New Primaris Marines inbound!

New Primaris Marines are coming!

This captain does look pretty good, even if he will most likely be the usual style of mono-pose hero guys. Options for different weapons and heads does sound appealing though, so I’m excited to get one!

The librarian is a really cool looking mini, I have to say. I’ve been recently thinking about finally putting some paint on the librarian I built last year, so it seems the perfect time with this chap on the way!

These two chaps are coming next week, followed later in July by something called “getting started” kits, which feature new units for both the Primaris Marines and the Death Guard:

These chaps are apparently in coloured plastic and are “easy to build” snap-fit, which I’m quite dubious about to be perfectly honest. I’ve been building up more of the Primaris Marines from the Dark Imperium box lately, but had been looking forward to getting the multi-part plastic kits that usually follow. However – this? Hm. I hope that we’ll be getting the multi-part stuff as well as this easy-build stuff, though something tells me that may not be the case…

Though I have to say, easy-build pox walkers will no doubt be just as fine whether multi-part or not – I mean, the old snap-fit Chaos Cultists you can pick up are fine!

All of these things are coming in a new starter set (new, already?!) –

First Strike brings all these easy-build releases together with some introductory scenarios to teach the game as you play – with a poster-mat and cardboard scenery to boot!

There’s also Know No Fear, which seems to be a pared-down version of the Dark Imperium box (again, already?!) –

All of this stuff is obviously going to be fantastic for people new to the hobby, and should be awesome to get folks into the process of building and playing – though of course, I find it a bit strange that the focus seems split between the two. I mean, if you’ve never put a mini together before, then easy-build Marines are great. But you still need to buy the tools to clip them off the sprues and prepare them for painting – and then there’s the paints and brushes! Seems a little too… diverse…

Anyway!

There is only war!

Hey everybody!
Well, after the exciting launch of the new edition of Warhammer 40,000 at the weekend, there really could only be one game that would be featured on my game day blog today! This isn’t going to be any kind of exhaustive account of the game, but more some of my initial thoughts after getting the new starter set and having had a flick through the rules. So let’s take a look inside the Dark Imperium!

Warhammer 40,000 Dark Imperium

Warhammer 40,000 8th Edition is amazing. While I haven’t yet had a chance to field any of my armies in the new rules, I can still say that this is the most excited that I have ever been for this game in the last three years, and I’ve been fiddling with army lists and devouring rules, building and painting more miniatures, and generally basking in the glow of the new for a while now. 7th Edition confused and scared me, and given the fact that this is supposed to be a game that you’re supposed to play for fun, that’s just weird. By contrast, 8th Edition seems much more straightforward, while retaining a degree of depth.

I had a total of three games played during 7th, so I’m not about to launch into a comparison of the two editions, but I may still make the odd comment. To begin, though, I think it’ll help to go over the phases of the game and see how the whole thing is structured.

So, once you’ve chosen armies and missions, and have gone through the various stages of setting up your miniatures on the table, the game begins with the Movement phase. Models all have a Movement characteristic, which is now representative of the individual models rather than a stock number for a particular unit type, no matter that unit’s biology. I do like this, as it makes things much easier because everything is right there on the datasheet for that unit, rather than having to remember stuff all the time. (I’ve ranted about this before, though!)

Next comes the Psychic Phase. Something that I usually don’t bother with, having my main army as Necrons and my second army as Dark Eldar, the Psychic Phase is nevertheless something that I really like the look of, and has been one of the reasons I’m so keen to get moving on my Genestealer Cults army! Things have been simplified, so that you now attempt to manifest a psychic power by rolling 2D6, and Deny the Witch just means roll 2D6 and beat the test result. Seems very straightforward, rather than gaining all those warp charge dice, and using some to do things with and all the rest of it.

The Shooting Phase has changed insofar as units can split fire, and the roll to hit is now a target in the unit’s profile, for example 3+ for the Genestealer Primus, rather than having a Ballistics Skill value that is subtracted from 7 in order to find out what you need to roll. BS, indeed. There is still the nonsense about rolling again to see if you wound the target, comparing the strength value of the weapon to the toughness value of the model you’re shooting. It seems unnecessary to have to roll twice to see if a shot was fired at a unit, but at least there’s no longer the need to memorise a massive table of what you need to roll to actually wound somebody – now, there’s a very simple chart that does simplify this element a great deal. My main issue though is that this element is still in the game, to begin with! In real life, if I shoot you in the head, the odds are it will cause a wound, you know? Anyway… There are still Saves to be made, either armour saves or cover saves, and this involves another change, as weapons have modifiers to these saves on them now. I like this, as it makes a lot more sense to me. For example, going back to our Primus example, he has a Save of 5+. However, if you’re shooting at him with a Necron Immortal wielding a gauss blaster, those weapons have -2 Armour Penetration, meaning that the saving throw is made worse by 2. So that Primus needs to roll a 7 or more to avoid that wound, on a single D6. I don’t know if you’d ever use Immortals for that sort of attack, but the Primus does have five wounds, and could be the Genestealer Cults’ warlord, so it could be useful!

After shooting comes the Charge Phase, where you can charge an enemy unit within 12″ by rolling 2D6 and moving, before which the enemy has the chance to fire Overwatch at you. This is an out-of-sequence shooting attack, where all shots hit on 6+ regardless of the previous Ballistics Skill business, to reflect the panic I suppose. Whereas previously this could be detrimental to your charge, as you had to remove casualties from the front, meaning you might not have enough models to get within melee distance, now the controlling player chooses where his casualties come from, so you can remove models from the back if you want.

The Fight Phase has changed insofar as the charging unit will go first, now that Initiative has gone. I’ve talked about this before as well, how I liked Initiative and stuff, so I’m a bit gutted about that. Apart from that, though, it does still feel mechanically like 7th Edition. You charge, you pile in, then you slug it out with hand-to-hand weapons. This is pretty much the same as shooting before, though you use the Weapons Skill value to determine hits. I’m looking forward to seeing how my Necron Lychguard fare this time around, as the warscythes do look to be quite beastly in close combat – hitting on 3+, then wounding most often on 3+ also with a -4 AP and 2 wounds per hit, that looks awesome! As an example, a unit of five Lychguard would make ten attack rolls that hit a Genestealer Cults Chimera on 3+, they’d wound on 4+ because the strength and toughness are both 7, but due to the AP, the Chimera’s save would be 7+. It’s too early in the day to work out probability, but I’m sure it would be glorious!

Interestingly, you don’t get the additional dice for charging – I guess getting to go first in combat is bonus enough!

Finally, the Morale Phase checks to see how many models from a unit died that turn, and adds that number to a D6 roll. If the result is higher than the Leadership value of the unit, you remove models from that unit equal to the number of points higher you rolled. So if you roll a 5 and 4 models were slain from a unit of Neophyte Hybrids, their Leadership is 7 so you remove two more models from that unit.


These are the core rules of the game now, so a lot of it has indeed been simplified. However, there is a strong element of Age of Sigmar in this game insofar as each datasheet for each unit contains unit-specific rules. While the core rules are therefore just 8 pages long, there are tons more rules in the place of the universal special rules that took up a chunk of the core rulebook previously. Sure, things like the unit types rules have been drastically simplified, and these changes are definitely for the better, as it makes it so much more straightforward to seeing just how a unit works. I’ve rambled about my difficulties in trying to find the rules for Triarch Praetorians previously, needing two different books and about four separate pages within those books just to figure out how the models work. None of that exists now, really. If you know the 8 pages of rules, all you need in front of you is your own datasheet for that unit, and away you go.

(Of course, there are army-wide rules that still exist, such as the Reanimation Protocols rule for Necrons, which aren’t detailed on each and every datasheet. So you may still have a little flicking around to start with.)

I love the fact that the datasheets have everything you need to know, even down to the most common weapon loadout profiles. True, I’d have preferred to have seen every weapon on there for even greater ease, but I imagine some units might get quickly over-loaded. But these things are few and far between. In the main, if you want to know what a weapon on your model does, the rules are there on the same page as that model.

The three ways to play thing, ported pretty much directly from Age of Sigmar, is also really cool as it allows the game to be more things to more people. If you like picking out an awesome element from the narrative and re-creating that, you can do that. If you want to have an equal points-level, you can do that as well. Points have been taken one step further, by having an overall “power” level for a unit, based on roughly 25-3o power for every 500 points. While initially it seemed that power levels were being decried as worthless, over the launch weekend it seems that pretty much everyone at my local stores were talking in terms of power rather than points. It seems to be a great way to quickly build a list and start playing, rather than spending an evening working out the exact cost of your army. Of course, if that’s your thing, then you can still do that.

What’s even more interesting to me is the fact that there are 8 pages of core rules, the majority of this blog so far having gone over them, but there’s an additional Appendix that adds in a bunch more rules that you can add in to however you choose to play, meaning you really can make 8th Edition as complicated as you like.

I think the rules overall are a great way to invest a lot of narrative into the game, and I’m really looking forward to getting some games in soon!


As always with a new edition, we also get a new Starter Set for the game, which has previously come with all of the dice and templates that you need, in addition to a rulebook and lots of fantastic miniatures. Well, this edition doesn’t use templates or special dice, but we do get the full hardback rulebook, along with some truly spectacular miniatures in the new Dark Imperium box!

Warhammer 40,000 Dark Imperium

The factions included here are the Primaris Space Marines, and the Death Guard. So it’s a bit similar to the last box, Dark Vengeance, which featured loyalist vs Chaos space marines, but the miniatures here are really quite spectacular. I think the painting video where Duncan paints the Lord of Contagion really shows how incredible these new guys are!

Of course, people are a bit twitchy about the new Primaris marines spelling the end of the current Space Marine line, but I’ve got to be honest, I think these guys look amazing. I’d been back and forth over whether I liked them, before finally settling on a yes a day or two before the release. Having now had the opportunity to actually build and paint some, I think this is what Space Marines should have always been. The Mk VII armoured chaps will always hold a special place for me, and I plan to continue building and painting them for my Novamarines, but I think the Primaris are certainly a worthy addition to the universe, and I can’t wait to see what we get in the multipart kits that will inevitably follow later in the summer…

You get the full hardback core rules, which alone cost £35 and accounts for most of the weight of this thing, as well as short “codexes” for each of the factions that have some paint schemes, some fluff, and the datasheets (they even include the points values for them, if that’s something that interests you!) And of course, you get 53 beautiful (if disgusting, in the case of the Nurgle stuff) miniatures. £95 seems like a lot of money, don’t get me wrong, but it also feels about right for what you get. Burning of Prospero came with 47 miniatures, and a separate game, for the same price. So it does seem to be fairly standard – and of course, if you manage to get it for less, then go for it!


With three ways to play the game, straightforward rules for the game, and an increasingly phenomenal miniatures catalogue with which to populate the game, Warhammer 40k has never seemed more exciting! Locally, 8th Edition seems to have garnered a lot of interest among the “never playing 40k” crowd, and while I’ve long been interested in the game, I’ve never been more keen to finally get some regular games in!

Warhammer 40k 8th Edition – one week to go!

There’s only one week left before we get the new edition of Warhammer 40k, and I’m getting so very excited it’s untrue! I’ve been looking forward to the new edition since I knew for sure it was going to be A Thing, and now I think I’m getting into overdrive!

Part of the reason for this is, I think, due to watching the short series of videos put out on Warhammer TV’s youtube channel, specifically this one:

It feels like not only is the game being given a nice, clean facelift, but also we’re getting a lot of story advancement, which is leaving me with the overwhelming sense of the newness of the setting.

While there have been plenty of dissenting voices about some of the new lore, mainly since some of the articles being put up on the Warhammer Community site, but I think splitting the galaxy in two could lead to some wonderful storytelling opportunities. I’ve heard some people compare it to the split of the Roman empire but, personally, I think it feels more akin to the Iron Curtain in postwar Europe, with the Imperium under Guilliman analogous to the west, and the Imperium Nihilus akin to the east. It would be really cool if this is the direction they take it, of course, but who knows what will happen?!

The fact that Phil Kelly says they’re going to expand further on this has also gotten me excited, and I’m left thinking that perhaps we’re in for more Gathering Storm-style events, perhaps with triumvirate boxes to accompany them. I think it’s a fairly safe bet that we’re getting Mortarion within a matter of weeks, so maybe he’ll be coming with some pox-friends?

Ultramar

The 40k universe has always been so rich and vibrant, and flicking through my Deathwatch RPG books this morning has really reminded me of that quite strongly. The idea of being able to explore this in a more focused and story-driven manner is incredibly exciting, and while the Horus Heresy series has been a bit of a lumbering juggernaut at times, at its best the series is just truly phenomenal! If they can capture the best of that and bring it into the 41st millennium, then I think I’ll be an over-excited chap for a long time to come!

Necrons

So, if you have a local gaming store near you, or you’ve been paying attention to the internet lately, you’ve no doubt now had a chance to take a look at these new Indexes and so forth. Last week I talked about the changes between a 1000-point list made in 7th edition and its 8th edition updates, but today I thought I’d share with you a basic 1000-point Newhammer Necron list that I’ve put together. My local store is holding a casual 1000-point tournament on launch day, which I’m not sure about getting to yet, but hope to be able to go along and try out the new edition. I think this is a very “safe” list, not using too many fancy units or any potentially confusing things, so I have no idea how competitive it could be. A lot of people have been bemoaning the fact that Necrons seem to have been nerfed by the new edition, but I think that’s predominantly since the loss of the decurion detachment, which I never ran anyway, so I don’t foresee any tears or tantrums here!

Necron list

It’s a simple thing, as I said, but I think I want to start off simple and build up my game from there! I’ve currently got the Immortals and Lychguard at minimum squad size, but due to the change in Reanimation Protocols (rolling to restore a model to the unit rather than rolling as an additional save), it might be worth bunching them up into bigger squads. I’m actually surprised at how close the points are for Immortals here to their 7th edition versions, which suggests to me that they were pretty balanced before! I’ve built up most of my Immortals with gauss blasters, and I think I only have one unit with tesla carbines, so I need to get a second built shortly. Tesla seems to be the thing for Necrons in 8th, with rolls of 6 causing three hits rather than one. I still like the gauss for AP-2, and the way I roll dice, I don’t think I’ll ever get maximum use out of the tesla. But it is still causing me to want to get that Annihilation Barge finished off!!

I’ve been trying to re-do some of my original Necrons since January, also. They were among the first miniatures I’d ever painted and, while playing a game last November, I felt they were really showing their age. It’s something I’ve talked about before, of course! In January, I stripped ten Lychguard and have been slowly getting paint back on them – hopefully I’ll have a Necrons update blog soon, where I can show off some of the things I’ve been painting here!

Assassinorum Execution Force

Hey everybody!
It’s time for game day here at spalanz.com, and today I’m taking a look at a boardgame from Games Workshop that I’ve had hanging about for roughly two years, but only recently have gotten round to the building of all the minis in there. It’s time to assassinate some Chaos renegades!

Assassinorum Execution Force

Assassinorum Execution Force came out in 2015, and was the first actual boardgame Games Workshop had put out in a number of years. The game comes with a number of repackaged miniatures from the Chaos Space Marines range of Warhammer 40k, and four of the Officio Assassinorum assassin models that, up until fairly recently, couldn’t be found anywhere outside of this box/ebay. The Chaos models are primarily cultists, but also include three push-fit marines, and a Sorcerer Lord. There are obviously some other bits and pieces necessary for the game, all of which can be seen in the video I made back when I first got my hands on this thing:

So the object of the game is for the four assassins to stop an evil ritual the Chaos Sorcerer Lord Drask is trying to complete, by discovering a teleportation room within the Astropathic Sanctum (the main board) to travel to the Temple of Shades and then fight him. There is a 15-turn clock on the execution force, and if this track ever reaches the 16th space, the ritual is completed and the assassins have lost.

Let’s take a look at the game pieces:

Assassinorum Execution Force

The models are pretty old for the Chaos forces, and have some pretty awful mouldlines on them. In the interests of speed, I only properly cleaned the Sorcerer and the three marines, with the cultists just clipped off the sprue and pushed together. The assassins, however, are quite beautiful models, and definitely deserve some attention. I’m thinking I might leave the majority of these minis unpainted, although the assassins do really cry out for a bit of attention, so I might get round to those soon enough…

Assassinorum Execution Force

The board is beautifully illustrated, and shows the dark corridors of the astropathic sanctum that feel quite claustrophobic when you start playing. The thick red lines across the terrain denote walls that really serve to limit line of sight and movement, and it didn’t take long to really get into the theme of the game as you cautiously position the assassins for maximum advantage!

All of the Chaos forces are referred to as Renegades throughout the game, and move along an AI system that is actually quite hilarious at times. All over the board, there are small red arrows that denote how a Renegade will move, several of which have options between 1-6 for which you throw a dice. I think the idea is that no two paths will ever be exactly the same, but it can lead to models almost pacing up and down like some kind of Beefeater sentry, or just meandering around in a circular path. There are some great rules that determine how and when the Renegades notice the assassins, however, and while they can seem a bit fiddly at first (there are three pages in the rulebook devoted to this, including illustrations and flowcharts), it actually becomes quite straightforward over the course of the game and, while I might not call it intuitive, it’s nevertheless easy enough to deal with.

Assassinorum Execution Force

So the mission is kinda split into two sections: find the teleportation chamber within the astropathic sanctum, then teleport to the Temple of Shades for the showdown with Lord Drask. There are a number of sections across the board that have a light shading to them: these denote empty rooms that are placed from a Room deck onto the board whenever an assassin has line of sight to the space. A Chaos star on the room (like that one above) instructs you to place a cultist on there, though that cultist cannot act this turn. To counteract the random element of placing rooms that may be the teleportation chamber within the first turn or two, you actually draw a number of tiles indicated on the board, and pick the lowest-numbered tile (such as tile 2 in the above photo). While the teleportarium itself is tile 5, you need to spend a turn to activate it, which is done through tile 11, the control bank. So out of 12 tiles in total, it’s going to be a while before you can actually move to the Temple of Shades. Nice!

Assassinorum Execution Force

While you move around the board, you’ll inevitably end up fighting the Renegades. The combat system is actually really straightforward, and I was surprised there wasn’t much more to it. If you have line of sight and are within 6 squares of a Renegade, then you can shoot using whatever weapon is listed on your assassin’s card – in the Eversor’s case, he has his Executioner Pistol, which rolls two dice (the red blobs). The highest result is chosen from the dice rolls, and compared with the target’s Resilience. If the hit equals or exceeds the Resilience value, then that target takes a wound. If he has wounds equal or in excess of his Stamina, then he is killed. So in the above example, the Eversor has rolled a 4, which equals the cultist’s Stamina, so the cultist is removed as a casualty.

Assassins have a range of five actions they can take, but can only perform two on each activation. However, each also has special rules on the reverse of their card that can allow them to take extra actions, or perform the same action twice.

Once all four assassins have activated, it’s the Chaos phase. During this phase, the familiar miniature moves one space on the Temple board (that ritual track mentioned earlier), then a number of Event cards are drawn equal to 1 plus however many cultists are On Alert (more shortly), up to a maximum of four cards. These cards range across a variety of awful things, from global buffs to the Renegades, to deploying more Renegades such as the Chaos Space Marines!

The Renegades all then move along their pre-allotted paths determined by the board as mentioned earlier. All Renegades are generally said to be On Patrol, but if a model was just placed on the board as the result of a room being revealed in the previous assassins phase, he won’t activate until the next round. Any Renegades that have seen an assassin within their line of sight will go On Alert, as will any who were within 6 squares of an attack by an assassin in the previous phase. These Renegades will move towards the nearest assassin, and either shoot or fight it as necessary. All assassins only have two hit points before they’re out, though all can attempt to heal in the next turn (and the Eversor can ignore wounds on a 5+ anyway).

Assassinorum Execution Force

The game progresses back and forth like this while the assassins search for the control bank, then move to the teleportarium and swoop in to attack Lord Drask at his dastardly ritual. Lord Drask is a 3HP model, with some pretty horrible attacks. However, in my introductory game I managed to defeat him by the Culexus assassin getting a hit thanks to the animus speculum, then the Vindicare assassin using his deadshot ability to score two hits at +2 to the dice roll if he hasn’t moved this turn. Pretty decent, in the end! However, the Callidus assassin was offered up as a sacrifice in order to ensure the sorcerer lord didn’t target the Vindicare, beating the poor shapeshifting assassin with his force stave.

Operation Deathblow was a success!

Assassinorum Execution Force

This was a really enjoyable game, with a pretty straightforward AI for the Chaos Renegades, and a lot of tactical depth for how to deploy the assassins each turn. It didn’t take long to learn, so I wasn’t glued to the rulebook for the entire game, though some things did obviously require reference when they cropped up.

Each of the assassins also has a pair of Talents, which can be used by spending tokens throughout the game. I found myself hording these for the most part, and only expending them during the final battle, however they do seem to be quite useful, such as the Culexus’ psyk-out grenade that can stun the Renegades but actually wound the sorcerer, or the Eversor’s frenzon that allows him to perform an extra action as mentioned. I might try again soon with using these a bit more often to see how effective they can be throughout the game.

While replayability is often an issue with a variety of games, Assassinorum: Execution Force has a sort of built-in mechanism to entice players to once more go up against the sorcerer lord, through the Achievements on the last page. I mentioned Operation Deathblow above; this is the first in a group of ten achievements that rewards you for just completing the game. Other achievements include using only a single assassin all game, or only a single assassin for the final battle, or leaving no models alive on the astropathic sanctum board. GW has also published twelve more achievements, such as limiting your assassins to 1HP, or each assassin only being able to heal once for the whole game. (Without knowing it, then, I also managed to achieve the “Right Between the Eyes” achievement in my first playthrough, having the Vindicare use his deadshot ability to finally kill Lord Drask!).

Tired of playing against the sorcerer lord? How about trying out the game against Lord Drask once he has ascended as a Demon Prince?! These rules give Drask an extra HP, and allow him to shoot any assassin within the Temple of Shades with his Warp Gaze, regardless of walls!

Further, the new-look September 2016 White Dwarf also provided rules for all four of the Chaos Demons types to replace the cultists. These rules are actually really nice, and it’s a shame that, to date, they haven’t been made available online. Demons don’t have any ranged weapons, so only fight the assassins when they are adjacent to them, but they can be quite deadly in doing so! When it comes time to confront Lord Drask in the Temple of Shades, these demons are upgraded to one of either a Champion, Standard Bearer or Hornblower, which gives them area-affect powers or additional HP. As if that weren’t enough, this issue of White Dwarf also featured nine further achievements that work specifically with the demon rules.

Assassinorum: Execution Force is a real blast to play, and while it has now disappeared from the webstore, I still nurture some hope that we might get some rules for protagonists other than the assassins to go up against the denizens of Chaos. Though I guess that might be covered by Overkill…

It’s here! (Almost…)

Pre-orders for the new edition of Warhammer 40k went up today, and my facebook feed has been showing nothing but Warhammer goodness all day! It’s been quite glorious!

Personally, I went for the new starter box, Dark Imperium, but have otherwise played it safe as I recently bought a house, so funds might be tight for a while! I couldn’t resist the goodness, however – the box just seems crammed full of value!

I feel like I’ve been swinging wildly in my opinion lately of the new Primaris marines, but I’m currently back to wanting to paint up a small force of them. I think this will be more of a long-term project, and not something that I want to leap into quite so quickly, as I have plenty of stuff still on the tabletop waiting for its turn! The assault marines look ridiculous, however, and I’m not planning to keep those guys. My first thought on seeing them was actually, “I guess that’s how they’ll re-do the Seraphim Squad for Sisters”. I just think they look too goofy for me. But the other guys should be alright to build. I’ve particularly come around on the captain in the new Gravis armour. That should be fun.

They do all look chunky, of course, and the new Redemptor Dreadnought is definitely guilty of that. However, I kinda like the look, all the same. The Kastellan Robots always held a certain appeal to me, and I think it’s possible to see some of that design in here. Which I suppose kinda makes sense, given the fluff and all. I’m a huge fan of dreadnoughts in general, and I do like the look of these big guys. I likely won’t be doing them as Ultramarines, but rather a small force of one of the new Chapters that have been founded in the wake of the Fall of Cadia.

The new Repulsor made me chuckle at first. I just thought it was a new kind of tank for the new marines, then noticed the base and burst out laughing – tanks have bases now! Then I took notice of the design and realised it was a speeder-tank, and had to have a further chuckle at the amount of whining going on that it was a flying land raider, or whatever. I’m a huge admirer of the Land Speeder Vengeance for the Dark Angels, so I don’t see anything wrong with this – excepting perhaps the short flying stand that supports it. Hopefully there will be a way to fix that.

The Death Guard models look suitably disgusting, but I’m not a fan generally of Nurgle stuff, so will most probably be looking to off-load these soon enough. I suspect, of course, that ebay will soon be flooded with both halves of the box, so I may wait a while.

I’ve also got plans to pick up at least three of the new Indexes – both Imperium ones, and the Xenos I book – and the Imperial Armour Xenos book when that comes out later in the month. However, I’m also wondering just whether I’ll need those Imperium books, as it’s a fairly safe bet that a Space Marine Codex will be fairly quick out of the gate, whether it still has the Codex appellation or not.

Have you guys seen the news of a Chapter Approved book coming later in the year, as well? It seems like this is the General’s Handbook analogue that we’ve been expecting, and could potentially fix any issues that have crept into the game since release. It’s also going to be a yearly thing, which sounds like an excellent way to provide some fantastic updates in terms of campaigns or new model rules – generally, it could be awesome, and I don’t think I’ve ever been more excited for Warhammer 40k than I am right now!

I’m hoping that I can get back to my local GW in the coming days and see if I can get a demo in for the game. I’m really excited about getting in at the ground level on this edition!!

8th Edition is coming!

So, this is apparently the huge announcement that we’ve been waiting for, except – it’s not really announcing anything we didn’t already know?

The new website, warhammer40000.com, has launched today with a lot of glossy stuff, but very little substance behind it from what I can see right now. The main meat that I’ve managed to glean shows that the game is being split into a factional conflict between the Imperium, Chaos, and Xenos, which we’d kinda been expecting for a while, and a new General’s Handbook-style rulebook with three different ways to play.

The big news comes from the three-page FAQ that has been posted, that tells us all of the miniatures currently on sale will be fully compatible with the new edition of the game (which is currently not being called 8th Edition, but then 7th Edition was never officially referred to as such), including all of the Forge World models. Codexes are out, but points are still in. To me, that seems to be the sum of what we know for sure…

You may have thought I was underwhelmed when you started reading this blog – and I kinda am – but I’m actually curiously excited. I’ve been amassing a fairly sizable collection of little plastic dudes for quite a while now, so I’m looking forward to potentially getting into this game from the ground level, rather than coming to the game at least a year after everybody had learnt how to play 7th, and feeling distinctly daunted by the dense ruleset. Having an easy way in sounds great, so I’m really kinda looking forward to seeing what this actually ends up being!

The Overlords are (almost) here!

Hey everybody!
Well, I’m back, after a week which will definitely not be one for the annals! I managed to cut my left hand open last weekend, so couldn’t type anything substantial for a number of days, not exactly one of my finer moments, I have to say! But still, time to soldier on!

Having an injured hand didn’t impede my reading, of course, so I’ve been catching up with the news on the upcoming Kharadron Overlords release for Age of Sigmar, the first wave of which is going up for pre-order tomorrow. I’ve previously talked about these sky dwarves here, of course, and at the time the first previews were coming out, I wasn’t entirely sure if I was going to go all out and buy any of the models. I’ve been slowly pondering the idea of perhaps getting a box of the soldier-types, predominantly because gun-toting dwarves look kinda hilarious, but they also look like they could be a lot of fun to paint!

I’m still not really feeling that excited about Age of Sigmar as a game, though, which has been giving me pause against going ahead with a lot of my projects at the moment – Slaanesh daemons being top of that list. I’ve actually been selling off a lot of the fantasy kits that I’ve had gathering dust for a while now, partly as I downsize prior to moving house, but also because I’m just losing interest as I firmly plant my flag in the 40k camp – regardless of what changes 8th edition might bring.

However, that raises another interesting question about these chaps: Squats. The Demiurg, to give them the “proper” title, were a race that was removed from the 40k universe early in the game’s evolution, a casualty of the Tyranid Hive Fleet Behemoth. While the term “squatted” has come to be used for the fate of any race removed from the canon by GW, many folks remain devoted to the idea of space dwarves, and range from using them with Imperial Guard rules to actual fan-created Codexes. While I’m not 100% sold on the idea as yet, the mining aesthetic and the fact they’re carrying massive guns has got me playing around with the idea of building a small team to use in Shadow War: Armageddon (using IG rules).

Of course, I’d really like GW to release something that would actually allow for their use in 40k games. Much like a lot of the Chaos Daemons stuff that can cross-pollinate between the two, I think it could be glorious to see happen!