book down. A somewhat minor point, but it also read a bit more like the sort of YA fiction along the lines of Lost Stars, rather than the more regular adult fiction such as Bloodline. Which is a shame, though I suppose I could be taking this far too seriously!

It’s okay, I guess, but it’s not brilliant. I think it possibly suffers quite a bit from being the next book that I read after Light of the Jedi, though. That book was really good…

The Changing Mythos

Well, folks, it’s perhaps the big news we’ve all been waiting / hoping for – the release model for Arkham Horror LCG is changing! And it’s quite the dramatic shift, really!

The next expansion has been announced, and we are indeed going to Antarctica – and it even looks like we will indeed be going to the Mountains of Madness. Elder Things, ahoy! I was really coming around to the idea of an Alaska-themed Ithaqua expansion, but this is just as good!

But this isn’t the important bit.

For years now, Living Card Games from FFG have followed the schedule of a big deluxe expansion, and a cycle of six smaller packs, for the co-operative games both products had a mix of player and scenario cards. Now, though, this mix is being divided in two, and the whole scheme is being schmushed together, so that we have an entire cycle’s worth (more or less) of content, split across two boxes.

I guess this means that we’ll see just one expansion each year, though it’s such early days who knows what else we might have in store as time goes on?

The benefits here seem to be that the player cards are dropped in one hit, so you have an almost instant collection to build decks from, to plan decks from, etc. The scenario box also means that individual scenarios can be much longer, and the interplay between them can, presumably, be much tighter. I mean, who’s to say we’ll still get eight individual quests to play? We might only have five, but they’re that much more diverse because they aren’t bound by the constraints of fitting into a mythos pack.

In the middle of all this new stuff, it’s nice to know that we’re still getting new investigators, and they’re still drawing from the classic Arkham stable. Lily Chen is a fan favourite that I know has been on many players’ minds for some time. We have also seen Norman Withers, so we’re not going too far off piste just yet. Daniela Reyes can also be seen on the cover of the box, though I’m not sure who the other two are.

Overall, a very exciting game development, making it feel much less like a living card game of old, and much more like a boxed card game with a big box expansion; which I guess the co-op LCGs were all along. It’s only now that we’re seeing them this way!