What’s Going On?

Hey everybody,
It feels like it’s been a while since I had a catch-up blog here, though it’s not exactly like things have been hectic or anything, so I’m not sure what’s up with that. At any rate, November is quickly slipping away and it won’t be too long before I’m here with my penultimate Retrospective post of the year! That said, I thought it might be nice to just take five minutes and ramble about what’s been going on, almost to move me along with some things so that the Retrospective post will actually be a decent read!

I’ve been very heavily immersed in weird tales the last couple of weeks. I’ve been reading a wide variety of weird fiction by many contemporaries of HP Lovecraft, and have also made an early start on reading more by the man himself, stay tuned for a blog coming next week on The Case of Charles Dexter Ward! It’s always nice to read some of these stories at this time of year, as it seems really cosy and whatnot, now that the days are shorter and colder. Just the ticket for reading about weird and fantastical goings-on!

Perhaps inevitably, then, I have returned my attentions to the LCG, and have built up a couple of decks for tackling The Innsmouth Conspiracy! I finally picked up the first mythos pack for the cycle a good few weeks ago now, after feeling a bit disappointed during its release that I couldn’t play it because of missing that pack. I’ve had the Stella Clark pre-built deck sleeved up for about 12 months now, but after a half-hearted attempt with her and Winifred Habbamock at the Excelsior Hotel, which felt like it was going nowhere fast, I have changed the deck a little bit, including some cards which I think (hope!) will play better with my overall plans for her. I’ve paired her with Zoey Samaras from The Dunwich Legacy, too, as I had read on reddit that she was a decent companion. But I suppose it doesn’t really matter a great deal, as my pair of Daisy and Ashcan Pete for the Carcosa cycle really shouldn’t have been anywhere near as good as it turned out!

I’ve retired my idea of playing Trish and Agnes with the standalone scenarios, as well, favouring instead the idea of playing a proper cycle (I have enough of the unplayed, after all!) and slotting in some of the standalone stuff when I feel like it. We’ll see how that goes, anyway! For now, though, I’m very excited to be getting into another campaign for the winter season!

While I might be poised to start playing the Arkham Horror LCG once more, I have for now turned my attentions back to Warhammer 40k, and to the Grey Knights, no less! It’s another of my winter traditions, it seems, to be thinking about the incorruptible Chapter 666, and for the last couple of years I’ve been reading the novels in the Grey Knights omnibus. Hammer of Daemons is the third in the trilogy, and while I’ve only just started to read it, I am quite excited already to be seeing where this one goes!

I didn’t really get very far at all with my Grey Knights last year, in terms of painting them, so it’ll be interesting to see what progress is made this year, if any! I don’t think I’m going to be getting rid of these chaps anytime soon, though. I haven’t yet picked up the codex, unfortunately, but I’ve been hearing some very interesting things about how they play now in 9th edition, so I am curious to see what I can do with them on the table.

After basically taking October off in terms of painting, I have once more been painting miniatures, both Necrons and Genestealer Cults – my dreams of a 500 point force fully painted by the end of the year are still alive, people! I’m hard at work on another 10-man Neophyte squad, although I have somehow along the way also picked up the Acolyte Iconward, and the Clamavus, both of which I’m also painting as I go. It’s been quite the slog, if I’m honest, but I’m trying to make myself do a little bit each day, and so far, as you can see, they’re not looking totally terrible. I think a few more sessions can see the squad finished, if not the two characters, as well. Fingers crossed!

My biggest, and most exciting news, though, is finally getting in a game of 40k this year! Necrons vs Chaos Space Marines, me and my buddy JP back gaming, even if neither of us was really clear on the rules and spent the first 4 hours of our game day just talking about nonsense and general catching-up. We played one full round, after which I think I was ahead on points, though it was getting pretty late for a school night and we had to call it a day around midnight. A lot of fun was had, a lot of hobby love was rekindled, and we’re intending to play again soon, hopefully with the same armies and terrain set-up! Much to my chagrin, I hadn’t really looked at the models I brought with me, so ended up with a mixed squad of Immortals representing all-tesla chaps. So I’ve been building up five more Immortals, all-tesla, all the time. That will give me a massive blob of 40 Immortals, 20 each of gauss and tesla.

It actually prompted me to look into the possibility of an all-gunline Necron army, using the models that I either have ready or have on the to-build or to-paint pile. I can squeeze almost 2000 points of this stuff out of Immortals and Warriors, Tomb Blades, and the supporting artillery of a Doomsday Ark, an Annihilation Barge and a Triarch Stalker. Interesting… maybe one day I might try it!

I do like the Tomb Blades though, even if they are just horrendous models to build and to paint! I’ve got five tesla bikes, and three gauss bikes, all of which need painting, but I think I might make more of an effort with these at some point, because they have been a tremendous threat on the table – not because they’re particularly amazing, but their speed makes them look like a threat, so they formed a fairly decent distraction while the Praetorians I brought went up the other side of the table and ended up with Slay the Warlord between their pistol attacks and voidblades!

Despite seeing some really curious comments about Necrons being underpowered online, I thought that the new codex made them perform really well in the partial game we played a fortnight ago. However, I suppose that is against an army that is still using an 8th edition book.

Fingers crossed we can get in that rematch game soon, anyway! Stay tuned for more Genestealer Cults updates, and the exciting start of my Innsmouth Conspiracy campaign!!

Codex: Drukhari

Hey everybody,
I have finally got my hands on the Drukhari Codex for 9th edition! It feels like it’s been an age, though I suppose not playing games has meant there has been very little need for it. But with potential games on the horizon, I think it is time to start looking at my largest model collection to see how I can work things in the new edition. (I keep saying “new”, even though it’s been out well over twelve months now, simply because I haven’t had a chance to play properly yet!)

Oh my goodness, this book is complex!

I mean, when you sit down to properly read through, it’s fine, but when you first pick it up and take a look at the battle-forged rules, my goodness it’s wordy! I think this is really symptomatic of the new edition, because they have tried to make a rule set that is clear for organised play, it becomes very litigious, rather than reading like the rules to a game. True, that game is complex, but I thought 8th edition was a great big sigh of relief after the overly-fussy 7th edition, and while we haven’t gone back that far, it does need you to sit down and get your head around it to properly take it all in!

The Drukhari Codex is still split into three separate factions – Kabal, Coven and Cult – but when I first came to read up on how the army works now, it felt like some drastic changes had occurred! Not so, just a tidying-up of the rules, I suppose. Upon reflection, the way these rules are presented is actually quite neat, as well. The relics, stratagems and warlord traits unique to specific Obsessions are now grouped together on a single page each, rather than having a page of traits, a page of stratagems, etc. It does help to make things feel somehow more cohesive, once you realise that’s what they’ve done in the book.

To start with, you can still do the three Patrol detachment thing, and the cost for doing so is 0CP. There is a new Realspace Raid detachment rule, which gives a new keyword to the units that allows for a greater cohesion across the army, even though you’ve mixed in all three factions. The only stipulation is that the Archon must be the Warlord, but that’s a flavour win so I can’t see why you wouldn’t.

Something I really like is that you can upgrade each of the faction HQs to a Master – Master Archon, Master Succubus, Master Haemonculus – for a few extra points. This unlocks relics and warlord traits for them, as well as giving a new ability, and excitingly, it also unlocks “favoured retinues”, which allows you to upgrade Kabalite Warriors to Trueborn (for the Archon), Wyches to Hekatrix Bloodbrides (for the Succubus), and Wracks to Haemoxytes (for the Haemonculus). These retinue units have better stat lines and a special ability, but they don’t get access to more special weapons as was the case in 7th edition, so no Blasterborn or any similar shenanigans! I’m kinda fascinated by the Haemoxytes though, as they’re a new idea to me!

So the exciting thing now is that you can make a mixed force and call it a Realspace Raid, provided that you have the three separate HQs and a unit each of the basic troops, and the Archon is your Warlord. They even give you a two-page spread example of how a Battalion detachment might look in this instance, to further hammer the point home. A minimum-sized points investment for doing this would be 335 points, after which you’re free to fill up the army however you want. Doing this means that all the Kabal units still gain Kabal Obsessions, and so on, so it’s really quite a useful way of building an army, so long as you’re playing a points limit that can accommodate that initial outlay.

As far as army-wide rules go, Power from Pain and Combat Drugs are still a thing, Insensible to Pain is there, and Poisoned Weapons haven’t changed since the last edition, either. A new rule, Blade Artists, seems to be pretty much across the whole force, and improves AP by 1 for melee weapons on an unmodified 6, which is quite nice! Especially as there are a lot of weapons with AP in the melee list, from the start!

So let’s get down to business, and see what kind of list I have put together…

I’m currently just aiming for 1500 points, and the main theme behind this list is getting to grips with 9th Edition! I know that I should be thinking a bit more critically about some things, and protecting stuff like the Incubi and the Wyches more with transports, but I think that will come with 2000 points. I still like to have a core Kabal in there, which is why I’ve gone for two lots of Kabalite Warriors with Raiders. A hugely exciting development is that the transport capacity for Raiders and Venoms has been upped to 11 and 6, respectively, meaning that HQs can travel with their troops now! So the Archon and Haemonculus will each be in a Raider and Venom, respectively, with a bodyguard type of unit, leaving the poor Incubi, Wyches and Succubus to foot-slog up the board. But I’m thinking that the melee units could potentially be kept back for objective-sitting, with the flying stuff causing chaos elsewhere.

Splinter racks have changed now, so they no longer give exploding 6s but instead allow rapid fire weapons to treat the target as being within half-range, so I’m not 100% sure on keeping them as an auto-include now, but I think – as with a lot of this list – I want to play with these things, to see how it works out. I’ve also put grisly trophies on all my vehicles, as they give -2 leadership to enemy models within 3″, and I’m thinking about using the No Mercy, No Respite secondary objective, which gives VPs for each model that flees the battle each round. I’ve not previously leaned into the fear aspect of the Drukhari, but it’s something I think might be nice to look into, now that there is such a tasty objective on offer there!

Of all the Cult units, I think Reavers are the ones I’ve used most often, and have enjoyed most consistently. I think I can see them being quite deadly in the game, as well, with 10 attacks from the unit, the grav-talon to dish out mortal wounds on the charge, but also the firepower they can boast before close combat. They all have pistols to shoot while in combat as well, and I’ve given them the +1 Toughness drug, so any retaliation will come at T5, which can be quite difficult!

Scourges are a unit that I only really started to appreciate towards the end of 8th edition, mainly because of the possibility of having 4 splinter cannons dropping down from the sky on top of people. Splinter cannons have changed now, from Rapid Fire 3 to Heavy 3, so they aren’t necessarily as good as they once were. That said, again I would like to play with them first, and get a feel for how things work in the new edition before dropping them. I do feel like I might be going for fewer specialised weapons in my lists, going forward!

So there we have it, anyway, my first Drukhari list of 9th edition. I’m hoping that I can actually get to play in another couple of weeks, albeit I’m not sure if a 1500 point game would be on the cards quite yet! But you never know. Hopefully soon, I’ll be talking about how this list performed on the tabletop, anyway!

Could it be Tyranids?

Hey everybody,
With the world opening up now, and I’m potentially inching closer towards sanity once more on the parenthood front, I’ve been talking about 40k once again with my buddy JP, and the potential for games maybe this autumn. Possibly. September/October time is forever set in my heart as the time of year, all those moons ago, when I first got into the grim darkness of the far future, and while traditionally it might be more closely associated with the Necrons, I do also have a very strong attraction to the Tyranids, who were getting a fairly substantial plastic update at the time. Ah, memories!

With the current storyline set in the Octarius sector, with Tyranids and Orks going up against each other, it’s got me thinking about my own bug list from years gone by, and how I think the time has come to get some serious effort in with these chaps.

Massive dioramas like these don’t really help the cause, either!

It looks like the upcoming War Zone book, Rising Tide, is set to provide an update for the faction much like Blood of Baal did during the Psychic Awakening series, although I don’t remember hearing much in the way of good things there! The recent article up on the Warhammer Community site seems to be starting strong though, with a look at the synapse ability. In 8th Edition, synapse just allowed models within 12″ of a creature with synapse the ability to auto-pass morale tests, as well as making shooting more accurate for units within 24″ of them. Now, however, synapse creatures are getting their own unique abilities, which sounds quite nice! They’re a bit like these relic abilities that you can give to certain characters as upgrades – my only frame of reference is for Necron Crypteks, but I’m sure there’s a more commonly-used term! So Broodlords give nearby models the benefit of cover, and Neurothropes give nearby models fear-like effects, for the cost of a few points. What’s more interesting is that synapse creatures extend each others’ ranges, so if another synapse unit is within range of a buffed synapse creature, units within range of that unit will also get the benefit, even though they may be outside the range of the original buffed creature.

Interesting…

So what about my list?

I have quite a few Tyranid units built up these days, and some of them are even painted! I know! I think I’ve only played one game with them – possibly two, though it/they happened shortly before my eldest was born, and those pre-children times are quite hazy now!

Initially, I’d intended my Tyranid list to be predominantly big bugs, with just a few bits and pieces that would form something of the bulk. I’d mainly thought about carnifexes, tyrannofexes, hive tyrants and so on, without the need for painting swarms of termagants and so on. Well, once I’d played that first game, I think the need for more bodies quickly became clear! It’s all well and good having some big chaps along, but if they get picked off (my carnifex, I seem to recall, performed admirably in true “distraction” style, and died before doing anything) there’s much less you can do with your guys.

I also have a lot of genestealers, from a variety of sources, so that helps!

Adjusting for 9th edition, the army that I brought with me back in 2019 is somewhere in the region of 1300 points (it wasn’t quite to the level that I’d originally hoped!). It’s gone up quite a lot, mainly I suppose because of the amount of adrenal glands that everyone is using. However, the list was made very much with the multiple detachment style of 8th edition in mind, and of course we’re now free from those restraints, so I’ve been looking at mixing things up a bit!

I’m going for a 1500-point list, but I’m leaving myself a cushion at the moment with which to potentially pay for some of those tasty upgrades that I mentioned. So the core of this is basically the list I used last time. No Termagants, but another bunch of Genestealers (I said I have lots!) as well as the pair of Carnifexes and the Maleceptor as some pretty hefty creatures. I think I had a Trygon in here last time, but the cost is just too much for me at the minute, with all the other increases. I could probably drop some of the adrenal glands, but I do just love the mental picture of a carnifex running up the field and smashing into the enemy, followed up the field by a whole bunch of other warrior organisms. Wonderful stuff, for sure!

I’m playing Hive Fleet Gorgon, so that lets me re-roll wound rolls of 1 in the fight phase. As such, I want to get as many people into close combat as possible, particularly the genestealers and carnifexes. I’m paying for guns on the warriors and feel like they’ll be a waste in combat, but I guess we’ll have to see. As far as psychic abilities go, I’m still not entirely sure how to get the best out of the bugs, but I’m hoping that I have a decent-enough spread to help me out!

Interesting choice, perhaps, but I’m giving the warlord slot to the Broodlord. Of the three HQ options, he’s pretty much the middle of the road slot, and given the warlord trait wants him to be in the thick of the fray, you’d think I’d have instead gone for the Hive Tyrant with that trait, as he’s a much tankier unit. His relic will increase his toughness to 6 after the first fight phase in which he takes a wound, though, and with 6 wounds anyway, with a 5+ invuln, I’m hoping that I can pick my battles well enough that he is either going to do well, or survive enough that he can wreck face. The warlord trait only affects enemy units within 1″, though, so my initial idea of having him screened by genestealers (to which he gives +1 to hit rolls) won’t quite work.

It’s quite exciting, I think, having this little project to return to. I’ve not really painted up a lot of these guys so far, but from having started to paint those few models already, I seem to recall it’s a fairly quick and easy scheme to do. So I’m hoping that, as time allows, I’ll be able to get a fair few more miniatures painted up and ready for the gaming table!

As always, stay tuned for more excited rambling as Project Tyranids gets underway!!

The Adepta Sororitas!

Hey everybody,
It seems to have been a while! Real life has, sadly, been intruding once more, as we count down the weeks until the birth of my second-born, and with just 5 weeks to go, I suppose it’s inevitable that I won’t have the time to do as much on the blog here! For the last couple of weeks, though, I’ve been looking at my Adepta Sororitas army, the Sisters of Battle that I was initially very excited about getting my hands on, only to then flounder a bit with my search for a colour scheme. I’ve gone from wanting something like the Deathwing colours, to a traditional Order of the Sacred Rose, to now coming up with something that is pretty much entirely my own. I’m not turning into one of these folks who comes up with the lore for them, though – they’re definitely being played as Order of the Sacred Rose (unless the 9th Edition Codex changes my ideas!) but I wanted a colour scheme that I could replicate across a lot of models without much fuss.

I mean, what kind of masochist wants to paint an all-white army?!

The scheme that I’ve chosen is a pale blue, with all-grey robes and then red gun casings. I’d initially attempted green casings, but I think the red is definitely a better spot-colour for these guys. They’re still very much a work in progress for the time being, but I am finally enjoying myself working on them – much more than I was in the past!

Sisters of Battle

For the time being, I’m still working towards the list that I’d outlined back when I set out my hobby goals for 2021, though I really think it could be time for a change, especially when the second wave of new releases comes out this summer! For those of you who didn’t click the link, though, this was my first attempt at building a Sisters army:

There is a lot here that I’m probably going to change. In particular, I think I may swap out the Immolator for the new Castigator, as I do love that model. While I have both Celestians and Dominions in this list, I’ve actually been at work building the Retributor box, after having built up a solitary heavy bolter girl before leaving the rest of the box. Eventually, of course, my plan is to have the core of the army made up from the contents of the launch box from back in the day, as I think the combination of Battle Sisters and Seraphim is just a glorious one!

The Rules
Lately, though, I’ve also been spending some time trying to figure out the army rules. I’d say the 8th edition ruleset from their Codex was fairly baffling to me, when I first picked it up, due to the fact that it feels very much like 7th edition and the need for a separate rules glossary to make sense of it all. This blog will form the first of a two-part look at the army rules, as I try to get to grips with everything that is available to the Sisters.

There are three rules that almost all Adepta Sororitas units from the army have access to, which are referenced elsewhere in the book: Acts of Faith, Shield of Faith, and Sacred Rites. Acts of Faith in particular is quite the lynchpin of a lot of the force, and it has a lot of influence on other stuff like warlord traits and stratagems.

Acts of Faith is a mechanic that uses Miracle Dice, of which you gain one at the start of each battle round. In addition, there are four other ways to gain Miracle Dice at the end of a phase – one of your units destroys an enemy unit; a CHARACTER unit from your army is destroyed; a psychic power is resisted by a unit from your army, and rolling an unmodified 1 for a Morale test. Splendid!

Miracle Dice form a pool that lasts until they are used – when you gain one, you roll a D6 and its result is the value of that dice. When you come to perform an Act of Faith, rather than rolling a dice you instead substitute it for one of your Miracle Dice, so it’s like you’re pre-selecting your dice results. You can do this for Advance rolls, Charge rolls, Deny the Witch tests, Hit rolls, Wound rolls, Saving throws, Damage rolls, or Morale tests. Importantly, if you perform an Act of Faith on a Deny the Witch test, for example, you wouldn’t then gain a Miracle Dice if the psychic power was successfully resisted. Also importantly, if you then re-roll the dice, you do not re-roll the Miracle Dice used for your Act of Faith; so it’s important to differentiate which dice are which.

You can only perform one Act of Faith in each phase – so you couldn’t substitute Miracle Dice in for the hit, wound and damage rolls in a single shooting phase, for instance. However, there are a bevy of rules that do interact with this stuff, such as the Simulacrum (standard-bearer) model in a unit allowing you to perform an Act of Faith even if you’ve already done so in that phase. Several units come with Incensor Cherubs, which allow you to gain one Miracle Dice but roll 2D6 and choose which one you want. My chosen Order, the Order of the Sacred Rose, as the ability to regain Miracle Dice on a 5+ once a unit has performed an Act of Faith. It’s quite the integral mechanic for the army, and it had been bothering me that I had been getting a bit confused by how it works until I recently sat down and properly drilled down into the Codex at last!

This is massively different from the last rendition of the rule, which was a bit like a suite of Psychic Powers, where there were different Acts with different effects, and you had to roll a dice to see if it goes off. You could attempt to perform these Acts by spending “Faith points”, the number of which was based on the number of units in the army.

Shield of Faith is a rule that grants a 6+ invuln save, but also turns each unit with the ability into an anti-psyker unit, allowing them to take Deny the Witch tests. They only roll a single D6, though, rather than 2D6, so if an enemy psyker rolled 6+ on their psychic power roll, it’s not going to do anything. However, the Battle Sisters have got undying faith in the Emperor, so they aren’t so easy to overcome! There is a stratagem that allows the unit to resist the psychic power on a 4+, regardless.

Sacred Rites is an additional army-wide rule that grants one of six effects for the whole battle. At the start of the battle, you can either choose one or roll 2D6 for two random ones, and they’re in effect until the end. There is a stratagem for 1CP to change the rite, as well, giving some control over it. Similar to the Space Marines combat doctrines (although it makes me think most of the Grey Knight Tides).

The effects of these Sacred Rites are not particularly overwhelming, but can be extremely useful based on the type of army that you’re running. One allows you to add 1 to advance and charge rolls; one grants an auto-hit for a melee weapon on an unmodified roll of 6, etc. Interestingly, though, it’s the “Aegis of the Emperor” effect that has my attention: add 3 to Deny the Witch test rolls. So Shield of Faith will now only be useless if the psychic test roll was 9+. And they still have the stratagem to fall back on.

As an interesting aside, the Sacred Rites are based largely on the older Acts of Faith from earlier editions.

I imagine a Sisters army to be quite the thing to behold, when it is working in perfect sync. They have access to a lot of firepower, and although the models are only S3, they have enough tricks up their voluminous sleeves that they shouldn’t be wiped off the table without a fight.

Of course, the Codex does feel a little bit like two books in one, because there are a number of Adeptus Ministorum units folded in that feel a little bit like they’re an afterthought. When the range was re-done in plastic, these hangars-on were, for the most part, left. So Death Cult Assassins, Crusaders, Missionaries and Preachers are all still in metal, sadly. Of course, Blackstone Fortress gave us a plastic Preacher and Crusader, and Rogue Trader gave us a plastic Death Cult Assassin, but it is a shame that they’ve been left out, to some extent.

The only non-Sisters plastic re-make was the Arco-Flagellants box, which has the Adeptus Ministorum keyword, but can still be included in a Sisters army thanks to having the Ecclesiarchy Battle Conclave keyword, one of which units can be included without losing the Order Conviction for your overall army. It feels a bit like they should either have also re-done these oddball units, or maybe just forgotten about them entirely?

Anyway, I should probably stop rambling now, and go paint some more Sisters! Make sure to come back later in the week for part two though, when I continue to delve into the Codex and look at how I can start to build out my army. I’ll also try to bring further updates to my painting adventures as I get further along with the army, so stay tuned!!

Happy Solstice

Hey everybody,
Christmas is approaching, for those of you with the inclination, but the recent announcements over lockdowns in the UK has seemingly put a damper on things. This is as much as I’ll talk about with politics, of course, as I try to make this blog more of a haven from such things, but I think I’ll probably be posting a lot over the coming days as I try to take my mind off things – and, hopefully, yours, too!

It was my birthday on Friday, and I had a decent haul of Arkham Horror LCG stuff, which was great! I mean, a couple of those bits I’d kept back from recent purchases, such as the Dexter Drake novella and Guardians of the Abyss. I think the birthday haul is pretty indicative of what is on my radar right now, though – between the card game and Necromunda! I haven’t had a proper chance to do more than flick through House of Artifice, but I’m looking forward to digesting that over the coming days! I do want to get another game of Necromunda in at some point, even if it is by myself, because I’m really hooked right now!

I have started to play Lord of the Rings again, though, thinking that I’d start off with Passage Through Mirkwood, the introductory scenario. And it absolutely brutalised me! I had a very bad series of draws from the encounter deck, and playing two-handed was obviously increasing the cards seen over the course of the game, but jeez!

There are a couple of things that I want to mention here, of course. First of all, playing two-handed is actually a real joy. I had the odd moment of “where am I up to?” of course, but those tended to be in the late game where a lot was going on, already. I think perhaps playing two investigators in Arkham Horror has prepared me well for this one, and I think in part that, in comparison, Lord of the Rings is definitely a much simpler game. It surprised me because there is a much more linear plan for the game: you do the same thing round after round, and the variety of it all comes from the different cards being revealed from the encounter deck. Having played a lot of Arkham Horror lately, which has got that element of a board game from having investigators moving around different locations, and the RPG feel of leveling-up cards etc, it gives for a much more complex game. While there are those elements in common, such as effectively playing against the encounter deck and such, it really surprised me that I had that feeling!

Of course, the decks that I was playing were not really built for this way of playing – each one was effectively a solo deck, so they could have dealt with the majority of the game by themselves. As such, I think I could tweak the decks back to dual-sphere and have each one cover the other better.

Interestingly, I went back to basics on this one as well, and read through the instruction manual, as well as watching the tutorial stuff again, and tried to get it right. Back when I first started playing this game, in 2011, I had incorporated a couple of house rules I suppose, to make it more manageable for actual solo play, and I just kept playing it that way. The ‘Basic Game’ as explained in the rulebook does suggest not revealing shadow cards while you get into it, and I’ve played that way pretty much ever since! I was also playing the game whereby if I had optionally engaged an enemy, I would attack it first rather than allowing for all enemies to attack me first, regardless of who engaged who. In my mind, it made sense that I would be able to do this, because otherwise it’s the equivalent of going up to someone for a fight, and letting them hit you first? Of course, there are player cards that allow you to dodge attacks and the like, but it always struck me as really odd that I couldn’t natively attack first when it was my choice to engage with that enemy!

Anyhow, playing the game correct, I thought, would be a lot of work, but as it happened the first game was over in 5 rounds, as I was just unable to overcome the threats in the staging area, due to bad draws from both the encounter and player decks! Any allies that I had were dying to enemy attacks as I threw them under the bus to just try to deal damage to the enemies engaged with me, but as time went on, I had to throw my heroes at them as defenders, meaning I was in a holding pattern of doom until round 5, when four of my six heroes were killed off. It was shocking!

I did later that same day play again, after briefly considering trying out the official Easy Mode of removing some of the encounter cards, but in the end went for a straightforward shuffle-up-and-reset, and I managed to prevail. The game was a lot longer than I’d expected, though I think that was in part because of the two-handed thing, but also simply because I was trying to defeat Ungoliant’s Spawn, which was the fourth card from the bottom of the deck. Still playing without shadow cards, I wasn’t drawing as many encounter cards as perhaps I could have been!

It’s interesting though, to me, that playing without shadow cards can be such a dual-edged sword; on the one hand, you’re potentially buffing enemies when they can already be a bit unwieldy, but almost in return you get to cycle through the encounter deck quicker, and can potentially avoid having so many locations or so many enemies coming into play. I suppose this is something to think about when we’re talking about implementing house rules or whatever – the game has been tested to play in a certain way, and is as balanced as possible based on its own rules. Adding to these, or changing things, can tip that balance and sometimes lead to a less-than-optimum experience. Certainly something I need to bear in mind when I’m complaining about “how tough is this game?!”

Lord of the Rings LCG

I’m still going to be playing through one of these cycles over the Christmas period – at least one, maybe more! – so look forward to hearing more of my musings as I properly get back into what I have always been calling my favourite game!

I picked up the latest White Dwarf this morning and, as I have the day off (yay!) I had a fairly leisurely breakfast while flicking through its pages. There’s a lot of Age of Sigmar stuff in there, which I kinda glossed over because I’m not big into Spiderfang Grots, but I was reading Robin Cruddace’s column on the new 40k rules, and it was quite interesting to see why they changed some of the rules from 8th to 9th edition.

I’ve talked briefly about this recently, but in some ways I think 9th edition coming out in the middle of a global pandemic, when there are so many restrictions in place that the GW stores themselves can’t even run demos of the game or have people in there for any longer than absolutely necessary, does seem to be a bit of a swing and a miss. Any sort of excitement around the new edition has been, for me, tempered by the fact that I couldn’t immediately play it, and the few games that I have managed to play since it arrived were a weird sort of hodge-podge of rules, in part because I was playing an 8th edition codex in a new game. Granted, it wasn’t massively different, though for something like Necrons, trying to play with the army when Reanimation Protocols had changed, but we didn’t have the rest of the rules yet, was such a weird experience. Now, I know plenty of other folks will have been through the pain barrier between editions where they’re using a book from an edition or two ago, but it’s difficult to get my head around!

It’s curious, although perhaps not totally unexpected, to see how I’ve almost gone off 40k in recent weeks. I think the lack of any outlet to play has a lot to do with this, as I’ve got no real motivation to paint anything up while there’s no end in sight to these lockdowns! I’ve moved into solo-able games so much that 40k has almost been left behind, but I do think it’s about time I used some of the down-time to get some projects finished, so that I can play with fully painted models when this is all over! I’m sure there’ll be more on this to come in the next couple of weeks – if only from the now-inevitable Hobby Resolutions blog! Now is not the time for a retrospective on that one, of course, but it’s definitely been a mixed bag in 2020, with some successes as well as some that have fallen by the wayside. Stay tuned for that blog, coming up sometime next week, no doubt!

Necrons in 9th

Hey everybody,
It’s been a long time since I’ve talked about Necrons on my blog, and I haven’t actually talked about 9th edition, despite having a couple of games before the second lockdown! I really need to catch up. I think 9th has been a strange time for me, as it’s been tough to get into it all with having only played a couple of games and all, but I really need to get to grips with the changes, as I want to be ready for when the world returns to normal!

In 9th edition, there’s a lot of stuff going on for armies – there’s an element of customization that I hadn’t really expected, but I’m really pleased to see for the game. Within the game, objectives have been shuffled around a bit so that we’ve now got the option to choose what we’re attempting to do within the scope of the mission, including taking actions instead of the usual shooting or melee combat. With the codex releases, we’re getting faction-specific objectives as well, which aid with the feel of really playing your guys.

Something that I really like is the addition of Cryptek Arkana, which are a bit like relics but better, on the whole, and come with a points/power cost to add to your Cryptek models. It’s a bit like the old fifth edition stuff we had, where you could make your Cryptek a Harbinger of something, which would open up a suite of effects for the model.

This brings me on to the list. I’ve talked before about building my Necrons list for 8th edition where I built around a couple of units, and with this one I’ve gone for the starting point of a Psychomancer. The model isn’t actually out yet, but does look so wonderfully weird that I’m really looking forward to getting one when they make it available!

It really shows how insane Crypteks can get, removing parts of their bodies because why wouldn’t you? I do like the new plastic model that came out a few years back, and he’s also taking part in the army, but it’s the Psychomancer that I’ve chosen to give a piece of Arkana to – his special ability, Harbinger of Despair, causes negative effects to units close to him, so the Atavindicator seems like a natural choice, causing mortal wounds in a similar manner. I find him a very interesting model, though, with having former relics as his standard wargear – the abyssal lance and the nightmare shroud.

Necrons Thoky Dynasty

The plastic Cryptek has been renamed the Technomancer, interestingly. I think the old finecast model can also form the same role, as his weird bit of tech in his right hand (didn’t it used to be the chronometron?) can be used to represent the Canoptek control node, the alternative piece of wargear which adds 1 to the hit rolls of nearby Canoptek units. But I’ve taken the cloak, which still allows the model to double his movement and fly.

Now then. The army is sort of built with having the Psychomancer doing stuff, but he does need to get pretty close to the enemy to do his thing – 12″ for the Harbingers of Despair effect, 6″ for the nightmare shroud ability. At least the Atavindicator is 18″, and causes mortal wounds, which is quite a powerful.

To help with this, I have some Deathmarks who can pop out of their hyperspace oubliette and make a shooting attack when an enemy unit is set up from reserves (although at the cost of 1 command point now – but the synaptic disintegrator has been beefed up!) If they’re not being used for this, however, they can still pop up and provide support for the Cryptek, and now that they’re shooting with a S5, AP-2 weapon which deals mortal wounds on unmodified 6s can be quite a threat, which I enjoy.

Of course, there are some elements that I would say are “standard” for the Necron army – the Catacomb Command Barge as the warlord, three groups of Immortals (tesla has increased in price between 8th and 9th edition, it seems, so I’m sticking with two groups of gauss and just the one tesla cohort), and something that I’m really enjoying at the moment, the Triarch Stalker. It still has the targeting relay rule that allows for friendly units to re-roll hits of 1 if they shoot the same target, which is very nice. It’s also come down in points – I think the 8th edition cost for the Stalker with twin heavy gauss cannon was over 140 points. So that’s always nice!

However, mine is quite a long way from being a finished mini!

I’m sticking with Mephrit dynasty, though it’s worth pointing out that dynastic codes (much like all such “chapter tactics”) now have several rules built in, and not just one. Mephrit still has their improve AP by 1 when within half range, but now adds 3″ to all ranged weapons (except pistols), and allows you to pick both effects from the Protocol of the Vengeful Stars.

Protocol of what, now?

Adding to the tactical complexity, Necrons also have Command Protocols that function similar to the Space Marines combat doctrines, where you pick an effect to be in play for each battle round. Unlike the dynastic codes, all of the units in my list have the Command Protocols rule, indeed it’s only the C’tan Shards (and Tesseract Vault) that don’t have the rule. Provided that my warlord is a Necrons Noble unit, which the Command Barge is, and provided that all of my units are of the same dynasty, which they are, the rule will affect any unit that is within 6″ of a character. Each Protocol has two parts, and when that Protocol becomes active, I get to choose one of those parts to take effect – except for the Vengeful Stars, which my choice of dynasty allows me to keep both effects. Which is nice, as the effects are to improve the AP of each ranged attack on an unmodified 6, and enemy units within half range do not get the benefit of cover against my ranged attacks.

Very nice!

I was prepared for 9th edition to drive up the cost of a lot of my units, but in a 1500 point list, I’m quite pleased to see that I’ve actually ended up with a list pretty similar in size to my usual army. I have no idea how long it’s going to be until we can play games once more – I’m currently living in Tier 2 restrictions in England, so households cannot mix, but hopefully the new year will see these being lifted and life getting back to something like normal. So I need to be ready with my tiny painted men!

The scope here will be to get the Triarch Praetorians, Triarch Stalker and Canoptek Wraiths painted up, and then the Psychomancer whenever he gets released. Doesn’t sound insurmountable, does it?

Grey Knights, 2020 Edition!

Hey everybody!
It’s that time of year when I start to get back into the Grey Knights army, and I think after yesterday’s reflections on the hobby goals from this year, as well as starting to read the second book in the Grey Knights omnibus, I’m really back in the mood for the knights of Titan!

This year, I’ve not yet managed to get very far with my original plans for painting up an actual army of these guys. Of course, I’ve expanded out my guys from merely having that Grand Master painted, and now have the Chaplain and a Strike Squad painted, but I feel like I definitely need to get more models painted!

As a finished squad, I think they look great, which I hope will prompt me into finishing more and more of these chaps as I go! I have a mostly-painted Purifier Squad still hanging about as well, so I do need to get on with those guys, as it’s been almost two years that they have been waiting. Definitely need to crack on there.


Having a look at the models that I have right now, I’m quite surprised at just how many points that I can field. Of course, some bits and pieces have gone up a bit since 8th, but I’m hovering around the 2000-point level, when I throw in the Stormraven Gunship and the Land Raider Crusader that I’ve saved from the Dark Angels cull. Trying to fit this into something approximating an actual army, though, I’ve so far got my list up to 1300 points:


Thinking about how I could bring this up to 1500 points, I might get some more Paladins in there, although I am quite keen on another Purgation Squad, all-incinerators.


With the new rules from Ritual of the Damned, I’ve been seeing some interesting tactical ideas around the famed Paladin-bomb, tooling a full squad of ten with four special weapons, probably Psilencers for the weight of shots, and buff them with the new psychic powers to wreak havoc:

Four psilencers is 24 shots hitting on 3s, and at S4 they’re most likely going to be wounding on 4s, with no AP and D3 damage each. The new powers and litanies, however, you can boost the range of the weapon to 30″ with one chaplain, you could improve the AP to -1 with a second chaplain, and you could re-roll hits if the enemy is within 15″. This is in addition to the pre-existing psychic power that lets you target an enemy unit that isn’t visible to the shooter. Paladins are of course Terminators, so they can be targets for the new Fury of the Proven stratagem, which gives them +1 to hit, in addition to the older Psychic Onslaught stratagem that can give the weapon +1 strength and a further AP improvement to -2. I mean, this is going to be a horrendous investment of points – that 10-man Paladin Squad alone is 508 points! – but it could be a glorious moment in the battle!

I’m not sure where I want to take the force yet, but I’m definitely going to try and paint up more of the models that have been languishing in disarray for the last twelve months or more – stay tuned for more updates on this one, as well as the review of Dark Adeptus once I’ve finished that one!

New Necrons!

Wow. The amount of new stuff Necrons are getting right now is crazy. It’s taken me a while to get round to this blog because it has felt a bit like the landscape has been changing continually over the last few weeks (and I’ve also been on holiday, and life has been taken up with real stuff). But here we are! With the exciting new world of Necrons for 9th Edition coming our way!

Yes, Reanimation Protocols are changed, and it’s quite the lengthy wall of text there! There are some good bits and some bad bits, so let’s take a look at this step by step. First of all, Reanimation Protocols are rolls immediately after an attack ends. So that is a hell of a buff, right there – your opponent is going to have to really double down and hope that their shooting or melee attacks will take out the unit in one single attack. No more getting two or three units to each have a shot at eliminating a unit! Excellent! Next, you roll a number of dice equal to the number of wounds each model lost has. So if three Lychguard die, you’re rolling six dice. The sad thing here is that you’re only rolling dice for the models lost there and then. I guess Necrons probably needed some kind of cap or limit here, because being able to still attempt to bring a unit back in turn four or five when the models were lost in turn one is a bit too much – I only hope that the new points we’re expecting will reflect the fact that we’re now only buying a model potentially once, rather than assuming you’ll at least be able to use each model twice in the army, as was the case for most of 8th edition.

There has been a lot of bile and vitriol in the Necrons Facebook group, but I think this is based on the idea of still having units costed as expensively as they are right now. There are also elements of the fact we’re looking at character models or others with multiple wounds that won’t all successfully reanimate each time, and so on, but I think we need to be serious here: Necrons could play really powerfully well if your opponent is unlucky. I’ve had some games where my destroyed models are maybe 2-3 by the game’s end, because units keep coming back. I may have started the game with three units of Immortals, but over the course of that game, I’ve probably used the equivalent of five units of Immortals, compared with how many were destroyed and have come back.

I’ll get off the soapbox now, but suffice it to say, a lot of people are upset at the wording of the new RP rules, but personally I think that we just need to look at different build options for the new edition.

The preview that went up earlier this week with the new RP rules also confirmed that we’ll be getting our own version of combat doctrines, called command protocols. These sound like they might be good – assign one to each of the five rounds of combat, and each one has two effects. When that round begins, pick an effect to use. (There is at least one way that I’ve seen for us to use both effects, as well, so that’s pretty good!) A lot of folks were a bit disappointed with the Psychic Awakening book for Necrons, as it didn’t actually have anything for us in beyond the rules for the new Illuminor Szeras model, but at least it’s not been too long to wait for the new book (although that is probably a whole other story!)

It seems that everything that had come with those green rods – so every unit released before the 2011 re-design of Necrons – is being re-jigged to some extent, and I think the one people are perhaps overlooking the most (given the sheer amount of new stuff coming out!) is the Monolith. This is a pretty nice new model, let’s be honest, and I think I’ll definitely be getting one as a nice centrepiece for the force (until I eventually cave and buy the Silent King!) I just hope they still have the rules to allow them to work as a transport, as well!

Speaking of new models, we’ve got so many more of them on the way!

There are a couple more Crypteks coming out, the Chronomancer and the Pscychomancer – which, together with the Plasmancer from the Indomitus box means we’re still two short of the full suite of five from the hallowed book from 5th edition! Geomancers and Ethermancers would complete the set, but those don’t seem to have been previewed yet – they’re either a surprise, or have been forgotten about.

With so many new HQs coming our way, people have been postulating whether we’ll be seeing a return of the Royal Court, where you can take a group of HQs in the configuration of 0-5 Crypteks, and 0-5 Lords. It’s an interesting idea, given that we’ve already seen the return of the different style of Crypteks, so I guess we’ll see what the Codex brings. (I’m thinking, though, that if it were possible we’d have seen it previewed already).

Now, something very interesting is happening with Necrons in 9th edition, and that’s the fact the lore is somewhat being reimagined to incorporate more of these ideas of a failing in the technology that has kept the Necrons going for so long. No longer is their tech beyond the understanding of many of us, but rather we’re seeing warriors that look more like metallic zombies, with parts of their armour falling off and failing following the aeons of slumber, and the Destroyer cults are being more fully explored, as we see various types of these crazed killers realised in plastic. The regular Destroyers that we’ve previously enjoyed are potentially having a rebrand as Lokhurst Destroyers, using the floating platforms of doom to get about, while we have the Skorpekh models that were seen in Indomitus, and now these Ophydian monsters who are taking as a design cue the original Wraiths models. It’s kinda funky to see this sort of design return to the army after so long!

For me, however, the absolute crowning glory of these new releases has got to be the plastic Flayed Ones!

So, okay, they’re not dragging along flayed corpses, or wearing them like crowns anymore, but we’ve got actual plastic Flayed Ones now, and I can’t wait to get myself a set! Lychguard are great, but they’re 150 points for a unit of 5. Flayed Ones clock in around half that amount, so we’re already on to a winner! We definitely need more melee potential, given the shorter range of auras and smaller playing field of 9th edition, so I’m really pleased we’re getting these models – although I had literally just resigned myself to wanting to use the finecast models after all when the announcement came! Typical!

I was really quite disappointed with the Necron stratagems we had to play with during 8th edition, but we’ve had a preview of the new ones that are coming, and it looks like we shall be seeing some very nice effects and abilities taking shape across the table in 9th – if I can remember to use them, of course! I really like the idea of tesla shots arcing across units in battle – hopefully that’ll allow for those units screening important HQs to become vectors for damage!

I’m quite excited to see what’s in store for the new Necrons as the Codex is imminently on the horizon, so hopefully the pandemic won’t get in the way of some exciting games once I have the book in hand!

Planning! part one

Hey everybody,
It’s time for more rambling thoughts to start your week! After thinking about it a couple of weeks ago, I have now started in earnest on my 9th Edition Black Legion army – and yes, it’s turning out to be quite the army, at that! What has initially started life as a 500-point (ish) Combat Patrol force has now become something far bigger than I’d been expecting!!

To start with, though, let’s talk briefly about how army building works in 9th edition. Rather than receiving a number of command points based on the number of detachments that you’re bringing, instead you get the CP based on the game size, somewhat balancing things in comparison with 8th edition, where one army could be starting the game with something like 17, and another might only have 4. For games of up to 500 points-a-side, such as we’ll be discussing today, you each get 3CP to start the game with. After that, at the start of each round, you get an extra one in your Command Phase, a new phase of the game that seems to have been borrowed from AoS.

Now. Each detachment that you bring costs command points, but if your warlord is in that detachment, you get those points refunded. So the humble patrol detachment costs 2CP, but you then gain 2CP if your warlord is in there. Interestingly, this only counts for the patrol, battalion and brigade detachments – the vanguard, spearhead and outrider detachments cost 3CP each, and don’t refund you even if your warlord is in that detachment instead. So no elite-only armies, for you! Even more interestingly, the Supreme Command detachment doesn’t cost anything, but you get additional command points if your army also includes a patrol (+2), battalion (+3) or brigade (+4), but that Supreme Command must include either a Primarch, Daemon Primarch, or Supreme Commander unit. Interesting to see how they’re sort of pushing those big commander type of units – and even more interesting, considering there is only one Primarch currently in the game. I’m guessing that characters like Abbadon and the Silent King will be getting Supreme Commander keywords in time?

Anyway, I digress.

I’m talking about my Combat Patrol plans for the Black Legion!

I’ve literally only just planned out my starting force for these guys, and then the points changed quite dramatically and I couldn’t fit everything into the same force! Marines in particular were hard-hit, meaning that I’ve had to take out the Exalted Champion and a second Greater Possessed! But anyway.

For this list, then, I get 3 CP to start the game, which isn’t so bad I guess! The Master of Possession is literally only there as the headliner because of the fact that I’ve finished painting him; I think in the fullness of time I’ll be swapping him out for a Sorcerer or maybe even simply a Lord, although I have just today primed the Dark Apostle ready for action!

The Master of Possession is heavily geared towards daemon-support, so the Greater Possessed has stayed in the list simply to give him targets for his abilities! I do want to ally in some daemons, though, and I’m thinking the whole Dark Ritual stuff could be quite fun as well, so it’ll be interesting to see what he gets up to in due course! For the marines, I’ve got the 10-man unit from Shadowspear, and I’m currently working my way through all that trim on those guys… what a detailed task that is!

I’m enjoying my foray into these guys though, even if I haven’t yet been able to come up with an easier way of painting the basic troops! Of course, I’ll be using Cultists when the army grows, so that may prove to be an easier task, although I still haven’t finished painting that batch of Cultists from back in the day…

The Havocs are hopefully going to be great. Again, when I get the army fully off the ground, I’m hoping to get at least one more squad of them, kitted out slightly differently so that I have more heavy bolters for volume of shots. Given that they’re almost as expensive as double the number of regular marines, though, I’m curious to see what else could possibly fit into the list!

I think this is really indicative of how 9th edition is changing things, with fairly big points increases, which in turn are seeing smaller armies. In looking at how I could increase this force to 1000 points, I was looking at some Terminators, though kitted out as I’d like (combi weapons and power fists, with a reaper autocannon in there just because) brings a five man unit to almost 200 points! Added in a second marines squad at 175 and a second Havocs squad at 150, and I basically have no room to manoeuvre! It surprises me, I think, because during 8th edition I was almost always pleasantly surprised as just how many models I could fit into a list. Now, however, I’m finding that my lists are becoming almost elitist given how few bodies I can squeeze in!

In addition, though, I’m also intending to ally in some Chaos Daemons, principally of Slaanesh, given that I have those models already, although I can’t deny that I’d like to get a few more interesting gribblies in as time goes on! I think I might start with a small patrol detachment of these things, rather than relying on Summoning them on, as I feel that tactic might be vulnerable to having the characters removed before they can attempt the Ritual. But who knows? Maybe I’ll try to get my Dark Apostle to summon a Keeper of Secrets, and see what havoc can be caused!

So far, then, I’ve got a small force underway. I’ve recently picked up a couple of Rhinos and a Forgefiend, as I’d like to go bigger with this army as time goes on, but I’m trying my hardest not to go picking up tons of kits and finding myself drowning in plastic! In addition to the Marines, I’d like to get a nice selection of Cultists painted up, and who knows? Maybe 9th edition will answer my dreams, and we’ll get that Renegades & Heretics Codex that I’ve been after since Blackstone Fortress first showed what could be possible with such wonderful miniatures!

Catching Up

Hey everybody!
It’s been a while, hasn’t it? Seems like life has been passing me by recently, as I have been focused a bit on work – I’ve got an interview this coming Tuesday for a promotion, so we’ll see what comes from that. More money for plastic crack, maybe?! We shall see!

Speaking of plastic, let’s start with the main topic of the day…

I’m not a big fan of the new Necrons, having now seen them in the flesh, as I wasn’t keen on the sculpted battle damage. For my Necrons, I’ve tried to paint them more like a pristine sort of warrior race, with the advanced tech that means they don’t retain battle damage like that. While I’m not entirely fussed yet on the Necrons, I have been admiring those Space Marines…

However, Chaos has become a major thing for me, considering I’d planned for Genestealer Cults to be my 9th Edition army! I’ve long wanted a force of Heretic Astartes, and having started with the idea of a Cultist rabble, I’ve now moved more into the realms of actual marines in the list. Today has been quite exciting though, as I’ve finished painting the Master of Possession from the Shadowspear box set! Finally!

I’m really pleased with this chap, and have followed the tutorial for the fire in particular from The Brush & Boltgun, which was a godsend! I’ve not had a chance yet to look at the other stuff on the channel, but it looks like a lot of the stuff that I have on the list, anyway, so it might be worth mining that stuff!

Speaking of which, I’ve finally picked up a Chaos Rhino for the nascent force, which I’ve wanted to get a hold of since seeing this wonderful piece of art from another of my favourite instagram’ers, Martin Sivertsen:

I mean, look at it! It’s absolutely beautiful, and I hope mine will come out a mere tenth as good! I’ve actually made an order for a second Rhino, as well as a Forgefiend (which I’ve wanted for a long time, as well) and a Dialogus for the nascent Sisters army!

Have I posted a picture of the Sisters here yet? Can’t remember, so here you go:

Looking forward to getting these painted up, however long they might take!

Moving on to a different game now, though…

My wife and I have been enjoying a few games of Elder Sign in recent weeks, as we’ve re-established Friday nights as gaming nights, and it’s been an absolute blast to be playing once more!

We’ve played a few times with the core set, as we get back into it all, and so last night we played with the first expansion, Unseen Forces, which I thought might be the best one to start with, as pretty much every other expansion has the Gates of Arkham rules and ramps up the difficulty! We had a couple of games with Unseen Forces, and while we managed to save the world from Shudde M’ell with just three locations left to explore per turn, we came under attack from Abhoth and it all went wrong.

It’s great to be back playing games from Fantasy Flight, I’m feeling really quite nostalgic for the whole thing! Of course, we’re slap bang in the middle of GenCon 2020 right now, but it all feels a bit weird with the global pandemic ongoing. FFG have shown off a few Star Wars bits, such as more Clone Wars era stuff for Armada, X-Wing and Legion, and that’s about all that I’ve managed to glean from the internets right now! Of course, it’s always an online event for me, but it feels particularly odd right now, regardless!

What else has been going on?

I’ve read quite a few books since I last came here to provide a review, so will doubtless have some thoughts on them to share with you all! I’ve also been reading the rest of The Flash’s run through the New 52, so will sometime soon get a round-up blog sorted for that! I’ve also been catching up with the DC movies that I’ve not seen, after watching Man of Steel a few weeks ago. So there will be plenty of blogs incoming once I have the time to properly sit down once again!

Okay, so it’s been pushed back, but there’s a Mandalorian novel due next year?! This news has excited me far more than I’d expected! Still very excited to see what season two has got in store for us, even though I’ve been really disappointed how it seems to be heavily leaning into the Clone Wars cartoons with the casting news that we’ve seen. Still, maybe live-action Ahsoka won’t be so damn annoying as to make me want to tear my own face off… time will tell! I think The Mandalorian is about the only thing Star Wars that I’m looking forward to right now, though, so I hope it won’t be disappointing!

Anyway, time to cease my ramblings, I think! Hope you’re all having an amazing Saturday, and stay tuned for more blogs coming as the summer progresses!