Hobby Goals 2023

Hey everybody,
Happy New Year! I like nothing more than a fresh new year, just full of promise and waiting to be exploited! Well, that’s what I tell myself. 2022 wasn’t really all that bad here on the blog, had some great times overall among those 181 posts, so let’s hope that 2023 will continue the theme! On a personal note, after deciding to eat better in June I’ve managed to lose 1st 5lb in total, just through eating better, so that has been amazing and I’m hoping to continue that into the new year. As is now traditional for this day, I am going to outline some of the hobby things I have every intention of doing, but most likely won’t end up getting round to for one reason or another, so let’s get to it!

Terrain
This seems to be on the list every year, and with varying degrees of success. Last year, I did pretty well though, so I hope that I can do the same this time around. I have a Promethium Forge still to paint, one of the big three Sector Mechanicus structures that I bought way back when, and after painting the other two, I think it’s only fair to think I could get this one done this year! There is also stuff like the second Haemotrope Reactor, of course, and I’ve got plenty of bits for Necromunda that could go into this as well, so I think I have enough to be going along with. 

I would really like to get the Promethium Forge done, though.

Drukhari
I have had a lot of success with getting the outstanding Drukhari painted up in 2022, in fact it was probably the best year for the dark kin since I started the army in 2017, and spent the bulk of that year getting everything done. I still have a lot of models that actually need painting, of course, but I would also like to try to get round to doing some of the finishing touches to my models this year, too. Stuff like the basing, or final highlights, or adding some missing detail to some of the models that were painted very much to get them done. 

I would really like to get the 10 Hellions painted up properly this year, though.

Adepta Sororitas
Sisters of Battle were a bit of a surprise triumph for me in 2022, as I went from almost selling them all off to fully painting about half the army in a couple of months. The scheme is really easy to replicate though, so I think that’s a big part of my success here. I still have a lot of models to paint, like the Novitiates and the next squad of Battle Sisters, as well as a lot of stuff still to build. I’m not going to push this, because I don’t want to run the risk of burning out as I have done with other big projects, but I think it’ll be good to add units to the force as time goes on. 

I would really like to get the Exorcist painted this year, though.

Necrons
Ah, my first hobby love. Necrons have been a little sidelined for a few years now, though they did come out in absolute triumph for two games in the summer, where they were particularly impressive. I have a lot of things for this army, and I have a lot that still needs painting for the army, as well. I think it will be best to just keep chipping away with these, and perhaps the more games that I play with them, the more I’ll want to paint up for the army.

I would really like to get the 3 Wraiths painted up this year, though.

Tau Empire
Now, then. The Tau were to have been my big project of 2022, but sadly didn’t really get too far off the ground in the end. In 2023, I’m hoping to get everything that I currently have painted, at which point I can start to look at other bits and pieces that I can add in to the force. I almost got myself a Devilfish the other day, but with five units still unpainted, I don’t want to go adding things to my list that just make the job more difficult. I have plenty to be getting on with, so I will hopefully make good on this project and have a painted playable army in no time! 

I would really like to get the 3 Crisis Suits (and their drones) painted up this year, though.

Necromunda
Having touched upon this in the terrain paragraph above, I think Necromunda deserves its own slot because it is a huge game in its own right, and I am currently on such a high with it that I want to throw the spotlight on it some more. I don’t even know how much stuff I currently have for the game, but it’s a lot, and I am really keen to get moving with all of the half-finished stuff that I have, like the Corpse Grinders and Orlocks. After getting all of the Ash Wastes terrain painted up so quickly, I want to try my hardest to get more stuff finished so that when I play games, it looks amazing as well. I currently have the Delaque and the Ash Wastes Nomads gangs both fully painted, so I think next up I would like to get another gang finished, either the Escher or Orlock gang, and just continue on from there.

I would really like to get more of the Zone Mortalis scenery painted up this year, though.

So that, my friends, is the sum total of my plans for 2023. I was able to get a lot of the backlog painted during 2022, and I was lucky in that my painted output outweighed the newly-bought models. I’m fully intending that I can continue that trend in the new year, and continue to paint the models that I have, rather than just add more stuff to the pile of shame. Of course, it’s silly to suggest that I won’t be buying more stuff, but I hopefully have more than enough models for the majority of my army projects – it’s only the Tau that could feasibly have more models bought for them. In that respect, then, I suppose it’s mainly going to be Necromunda stuff that will be added to over time. Which is fine, because I collect that stuff for the setting, after all.

In terms of other projects, I think it would be nice to get some more Genestealer Cults models painted, particularly the bikes now that I’m looking more and more at the Ash Wastes. Of all the odd stuff that I have going on in the back of my mind, I have been thinking more about getting the Onager Dunecrawler painted for my AdMech. That’s something I hadn’t really thought about, but it’s something that has been part-painted for years now. But I’m not going to worry about these other things too much. 

This year, in a further effort to focus my efforts, I’ve decided that I’m going to do mini check-ins at the end of each month as well, to see just where I’m up to with these projects. Overall, I don’t think it’s a massive amount of stuff that I’ve given myself to do. I’ve picked out six things from each of the headings above that I would like to see finished by the end of the year, so hopefully if I can get those done, everything else is just going to be a big bonus!

A week of hobby!

Hey everybody,
I was off work last week, and it’s been a very exciting week off, as I’ve gotten through quite a bit of painting, as well as being able to get a whole raft of stuff primed up when we had some nice weather at the end of the week.

To start with, I have now finished the Tomb Blades that were begun way back in the mists of time. Some of these models are from my very first Necrons army, and indeed at least one of them I have directly painted over the green and silver/gold, rather than trying to strip the paint from such fiddly models. I know these aren’t going to win any awards, and if I’m being truthful, I could probably spend some more time with them and actually make them a lot better, but I think these are the type of models where I would just never be finished tinkering with them, so needed to call it a day now. They look fine, I think, anyway, so I’m happy to play with them as they are, and that’s basically the whole point – to get my miniatures painted ready for games!

I’ve also finished painting that Raider that I started on a few weeks ago. I may have mentioned it before, but it’s been so nice to be painting a Drukhari vehicle again. It took me right back to the heady days of 2017 when I was painting up nothing but dark kin, and I really enjoyed it! I do kinda feel like I might have done a slightly better job on this than the rest of my fleet, so I might well find myself trying to make the vehicles look better as well as the regular Kabalites when I eventually get round to that little side project…

I still need to apply the transfer to the sail, however, but I seem to have lost my micro sol and micro set, so don’t want to attempt to do this part without them! But that’s a very minor thing in the scheme of it all. On an adjacent note, I was watching a video from Mediocre Hobbies about this, and I was quite taken with the idea of applying transfers whenever possible. Now, I barely use them at all, so have sheets and sheets of the things up in the loft somewhere, but I think it might well be worth looking over them to see what I have, and to see about maybe using them more. Sisters are a prime candidate for this, I think, but we shall see what else I can do!

Two sort-of surprise projects from the week have turned out to be kill teams. I started to paint the Traitor Guard kill team following all of the excitement about the new Cadians coming out, and decided to try and use a really simple scheme to get them done quickly. The uniform is Baneblade Brown and the gloves are Gorthor Brown; the boots are Rhinox Hide with a messy highlight of Doombull Brown, then all three of these areas are shaded with Agrax Earthshade. The fatigues are Dawnstone, then “shaded” with Basilicanum Grey. The pouches and any wraps are Mournfang Brown, then “shaded” with Snakebite Leather. The armour is Leadbelcher with a coat of Militarum Green to make it seem green metal. The weapons are then Leadbelcher shaded with Nuln Oil, with the top of the lasguns having a coat of Black Legion contrast paint. The photo above also has the Traitor Commissar, Ogryn, and Unsanctioned Psyker models that I had already painted a while ago. I’ve based everything with texture paint (I used Lustrian Undergrowth, because I seem to have a lot of it) and then painted with Skrag Brown, shaded with Agrax Earthshade, and briefly drybrushed with Ushabti Bone.

The reason why I’ve gone through everything here is that I have already primed up the 14 additional Traitor Guard models from Blackstone Fortress, and I definitely want to get another box of them – I built the kill team with quite a few fancy weapons, thinking (I think!) that the BF models could fill in for regular troops, but there aren’t that many regular troops in the BF lot! At least I have the Traitor Chieftain, if I were to go into playing these in kill team.

I’ve also primed up some Negavolt Cultists, as I’m quite excited to paint those chaps. Whether we get Dark Mechanicum or not, they’re still really nice-looking models!

Finally, I’ve also painted up the ten Death Korps of Krieg models from the Octarius box, using the scheme from Stahly of Tale of Painters fame. It’s a scheme that really reminds me of some kind of World War II army uniform – I wanted to say Russian, before googling that and finding that I was wrong! The light grey greatcoat with the darker grey trousers and the shiny silver armour is a really nice combo, I think. I did cheat a bit with the scheme, principally because I didn’t have a couple of the paints used in Stahly’s scheme. So the leather is Snakebite Leather rather than Cygor Brown, but a couple of coats of that paint did seem to produce a nice effect, regardless. The gun case was just Black Templar contrast, too, rather than the more traditional scheme. However, I think it’s come out looking really nice, and I think it’ll be good to get some more of these guys painted up in due course! Much as with Traitor Guard, I had built these models with the very definite idea of picking up a second box within short order, but so far I have yet to do so!

I don’t think getting 20 models painted, with a further nine models finished off from previous stages, is an entirely too shabby way to spend a week off – especially when you consider I was in charge of the kids!

I have been able to prime up a whole bunch of stuff when the weather decided to finally be nice and dry at the end of the week. So I have now got the Traitor Guard ready, all of the remaining Sisters models are now primed as well, and the remaining Tau models. I have been able to prime the whole Ash Wastes terrain, after having built it almost a week prior, so I’m hoping to get on with painting that in due course, as well. I’m not sure when I’ll actually get round to painting the other stuff, but the intention with my Prime Day was basically to get as much primed and ready as possible, so that I can then paint over the winter and hopefully get somewhere with the backlog! I have plenty of Grey Knights and Necrons already primed, of course, so they shouldn’t be too much of an issue for me!

Finally, I’ve been having some funny ideas since yesterday, about potentially painting up some of the Tactical Marines that I still have lying around. After a quick trip up into the loft this morning, I have taken stock and have found that I have about 20 of these things, mostly still on the sprue. I built two marines up about a year ago, with the vague idea of making a small Ultramarines army, but the more I think of it now, the more I’m thinking that I might actually do something different with them. Precisely what, I don’t know, but it might be a fun little project, so stay tuned for more on that!!

Taking Stock: Drukhari edition!

Hey everybody,
So following on from my Taking Stock blog that I wrote up at the weekend, I decided that I would actually take a look at the Dark Eldar that I have ongoing, as I really don’t know how many of these guys I have built and waiting for paint. (I also don’t know how many I have that are built and painted, but that’s another story I guess!) I’ve been through my box of shame, and it really is quite surprising just how much stuff is in there!

It’s interesting, to me, that I seemed to get a lot of my Dark Eldar painted up really quite quickly before just moving back into other bits and pieces. It’s a shame, because I would say it’s certainly one of my favourite armies to play, at least in the Index days of 8th edition. Once the codex came out, I seemed to go off the boil a little, as it seemed to me such a prescriptive way to play the army, forcing you to choose separate detachments for your Cult, Coven and Kabal. However, with 9th edition and the new and improved Raiding Force detachment (plus the general shift in focus from detachments anyway), I’m once again thinking about my favourite evil space elves. With the promise of a big-points game with my buddy JP on the horizon, I’ve started to evaluate what I have still waiting in the wings!


By my count, I have 23 distinct units that need some form of attention, whether it’s just painting, just finishing touches, or the whole thing. I also have eight kits that are still on the sprue, including two finecast character models.

By far and away, the biggest chunk of my unfinished stuff is Wych Cult units. I have three groups of 10 Wyches, one of which was kinda finished though I’ve never really been happy with them. I have two Venoms and a Raider specifically for Wyches. I have three units of Reavers, and two units of Hellions (although I’ve started to think of them as a single, 10-man unit). I have the Beastmaster and some of his mates, and I believe the Voidraven can be considered a Cult unit.

However, I also have some Wracks, Grotesques and a second Talos ready for the Coven, and I have two groups of 10 Kabalite Warriors and two Raiders for the Kabal. In total, I think it comes to something in the region of 2100 points, which is quite astounding if I’m honest – I mean, I’m fairly sure that my total painted Dark Eldar amounts to somewhere in the region of 2500! I have almost as much unpainted as I have painted! So I think this definitely needs to change.


That said, I have also had a look through the rest of the army as it stands right now, to see what I have available and so on. Turns out, I have some units that are now illegal, such as the Haemonculus I was building last edition with the different weapon options. A lot of the units in this book can now only be equipped with those weapons that come with them, such as the HQ choices (although weirdly a Succubus can still use all manner of Wych weapons). I was also struck by the paint job that I’ve done on most of my models – it’s very… workman-like, shall we say? They’re painted models, so that’s good, but I was surprised at how bad some of them look. Highlighting on the armour is one case in point, where some Kabalite Warriors look like they’ve had a basecoat and that’s that. I definitely need to try and go back on a few of them, and bring them up to scratch. However, I think the main focus will need to stay as getting more units painted, first. In an effort to not be overwhelmed, I’m thinking that I will paint the 10 Wyches first, and then plan where to go next. As opposed to planning out the next few units that I’d like to do, which all too often leads to me getting distracted and so on!

While Necrons are my first love, and Tau are my current obsession, I think the Drukhari being in the state that they are is a very poor show, because it’s definitely an army that I have a lot of love and affection for.

Anyway!

I mentioned earlier a game in the pipeline. I’ve got a list of 1750 points drawn up along the lines of the Realspace Raid force, something that is pretty different to the one that I drew up back last autumn when I was first making my way through the new codex. Let’s take a look:


I talked about this before, but the Realspace Raid detachment must contain HQs and Troops choices from each of the three arms of the Drukhari army. In addition, the Archon must be the Warlord. I see no problem with that, as it’s all very thematic after all! I’ve taken the opportunity to upgrade my Archon to be a Master Archon, which gives me increased relics and warlord traits options, both of which I have chosen for him, and you can upgrade one of the troops choices to be a favoured retinue, which I have not chosen at this time. I think, if I had a spare 20 points, though, it might be nice to get some Kabalite Trueborn in there, as their accuracy is improved to BS 2+. Maybe something to think about in the future.

For my Kabal, I have stuck with the Obsidian Rose. This still grants 6” to the range of assault/rapid fire/heavy weapons, and you can also re-roll a wound roll for each unit when they shoot or fight. They also have a nice stratagem whereby fleeing models get to either shoot or fight before they flee the battlefield, and if they actually destroy any enemy models, they don’t leave. It’s an interesting option for that one unit that you don’t want to see leave! The Obsidian Rose warlord trait gives +1 strength, but I think the upgrade trait he has from the Master Archon ability (+1 damage on all weapons) is going to be more useful; the splinter pistol is a poisoned weapon anyway, so strength doesn’t matter, so it would only buff the power sword. Going forward, I’m giving some thought to chopping off his power sword, in favour of the huskblade, which is D2 (though S user).

I do like the idea of having two big blobs of Kabalite Warriors. They are some very beautiful miniatures, even if some people do think of them as “old” models now. I think I have, in total, something like 50-odd Warriors in various stages of completion, plus 10 more on the sprue. I say 50-odd as I have taken to re-organising my collection so that I have each squad capable of taking either of the special weapons, and in some cases, either of the heavy weapons. In theory, a squad of ten can have two specials plus a heavy, but they do become points-heavy in that instance, and I think for the time being I would prefer to have greater flexibility in the army overall – saving enough points on special weapons here can equate to a squad of something else further down the road, you know?

The Wych Cult is here represented by the Wyches, the Succubus, and the Reavers, and each unit gets to take a Combat Drug, which is something I am stupidly glad to see is still a thing in this day and age. I’ve given the Succubus Painbringer, which adds 1 to the toughness of the model, so that she’s now T4. I’ve given the Wyches Grave Lotus for +1 strength, as I think 10 models with improved strength is going to be more effective than giving it to the HQ. 7 Wyches making 4 attacks each with their hekatarii blades as S4 AP-1 D1 isn’t anything to be sniffed at, but I’ve also got Hydra Gauntlets in there which are now four attacks at S6 AP-2 D1, which will be good! There is also the Hyperstimm Backlash stratagem that would double the effect, for +2 strength, though I might be getting a little over-confident with that one! They do get to re-roll wound rolls of 1 when within 6” of the Succubus though, which I think might be nice. Finally, the Reavers have Splintermind, which improves the BS and Ld values by 1. I thought that might be useful as these bikes will be buzzing around the battlefield, shooting stuff up, but also have the pistols for shooting into close combat when they get there.

Also on the subject of Reavers, I’ve got my only Heat Lance in the army (and one of only two in the extended army). These weapons are basically the Drukhari version of a meltagun, single shot but S8 AP-4 and always a minimum of 3 damage. I like it, I have to say! Not entirely sure why I haven’t done anything with it in the past, truth be told!

The Wych Cult that I have previously gone for is Cult of the Red Grief, partly because it was the closest that I could find to the colour scheme I had started to paint my models in, back in the day. The codex seems to show a different colour scheme for them now, though, but never mind! The obsession grants re-rolls to charge rolls, and +2 to advance rolls, which I don’t find particularly inspiring, so instead I have chosen to go for the Cult of the Cursed Blade for all of my Wych Cult units, which grants +1 strength to models, and dishes out a mortal wound to the attacking unit when my models make a saving throw of 6. I think that’s really nice, and buffs up those hekatarii blades to S5, which just seems bonkers!

As far as Covens go, I’m sticking with the Coven of Twelve. I think that will give me the most utility, if I’m honest, as it gives an improved AP to melee weapons and also allows for a unit to shoot while performing actions. While I will most likely want my Wracks in close combat, I think having them with the flexibility to achieve objectives and still shoot their weird guns might be handy. The unique stratagem allows for the Haemonculus to dish out mortal wounds in the consolidate phase, which could be very useful if he survives combat, of course! Of all the subfactions, though, I think the Coven is where I’ve most considered going for one of those design-your-own things, where you take two different effects and mash them up into something more suitable. Maybe next time… So there we have it, 1750 points of Drukhari/Dark Eldar ready to go! It’s going to be interesting to see how the army plays when I get them onto the table, as a lot has changed since I last played the army. There was a time in 8th edition where I was playing these guys almost exclusively, and I felt like I really had a handle on things, so I’m eager to see how it will all work out again. Stay tuned for a post-battle run-through, hopefully very soon!

September Retrospective

Hey everybody,
Well, we are three-quarters of the way through 2021 now, and it seems pretty crazy to think that I wrote my January retrospective blog as potentially a one-off to cover all the random rubbish I’d been doing at the start of it all. It’s actually been a really great motivator, for me, to have these retrospective blogs now form a part of my monthly pattern, because it makes me want to do stuff to then report on at the end of the month. At any rate, September has been fairly busy for me, as I’ve had a couple of weeks off work that have enabled quite a bit of recreation – if you can call looking after two children under 2 “recreation”!

To start with, September is the month that I traditionally think of as my hobby month, as I have a lot of fond memories of really getting into the 40k thing way back when during this month. As such, I’ve tried to really recapture that essence, as far as the paternal duties would allow, and ended up with a fair few random projects on the go!

Let’s talk about my Zone Mortalis terrain progress first! I’m very pleased with this, and I think it’s all coming together really quite beautifully! I talked about the colour scheme that I’m using last month, so won’t go over that again here, but I’ve now expanded my repertoire into other bits like ladders and water tanks! The ladder was just painted Averland Sunset, shaded Agrax Earthshade, then drybrushed like everything else to give it that worn, lived-in look. The tank I’d wanted to paint orange, as I think it makes sense to have it follow the same pattern as the Water Guild big boy, but in the end it turned out more red. No matter, other tanks I’m thinking about painting different colours, anyway, so it’s not like it’s important to remember their colours. I’m very excited to get more terrain painted up – whether I end up getting more done by the end of the year, who can say, but to have any of it painted so far is, frankly, a miracle!

I’ve been doing odd bits with genestealers and have recently finished the Necron Triarch Praetorians, but my main focus has shifted to the Genestealer Cults, as I have decided that I really want to get some of these things painted up, finally! I’ve been working on ten Neophyte Hybrids this month, and slowly but steadily I have almost got the squad finished – a huge achievement, considering the amount of detail on them! They’re tiny, and the scheme that I’m following doesn’t allow for speed painting when it comes to these chaps – the armour, the fatigues, the cloth, the padding, the weapons, the skin (actual skin, and carapace), the dangly-doodads, it’s all just so time consuming!

But I think I’m really getting somewhere now, having finished the first of my ten-man squad, and I’m ready to move on to my next project in the list! Since writing the linked blog, however, I’ve reorganised all of my Cultist miniatures, and have a different ten-man squad make-up, so there are ten more shotguns coming my way soon! Once all the Neophytes are done, though, I should have a fairly straightforward task of finishing off the Metamorphs and the Truck, so I think I can definitely get this first part of the list painted up and ready by Christmas. Ready for what, precisely, I’m not yet sure, but still – it’ll be ready!

I’ve been generally immersing myself in 40k across the month, anyway, and have been enjoying myself immensely. I finally picked up the Drukhari Codex as well, and have been investigating that to build my first proper list for that army in 9th edition. I think Necrons are still edging out the Dark Eldar in my affections for 9th edition, though I am definitely looking forward to playing both armies when the time comes. I’m at that point in the year where I’m now thinking about what I can accomplish prior to the year-end, and in addition to the GSC, I’ve got 5 Wracks and 3 Grotesques on my radar. Though everything is a time-sink, so we’ll have to see how things pan out!

GenCon surprised me this month by, well, taking place! I always thought it was August, but I guess the pandemic has been causing chaos. There hasn’t been a great deal of anything that is exciting me, if truth be told, but I think that could be symptomatic of my relationship with the whole board game scene right now. I wrote a very long ramble about that yesterday, but basically I feel like Kickstarter games have been taking over somewhat, and I’m increasingly disappointed in how FFG have diminished over the years. GW have put in a decent showing at GenCon, announcing a few exciting projects that has my wallet in palpitations.

I do feel like I have been quite gloomy on the board game front, but it’s not really the case! I’m hoping to get in a game day with my buddy Tony some time in October, and I also have plans to once again check out the Hellboy board game, after thinking on that one quite a bit of late, also. So there should be some interesting bits and pieces coming to the blog in the coming weeks! I’ve also finally been able to pick up In Too Deep for the Arkham Horror LCG, so I am thinking about an Innsmouth campaign for the autumn – assuming that I have the time, of course!

All in all, it hasn’t been that bad a month – fingers crossed that I can keep up the pace into the final quarter!

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!

Merry Christmas, everyone!

Hope you’re all having a splendid Yuletide – and if you don’t go in for all that, hope it’s been a tremendous Friday!

I’ve had a pretty decent haul this year, mainly focusing on the recent upsurge in Arkham Horror that I’ve had! In addition to getting fully up to date with the card game, I’m quite pleased to have the new edition of the board game, which is a curious beast that I hope to find the time to explore soon!

In addition, I’ve kept a few of my recent purchases back for the festive season, as a bit of a present to myself! Looking forward to getting round to these soon!

In a pretty surprising move, GW has announced some new models coming out soon, starting with Drukhari vs Sisters of Battle, which will serve as a vehicle to show off two new plastic character models, Lelith Hesperax, and the new Lieutenant model for the Sisters, the Palatine:

I think that’s a great looking box and, depending on the price, I’m probably going to get it. I’m feeling a distinct need to get back to my beloved Dark Eldar, so it’s the perfect product! However, some of these things have been priced quite… ambitiously, and I’m not going to go too crazy for it…

We’ve also seen more for the new Slaanesh release, and I’m bowled over at the attention being lavished upon the Prince of Pleasure! New mortal archers, ranged and melee Seeker-riding mortals… and Slaangors!! My goodness, I need a lie down…

What a Christmas!!

Decadence & Decay: The Warhammer Preview!

Decadence and Decay

This weekend, we’ve had another Warhammer Preview from the Community team, looking at a whole bunch of stuff from across a multitude of game systems. Let’s take a look!

We’ve got a new campaign coming, which looks like it might be the start of bringing out these lieutenant models that were teased a while ago: Death Guard vs AdMech (with Imperial Knights, and my favourite Drukhari!), which should be fun! I’m a bit curious about the title for the book, “Act One”, which seems to imply there’ll be more where this came from, which sounds a lot like another Vigilus. Remember when we had Shield of Baal, which was a Blood Angels vs Tyranids, with some Necrons and Sisters action on the side? When we had Warzone Fenris that was just Dark Angels, Space Wolves and Thousand Sons? 7th Edition had a lot that needed to be fixed, but at the same time, it was nice when a campaign had a much tighter focus. To me, it doesn’t matter if my Necrons aren’t featured in the current campaign – if I have a different campaign coming up that might have them front and centre instead. By trying to have all of the factions involved, it seems to dilute something from it, and can make a lot of it seem forced. But I guess we’ll see!

Getting back to the Drukhari, though…

Oh man, we’re going to be the first xenos codex of 2021! Hopefully we’ll be able to play actual games with it soon after, too! I’m very excited to see what is on offer, as I’ve heard we’re going to lose that penalty for mixing Kabal, Cult and Coven. I mean, I’d been experimenting with a mixed force that went back to the Index days towards the end of 8th edition anyway, so this will be good to find out more!

We’ve been promised “lethal combat damage across the board” – I hope that transpires to making a lot of the Cult units truly horrible. Whenever I’ve taken Wyches to games, they have rarely (if ever) made up their points in terms of the damage output. I mean, they should be truly terrifying to come up against, but end up just being a bit… meh…

The Dark Angels are also getting their Codex, with promise of more stratagems to hunt the Fallen. I mean… they’re really pushing the theme on this, fair play, but it’s very niche, don’t you think? I’m sure if you’re a Dark Angels player, and have regular matches against Chaos Marines, you’d benefit, but so many of these rules specifically mention the Fallen. I don’t really know what you’re going to expect from the new book, but I’ve definitely moved away from the army (despite loving the aesthetic!)

Okay, let’s get to something that I’m really excited for now! House of Artifice is coming to update House Van Saar in Necromunda, guys!

I am very excited about this! As we’ve seen for three gangs already now, we’ll be getting new leader-types and new juve-types – but my goodness, we’ve got juves on hover boards! I mean, Christ! This looks fantastic!

I’m looking forward to seeing what the rules are around these leaders as well, with their spider-arm weaponry up top there. They look great, and while I do love the main gang box, I do like their posture!

I’ve been somewhat on the fence about the new Direchasm set, although the fact that it has Slaanesh mortal units in there, I will most likely be picking it up in due course! However, these Slaves to Darkness do look really wonderful, and not just for the board game – that sorcerer character looks great, and I think I’ll definitely be picking up a box!

Speaking of Slaanesh, though…

Oh my good god, YES!

Sigvald the Magnificent was the first Warhammer novel I ever read, and I’m probably always going to have a soft spot for him (steady!) This miniature looks utterly amazing, and I absolutely love it. Some of these re-imaginings of Old World characters have been a bit… off… but I really love this new Sigvald – he’s definitely looking magnificent, don’t you think? It’s got just everything, and I really want to get this model…

In case you aren’t sure – I like it!

And this isn’t all for Slaanesh…

We’re getting Slaanesh mortal units! The Myrmidesh Painbringers look like the kind of perfect warriors that I’ve been expecting from the Prince of Pleasure, and I think they personify that excess that the god is all about. Looks like a dual kit, as well, with these Symbaresh Twinsouls:

Where the Painbringers are perfect soldiers, the Twinsouls are just weird. Slaanesh isn’t just about sex and drugs, of course, and there is so much more to explore when it comes to the Dark Prince, I’m so glad we’re now getting to see this.

I thought we were being spoiled when we had all of that good stuff last year, with the new Keeper of Secrets at the head of the range of plastics. Now, we’re finally getting to explore the mortal side of things, and we’re seeing Sigvald at the head of his own Decadent Host! It’s a glorious time to be alive – dare I say, it’s magnificent!!

Psychic Awakening: Phoenix Rising

Hey everybody,
It’s been out for a while now, but I’ve been wanting to talk about the new Psychic Awakening series of books for Warhammer 40k since the event kicked off a couple of weeks ago, so what better time to start than now?! The series is meant to have massive ramifications for the 40k universe as a whole, and back when it was initially announced, we were promised something new for every faction. I’m sure we’ve had such promises before, but so far, we’re three books in at the time I’m writing this, with a fourth on the way, and it looks like they are actually looking to deliver on this!

Psychic Awakening Phoenix Rising

Book One, Phoenix Rising, deals with all things Aeldari, and the book is actually really quite interesting to delve into. The first thing that you notice about it is that it isn’t anywhere near as weighty a tome as the Vigilus campaign books from last Christmas. That is probably because the book functions more like a mini Codex, than a true campaign book, and there is correspondingly less in the way of lore.

It’s still there, for sure – I read somewhere that this series is meant to bring the Imperium as a whole up to the same point in time as the Vigilus stuff, which sort of functions as the “current” timeframe. That would seem to be correct, as the fluff here goes right back to the Gathering Storm in places, chronicling the rise of the Ynnari and putting that into the wider context of the Aeldari races as a whole. That does sort of make sense, as that earlier series was a 7th edition thing, so it’s good for new fans to have the same sort of context as the rest of us.

The fluff is followed then by a series of narrative missions to play, three Echoes of War missions that recreate some of the storyline in the fluff section, such as the Drukhari attack on the Ynnari, using manipulated forces of the Astra Militarum. Each of these missions has its own suite of stratagems that can be used, and there are also a couple of additional rules for Theatres of War, giving ongoing effects for the whole battle. Theatres of War is something that I don’t see used a great deal, but could be fun to play with if you wanted a really intense game of 40k!

This first book in the series was released alongside a box set, Blood of the Phoenix, which repacked several Craftworld and Dark Eldar kits, as well as providing plastic miniatures for Jain Zar, Howling Banshees, Drazhar and the Incubi. I’m not a Craftworld expert, but the Drazhar model went all the way back to 1992, I believe, and so was really quite desperately in need of an update. I’d been hoping for plastic Incubi for almost as long as I’ve been a Dark Eldar player, so this box was highly anticipated! I mean, look at a comparison with their older models:

Jain Zar and Drazhar old models

Unfortunately, the box set was really quite overpriced – I think it was something like £150 retail, which is fine when you think the characters will probably be £25 each when released separately, and the new units will be around £30 or maybe £35, if the Chaos Marines release is anything to go by; it means you’re getting a whole bunch of the older stuff for about £30, which is a big saving. A lot of people weren’t too impressed, though, as the older stuff it was packed alongside has been out for years now, and people tend not to want that stuff. It was the sort of box that might be great for new folks getting into the hobby or wanting to start these armies, but for those of us who have been waiting for these plastics, it was a hard pass. As it stands, I picked up Drazhar on a bits site, and would be fine to wait for the plastic Incubi kit to hit retail, having already bought and painted up the finecast models if I wanted to use them in a battle before then.

New Drazhar is an incredible model though, I really liked him a lot!

Anyway, following the missions, the book sort of splits into three, as we get the new rules sections. First up are the Craftworld lot, which have the rules for Jain Zar and the Howling Banshees, as well as three pages of additional rules for other aspect warriors such as Dire Avengers and Striking Scorpions. It’s really quite an interesting little rules update in this respect, although I’m no Craftworld expert to know whether they’d be of any use!

The Drukhari section is a little smaller, having new rules just for Drazhar and the Incubi – I say new rules, they’re more like tweaks, really. Drazhar gets a bit beefier and now has the Lethal Precision rule the Incubi had, and the Klaivex can take demi klaives like Drazhar.

Both flavours of Eldar get new ways to create their own brand of chapter tactics with new Obsessions and Attributes. From a list of different abilities and effects, you get to choose two (unless otherwise stated) which give you your own custom rules for your chosen army type. I suppose it compensates for not having your own Stratagems and Warlord Traits by getting to pick two. There are four pages of Craftworld Attributes, while the Drukhari get a page of Obsessions for each of Kabal, Cult and Coven. Some of them are quite decent, as it happens, and I’ll talk about them a bit more shortly.

Finally, the book closes out with a reprinting of the Ynnari “Codex” that was featured back in a White Dwarf earlier this year. There is all of the lore, the rules, stratagems, psychic powers and warlord traits, so it’s nice to have that reproduced again here for convenience, and to ensure that Ynnari players can have those rules without resorting to trying to find the White Dwarf on ebay, or something.

All in all, it’s a pretty nice book, with a lot of different parts that you can pick and choose from. Obviously, Eldar players are the demographic for this, as Space Marines players will find nothing of interest here. But I do like these sort of books, which have a bit of story/background to them, some new rules, and then some missions and stuff to choose from, as well.


Yesterday, I played my final game of 40k for the year, a three-player game against Chaos and Necrons, for which I brought my own Drukhari – the first time they have had an outing since about May, I think!

It was a pretty casual game, with armies floating around the 1000 points mark. My buddy JP had had the Start Collecting Chaos Marines for Christmas, as well as more Havocs, so was keen to get those out. Matt was playing Necrons, in what was I think his second game of 40k (certainly his second game of 8th edition). We were using the multiplayer rules from the core rule book, so nothing too fancy, but I think it definitely helped that we were all very much into it not being a case of ganging-up on one player, but we were all trying to achieve our own objectives while attacking everybody else.

It was also really nice to finally get all of my terrain out and on the table!

I’ve been thinking a lot about doing away with Obsessions entirely, and playing lists more like I used to in the Index days, but instead decided to try out the new build-your-own with a Raiding Party force. Pretty much everything about the Drukhari army caused raised eyebrows from my opponents, and with good reason – they’re the sort of army where so many things just shouldn’t be the case, and yet they are. I’m particularly fond of the Hexrifle on my Wracks here, because nobody expects a fairly-dedicated close combat unit to include a sniper rifle, after all!

Wracks were possibly the star players here, taking out the Daemon Prince warlord for 1VP, followed closely by the Ravager which, over the course of my turn, finished off the Havocs unit before it could do anything.

However, I was very often forgetting a lot of rules – standard operating procedure, for sure, but I think the sheer number of moving parts to this army when you have all three subfactions present is just bonkers.

So for my Kabal, I took Disdain for Lesser Beings, which allows me to only ever lose one model to Morale (forgot about that, and lost two of my Warriors this way), and Toxin Crafters, which adds one to the damage characteristic of a poisoned weapon on a natural 6 to wound. I don’t honestly know if this would have made a difference (I forgot about the open topped rule for my Raiders for at least one turn), but there you have it. I normally use Kabal of the Obsidian Rose, giving me +6 to the maximum range of weapons, and I think I would usually prefer this to anything else, as I want to keep my Kabal gunline as far away from anybody as possible.

The Kabal rules in Phoenix Rising aren’t particularly game-changing, they are just some interesting alternatives if you don’t want to use those from the Codex.

Wych Cults are still a subfaction that I don’t know enough about, having only used them once previously. I mean, I use Reavers a lot, but the rest of them… I’d gone with Precise Killers, which improves the AP of a weapon on a natural 6 to wound, as well as Slashing Impact, which allows me to inflict 1 mortal wound on a 5+ when I finish a charge move. These are nice bonuses, and there are some interesting things in the book that I think could do with further investigation. I probably need to play more Wych Cults to get the gist of things, though.

I will say, as well, that I had an incredibly lucky roll on my Hekatrix’s blast pistol, and one-shot killed the Master of Executions! Given that the last time JP and I played, his Master of Executions took out my entire Grey Knights Purifier Squad in a single swing, I feel that has given me justice!

Combat Drugs are still a mystery to me, however…

Finally, for my Haemonculus Coven, I went with Experimental Creations, which increases the Strength of everyone in the unit, as well as giving a +1 to wound rolls when attacking units with lower toughness. That didn’t really come into it as much as I thought, but the +1 Strength was very handy! With Wracks being S3 but T4, you want them in combat, but their effective power is quite limited with just basic weapons. Anyway! My second Obsession for them was Masters of Mutagens, which means a natural 6 to hit against anything other than vehicles or titanic units is an auto-wound. That did come up quite a bit, which helped me to get rid of the Chaos Sorcerer, at which point there were no more Psychic shenanigans to endure.

It was a good game, and didn’t feel too much like a 1v1 with a bystander, though the Necrons just kept reanimating while Chaos and Dark Eldar were dying all around, meaning the final round was a bit one-sided. But we got to 5 rounds, so all was well!


I feel like Phoenix Rising is definitely going to be worth getting for Craftworlds players, and Ynnari too, but if you’re a Dark Eldar player looking for new ways to play the army, I think there is limited good stuff here. Possibly not worth it to the more competitive players, as nothing in there seems particularly game-destroying – and I’m guessing the more competitive dark kin won’t want to give up Agents of Vect so easily, anyway!

Path of the Renegade

Path of the Renegade is the first of the Path of the Dark Eldar trilogy, something almost sacred among us denizens of the Dark City, as it is one of the scant novels that actually deals with the Dark Kin in anywhere like detail. I’d not read the book before, but it was getting to the point where it was almost embarrassing for me to have not read it!

The story deals with the plot of three Archons against the tyrant Asdrubael Vect, the current ruler of Commorragh. Central to the story is Archon Nyos Yllithian, whose plan to overthrow Vect involves reviving one of Vect’s early nemeses, El’uriaq, the self-styled emperor of the dark kin. In order to do so, Yllithian conspires with the haemonculus Bellathonis, acquiring a “pure heart” in the form of an Exodite Worldsinger. The plan works too well, El’uriaq being so charismatic that he manages to overtake Yllithian’s plans.

While there is an intriguing storyline of plots and more plots against Vect, the novel mainly seems to serve as a vehicle to showcase Dark Eldar society, with the story strung out across these major points of interest. We get to see life in the twisting catacombs of a haemonculus coven, the thrilling fights in the arenas of the wych cults, and so forth. It almost feels a bit like a parody, as we have these huge set-pieces interposed within the narrative. Even when the story really gets underway, we still seem to slow down as we get to see this sort of showcase, and it can be quite tedious.

I suppose it didn’t help that I read this book in its re-issue as part of the Path of the Dark Eldar omnibus, which was seemingly riven with spelling mistakes and dropped words. My overall feeling is that it was a little bit disappointing, though I suspect that part of that might be due to having seen it hyped on the Drukhari facebook page for so long.

Having now read it, though, I feel that Nightbringer was a much more interesting Dark Eldar novel than this one…

More Drukhari thoughts

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

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

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

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

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

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

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

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

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

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

Drukhari Scourges Solarite

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


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