Winners and Losers of 7th Edition: Chaos Daemons




Greetings readers, Ralshenik here to continue the series started by Severus discussing which codex’s came out on top with the new release and which ones are already missing 6th edition.

Chaos Daemons were a potent army in 6th, Severus in fact felt they were the the best codex in the game from last edition when he did his end of edition power rankings, a fact I vehemently disagreed with as I felt when you compared them and Eldar it wasn’t even close but I digress.  Point being is at the least we’ll all agree they were a top 3 army.

So how is life for the denizens of the warp now that the new edition has been released?Well to be honest, their prospects are not that great in my opinion.

A lot of people (including my fellow bloggers) feel Daemons still sit on top of the food chain due to the heavy amount of psykers the army can field and maelific daemonology.  Fair points, no army can field the amount of psykers a daemon army can and maelific has a high chance of backfiring for any other race.  The fact they can summon an entire other army potentially is crazy, crazy enough that most tournaments are discussing ways to limit summons/warp charge dice (as if someone would actually take that list to a competitive event where there are time limits and such).

Problem is the psychic phase really was just a nerf to psykers with glitter thrown on it, powers don’t cast as reliably and you don’t get to cast as many.  For an army who so heavily relied on psychic powers this is crushing, especially when you consider they have almost no non-psychic shooting (not like witchfires were great to begin with).  So you have to make a decision; do you summon or do you try to outshoot armies with your weaker guns that can be stopped much easier than summons?  That choice is pretty easy.

So yes you can field 30+ warp charges, you’ll have no shooting capability in a world where shooting is still god mode.  Your main option is summoning and unless you get incursion twice, you’ll be summoning mostly squishy models that have to run across the table at your opponent with a silly look on their face.  No Objective Secured or guns in an edition that’s all about Objective Secured and guns, starting to see the problem here?

Daemon Flying Monstrous Creatures got hosed there’s no sugar-coating it, I was once optimistic and thought I could make them work still, but the fact is they don’t have the damage output anymore to justify ever using one outside Belakor for Invis and Fatie for Warp Dice.  With the nerf to smash attacks killing Landraiders has become a most daunting task for an army that could shiskabob one a month ago.

So if you’re keeping score; their shooting is bad, many of their tank killers can’t kill tanks anymore, the already unreliable and random army became more unreliable and random, they have no prayer of putting as much Objective Secured as other armies and lack the offensive capability to kill off the OS in something like mechanized marines/eldar.

It isn’t ALL bad though; Tzeentch chariots work now, Flying Monstrous Creatures have become more durable even if it was at a loss of most of their offensive capability.  Also, you are no longer required to start half your army on the table so it’s possible to make a proper bomb list now. But yeah, everything else kind of blows.


I know bro…..I know……

Maelific is going to become this armies crutch before long, it’s a shame because many (including me recently) have lambasted the discipline for being ridiculous (which it still kind of is) because no one realizes how much 7th weakened the codex.

Right now the state of the Daemon army is depressing IMO, I would have put them  #2-3 at the end of 6th now I would put them #12-13.  The codex simply translates into this new edition very poorly, I expect many (including most of my fellow bloggers) will disagree with this and feel free!  It’s going to take some time before the dust settles, but when it does, I think many will be surprised to see how bad the most psychic army performs in the edition with THE ALL NEW PSYCHIC PHASE!!!!! ::flails arms::

Until next time!

Do the Rhino Rush


Because fuck fuel efficiency


Hello again interwebs!  Last time we talked about the return of the mechanized space marine army, specifically the Rhino Rush (check it out here).  This time we’ll get down and dirty with some hot list building action!  Today I’m going to be making lists that try to capitalize on mass objective secured, I’ll make a Rhino Rush with Chaos Space Marines and regular Space Marines.

chaos rhino

Why is your Rino yelling at me?

Chaos Space Marines

Huron Blackheart is basically an auto include for this style of list so he is going to be my HQ.   CSM can’t combat squad but by purchasing just 5 man troop units you’re basically buying a combat squad anyway.  While you’ll never be able to field as much OS scoring as your vanilla brethren, you still can do quite well for yourself.

  • Huron
  • 5 Man CSM Squad w/ Plasmagun, Combi-Plasma, in a Rhino w/ Warpflame Gargoyles, Havoc Launcher, and Dozerblades x4
  • 5 Man CSM Squad w/ Meltagun, Combi-Melta, and Melta Bombs in a Land Raider w/ Dozerblades x2
  • Helldrake w/ Baleflamer x2


This list gives me 10 units with OS, the Landraiders will have it so long as the 5 man squads stay in them and most of the time I can infiltrate/outflank 2 units.  LR’s are no easy out either and I have 2 of them backed up by 2 Helldrakes.  It’s mobile enough that I can get to where a need to be and its killy enough that I have the firepower to deal with most types of enemies.  A friend of mine has been running something similar since the start of 7th and had success.  He takes Oblits and Chosen as opposed to the hellturkeys which I’m not opposed to trying, I’m just not ready to give up on my beloved dragons yet!


SM Rhino

Relics of an ancient time.

 Space Marines

Space Marines play the objective game a bit better than their spiky evil brethren, Reecius over at Frontline Gaming has a Ravenguard list that demonstrates this point perfectly. Tactical Squads who combat squad in a Rhino are 3 different units with OS for all intents and purpose, this offers an insane amount of scoring potential as it is more than most armies can kill in a game.  I’m going to go with Ravenguard and White Scars for this list as I want as much outflanking options as possible.

Ravenguard Detachment

  • Shrike
  • 6 man Scout Squad with Camo Cloaks and Sniper Rifles
  • 10 Man Tactical Squad w/ Multi Melta and Plasma Gun in a Rhino with Dozerblades x5

White Scars Detachment

  • Khan w/ Moondrakken
  • 5 Man bike Squad w/ 2 Grav guns, Attack Bike w/ Multi-melta


This list can field a whopping 20 units with OS, most of which are quick or can outflank.  It completely crushes the CSM list with regards to scoring and maneuverability at a cost of (somewhat) reduced firepower.  I’d be lying if I said I was cool with no Centurions but the point of this list is mass scoring.  If it turns out I need the fire power boost I suppose I could add them, though I don’t see myself using this list much as I’m already busy with buying Templars and have a full CSM army available.  None the less I’d like to see it in action, FLG has a couple of battle reports featuring their version of it in action (find them here), though they’re all from 6th when the army was much weaker.  I look forward to seeing them post a new one and gauge how it performs now, cause in theory it seems very solid!

Thats all for today folks, I’m supposed to be getting a game against some Necrons this week, if so I will try to post a batrep.  Until next time!


List Building: Black Templars/7th Edition Principles




Greetings interwebs, Ralshenik back to talk a little Black Templars, my favorite Space Marine chapter!  Having finally purchased almost all the models I needed for the army I plan to start play testing them very shortly.  Since I’m currently in the stages of building a Templar Army I figured I’d share the theory behind my army and list building principles.

What I need:

Objective Secured- Its the name of the game now, and Templars can play this as well as anybody.  5 Initiates with a Missile Launcher and a LasRazor cost about 170pts and basically count as 2 units with OS.  They can also perform practically any function I need them to throughout the course of the game.  I’ll take 4.  My army’s theme will be a Templar/Steel Legion team up during Armageddon so I’ll be taking IG/AM allies.  Vet Squads in Chimera’s are still a solid choice and with flamers offers a good response unit for deepstriking/drop podding enemies.

Anti-Tank-  Now that transport vehicles are going to become prevalent again I need to be able to open up the cans/shoot them off objectives.  The Razorbacks & Crusader Squads cover some of this, but 4 missile launchers and 4 lascannons aren’t quite enough.  I’m not a huge fan of drop podding in with melta as it tends to be inconsistent and i’m building this to be more of an armored gun line.  Lascannon/Missile Launcher Dreads will work nicely and at a hair under 140 they put out good fire power without breaking the bank.  Throw in two Typhoon Missile Launcher Land Speeders and a Vendetta on the Steel Legion side of things and we’re cooking with gas. That’s 9 Lascannons (all twin linked) and 8 Missile Launchers (two Typhoons).  Should be able to deal with most vehicles.

Anti-Troop-  Once the cans are open I need to be able to kill the stuff inside!  Missile launchers are a nice dual weapon but frags aren’t going to solve all my problems here.  A CCS with 3 Flamers and a Heavy Flamer to go inside the Vendetta would be a good quick strike force to burn fire warriors, guardians, orks, ‘nids out of their Aegis.  They are also cheap enough that it won’t matter when they get shot to pieces the turn after they grav insert.  If I don’t need to use them in that manner I can always fly them around in the gunship and jump them out for linebreaker on turn 5!  The Wyvern also offers AMAZINGLY good troop killing ability at a bargain bin price (seriously these things are ludicrously cheap for what they do), I’ll take 2!

Now that I got my needs down and units selected here’s what my list looks like….


Templar Detachment:

  • Captain
  • Crusader Squad w/ Missile Launcher & LasRazor (Dozer Blades) x4
  • Dreadnought w/ Las & ML x2
  • Land Speeder Squadron w/ Typhoon Missile Launchers (2 Land Speeders)

Steel Legion Detachment:

  • CCS w/ Hvy Flamer & 3 Flamers
  • Veteran Squad w/ Hvy Flamer, 2 Flamers, & Chimera x2
  • Wyvern Squadron  (2x Wyvern)
  • Vendetta


I like this list a lot, I feel like it will offer flexibility which is key in the Maelstrom of War missions and 7th edition in general.  I’m sure it will change as I haven’t had the chance to test anything yet and will probably end up moving a unit or 2 here and there.  I’ll post updates when I’ve had the chance to run a few games with it!  Till then I have the Daemon Summoning Conga Line booked up for a few more games.

American Space Marines, F@$% Yeah!


During one of the random conversations that our blogging group has, we started  throwing around the idea of writing a fandex.  In other words a fan made codex.  A few ideas bubbled up throughout the talk until we hit on it.  American Marines!

The obvious choice for Primarch would be none other than Chuck Norris.  Seriously, there is nothing more American than Chuck Norris except Chuck Norris riding an eagle (50pt upgrade). Were else should our marines derive there holy gene seed?


The next position to fill, Chapter Master.  Now, we need someone who was both equally buff and a good showman, you got to take those xenos out with style after all.  The obvious choice was Hulk Hogan.  Need I say more?


Now, in terms of our supporting roles within the chapter, our selections were not so easy.  Looking to fill the positions of Chief Librarian, Master of the Forge and Chief Chaplain, we scoured far and wide to find the right choices.  We have elected that Morgan Freeman shall be our soothing voice of reason in the role of Chief Librarian.  Our master of the forge was decided to be Richard Dean Anderson, since he can always fix anything with a roll of duct tape and a paper clip. Samuel L. Jackson will be there to bring the fiery word of the Emperor as our Chief Chaplain (who will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy his brothers).


“And you will know I am the Emperor of Mankind when I lay my vengeance upon you.”

In keeping with the Chapter Tactics set down by the current space marine codex, we have developed our own set.  They are titles Chapter Tactics: Fuck Yeah!.  The special rule requires all terminators to dress as Captain America and take nothing but Storm Shields and power fists.

The second special rule is Sponsorship.  Since the cost of running a space marine chapter is exceedingly high due to the cost of ceramite, our chapter had to seek outside sponsorship.  They are 5 points per sponsorship, with no limit.  All sponsorships must be represented on the model.  Think nascar here folks.  Here are a few examples:

  • Trojan Sponsored Rhinos:  Increases the armor value, but our marines can only get out when it breaks
  • Walmart Sponsored Vehicles:  All vehicle upgrades are buy one get one free, but that crap breaks, so it’s one use only.
  • Budweiser Sponsored Marines: Gain Feel No Pain and Rage, always move as though moving through difficult terrain and only fires snap shots.
  • McDonalds Sponsored Marines: Gain Slow and Purposeful, and high cholesterol.

Obviously we are just having fun and trying to get a laugh here.  How would you guys make American Marines?

Your Weekly Wargaming Sterotype and First Impressions on 7th

warhammerplayers-23124811Howdy everyone!  Severus here, after a weekend of games to share my opinion on 7th ed.  Before we get to that though, I just want to set the scene for you.  I managed to get a hold of my rule book Friday night so I had a evening of passionate caressing with her.  I got to learn her secrets, and yes my rulebook is a she.  Don’t ask.  There was a very good showing at critical hit, with a lot of gamers I haven’t seen for a while showing up.  Good on you guys, I hope you keep coming back!

So I played two games this weekend.  A game against Ralshenik with summoning daemon list.  If you want to know how that worked, just watch the frontline gaming batrep on it.  Felt like deja vu watching that thing this morning.  I played my tau, it was an 1850 game using the maelstrom missions.  In short Ralshenik was able to summon 1762 additional points of daemons (yes I counted), and won handily.

I also got a game in with my Iron Hands againsts Shorereaper’s Tyranids.  2000 points and once again using the maelstrom missions.  This one ended up decidedly going in my favor, by about 4 victory points in the end.  I changed up my list from the usual to fit a librarian in to test out a theory (which I will leave for another post).

I swear to God, Saturday night when I was thinking about how to title this article, I wanted to call it the good, the bad, and the ugly.  Damn it if frontline didn’t gaming beat me to it.  Screw it, I am doing it anyway!

The Good:  Essentially, refined game mechanics from 6th.  A lot of the confusing rules have been cleared up.  Cover is not much simpler.  There has been some attempts at re balancing monstrous creatures and vehicles.  Psychic powers in most cases are going to be less dependable, which to me means a little less power gaming.  Overall the movement, shooting, and assault phases seem to run smoother.

Everything scoring is a huge change.  I repeat, this is a huge change.  Yes, troops are still valuable with their objective securing rule.  You will never be out of the game like you were in 6th though.  If a crafty opponent killed all your troops in 6th, you had no way to score.  Now they have to table you, a much more daunting task in most cases.  I personally love this change and can’t wait to really start to play around with some lists that don’t start off with 4-6 troop choices.

Probably my favorite addition though is what I have cleverly dubbed the “Don’t be a Douche Rule”.  In the army selection section in bold print reads the following: “Players must agree how they are going to select their armies, and if any restrictions apply to the numbers and type of models they can use.”  In other words, if you don’t like unbound lists, or multiple force org spamming lists, or something simple like flyers, it is now completely within your right to not play that opponent.  Should this have been a written rule, probably not.  It is though, so you can justify not playing those crazy unbound game breaking lists that have run around the internet.

The Bad: Malefic in short.  I am tempted to say all of daemonology is a problem, but I haven ‘t experienced the santic powers yet, so I will reserve judgment on them.  Playing against’s Ralshenik’s daemon summoning daemon army was ridiculous.  I was playing tau in hammer and anvil deployment with not a lot of line of site blocking terrain.  It was a shooting gallery.  I managed to kill about 2200 points in total (with only 1850 of tau) and I still couldn’t beat that list.  It was just silly.

In short, allowing any army that has a ton of psychers access to a power that lets them bring in new units is bad.  It’s even worse when the new units are also psychers themselves.  I played Ralshenik knowing it was going to be bad.  It was.  It’s like playing mario the lost levels.  You only do it because it is crazy and you just want to say you played that damn game and won.  Trust me, you will lose way more times than it is worth.

The Ugly:  These are all the clunky things in the new rules.  I think they could work given a little work either by FAQ’s from GW, the major tournaments, or just simple house rules.

Maelstrom Tactical Objectives are a ton of fun.  It is a completely different way to play.  There is very little in terms of long strategy in those games; it is really about making good tactical choices each turn.  The different missions that use them seem okay so far.  The problem is the tactical objectives themselves.  I think you should be able to discard as many as you want each turn or maybe discard ones you can’t actually do and immediately draw a new one.

If you ever end up with multiple cards that you can’t use, it can give your opponent to get a good lead on you before you can draw cards you can actually use.  Examples are the card that you get for casting a psychic power, which I got while playing my tau.  Or the card Shorereaper got that gave him points for killing a flyer, which I had none.  There are plenty more examples of things that you just can’t do.  I don’t care about the randomness of it or drawing cards that try to make me go kick an opponent off an objective.  Just don’t give me ones I can’t physically do.  I got three of those in one turn against Ralshenik and that was when the game started to get away from me.

The other ugly thing we have come across is the unlimited warp charge dice.  For the most part, casting is going to require a lot more dice than people initially expect.   There needs to be some sort of limits.  If your opponent can generate 20 more dice than you can, they are going to always control both psychic phases.

I can see three ways to try to correct this.  Limit the total number you can generate.  Limit the total number you can have more than your opponent.  Limit the number you can use per casting attempt.  I am not sure which one of these would work the best or where the limits should be.

Case in point, Ralshenik having 20 more dice than me meant each turn meant he could summon things at will.  Shorereaper’s Tyranids against Augustus’s Eldar on the other hand saw both players only getting one to two spells a turn.  My Iron hands vs Shorereaper’s ‘nids saw us both only getting one off a turn, sometimes none.  Personally, I think limiting the amount you can exceed your opponents pool might be the best way to fix it.

Overall, I am liking the new addition.  In short I think everything is a general improvement from 6th; except the psychic phase, tactical objectives, and maleific powers all need some work.  Its definitely worth checking out to see if it’s for you.

Since you made it this far, I will reward you with another wargamer stereotype that feels appropriate after writing this.  I may make these stereotypes a weekly thing.

The GW Fanboy:  This guy loves GW, even if that love does seem to be one way most of the time.  They can do no wrong in his eye.  Everything they produce, whether it be a rule book, codex, or model, is awesome.  He goes to every GW event he can, and usually has the shirts and event only merchandise to prove it.  He loves to tell stories about that time he met Graham McNeill.  Collector’s editions and limited run items were made for this guy, even if they do mean he can’t move out of there parents house for another few months now that his savings is gone.  No amount of internet hate can stop the GW Fanboy from keeping on his path.  Good on you GW Fanboy, we need some positive people in our community some days.

First Game in Seventh (Shorereaper)

Yesterday, like a lot of you, I got my first game in seventh edition at Critical Hit. It was a 2000-point game between my Tyranids and the Eldar, and I lost. We played one of the new Maelstrom Missions and the game took about 4 hours to play. This is much longer than it usually takes to play a game.

Now, rather than gove you a battle summary, I want to give some small opinions of about some of the new rules and the new mission. Playing the Maelstrom scenario, any strategy I had going into the game went out the window by turn one. For example, I drew a card that would give me a victory point if I controlled objective X by the end of my turn. Well, I had infiltrated some genestealers past that objective with the intent of attacking the Eldar. Instead, I had to turn them around and have them secure the one objective. They were my only unit in the area. So, rather then stick to my original plan, I went for the points, and that seems to be how the Maelstrom games play. Turn by turn tactics, not a game long strategy.

Now, the new psychic phase.  I had such a hard time in this game getting my powers off. The elder didn’t block everything, but with the amount of dice my opponent was able to get, I struggled to get my powers off. And it is a lot easier to perils, in fact I periled three times, although once was able to benefit me. A great example of my struggles is when I tried casting catalyst (gives me feel no pain), got it off with perils, then my opponent denied the witch. So, not only did my Swarmlord injure himself, he didn’t even get the power that would have helped with that peril. There is also this ongoing discussion about GW FAQing the Tyranids Shadows of the Warp. I personally believe that they will not change this rule at all. The rule currently makes it so that psykers leadership is -3 when they are within 12 inches of a Tyranid Psyker. That -3 is all the time, not just in the psychic phase and that can do a lot of damager if someone roles the perils. Of course, I say that after it did nothing for me in my game.

I am not making up my mind about this new edition yet. I did have fun playing yesterday, and it was a close game, with the final score was 14 to 16, and hopefully with more time the game speed will pick up. Four hours is a long time to play one 2000 point game, and I don’t even think we had the longest game of the day.

And what happened in Severus’s and Ralshenik’s game is even more entertain

King of the Hill (of 6th Edition)

hank devilIn preparation for an upcoming series on which army gets the biggest bump and nerf from 7th edition, I decided I should probably get down what the current hierarchy is in my opinion.  This should give you a chance to give me some feedback to work with before we come out with the biggest winners and losers.

To be clear, I have played against every army in 6th ed with the exception of grey knights (although I have seen them played in my area).  For the sake of keeping things simple, we are going to lump in all the codex supplements with their parents right now.  I have also taken a look at stats from various large tournaments to see who is most popular and who has the highest win rates.

Here is what I have come up with

  1. Chaos Daemons
  2. Eldar
  3. Tau
  4. Nids
  5. Space Marines
  6. Necrons
  7. Imperial Guard
  8. Chaos Space Marines
  9. Dark Eldar
  10. Grey Knights
  11. Dark Angels
  12. Space Wolves
  13. Orks
  14. Blood Angels
  15. Sisters of Battle

Now, you may not agree with the exact order I have placed the armies in.  Thats fine.  If you break them down into three tiers (1-5, 6-10, and 11-15), I think we could all agree on that.  With the exception of one, Imperial Guard.  I wanted to rank them higher.  I see lots of potential in the new book.  I just haven’t seen it be effective on the table yet.

Feel free to tell me what you think.  Like I said, the point of this is to try to get an idea of where everything stands right now so we can better judge each armies rise or fall as we enter 7th edition.

Maelific Daemonology: For Why?


My face for the better part of my test game against Severus

Hello folks, Ralshenik here to discuss one of the most absurd things I’ve ever witnessed in a game of 40k.  This weekend I got a chance to test out Maelific Daemonology and Oh……..god……..

In that game I was able to summon over 1700 pts of extra models in an 1850 pt game, no that wasn’t a typo.  1700 pts.  15+ Plague Drones, 2 monstrous creatures, and about 40 daemonettes.  Leading to a sweeping victory in a game I had no business winning, and when I say no business winning, I REALLY mean it.

The game was long ways deployment, on a table that was sparse when it came to LoS blocking terrain against a very refined Tau list that featured a plethora of deadly shooting units (Buff Commander’d Missilesides, plasma/burst cannon crisis suits, Ion Tide, etc).  The first three turns were literally Severus’s tau shooting fish in a barrel (fish shooting fish in a barrel…..the irony).  Hell, he was even able to beat me in assault more times than I would care to mention (the highlight being Fire Warriors beating up a Plague Drone).  He was out rolling and out shooting me in a game where I had no cover to hide behind and had to take the longest possible route across the table at his army.  Given the fact me and Severus are at an equal skill level our games usually are decided by things like this; who rolls better, who does the mission/deployment favor more, etc.

None of that mattered though as he literally had no answer for my psychic powers, during each psychic phase i constantly had 20+ dice more than him, allowing me to bring in 6 plague drones and 10 daemonettes almost every turn.  As much shooting as Severus dumped in my army he probably should of tabled me almost twice over, but the fact was most of the units he was killing cost me 0 points so strategically it didn’t even matter.

Summoning is the spell everyone is talking about (and it’s stupid good) but Incursion is ridiculous at least the fact it lets you make Plague Drones is.  I was able to generate over 50 wounds worth of T5 jetpack infantry…..50 WOUNDS!!!!!  No army can deal with that much T5 except for Dark Eldar (but if you fight them you just keep making daemonettes and overwhelm them as without Eldar allies they will have NO psychic defense).  Eventually my Plague Drone conga line just overwhelmed the Tau, locked down all of his units, and grinned them down in assault.

By this time I felt like Aladdin in this scene and my Tzeentch heralds/Pink Horrors were the genie.  Fast forward to 2:05 to get the jist of the last few turns.


Daemons absolutely dominate the psychic phase, if you’re not Eldar or Grey Knights and didn’t bring a Rune Priest you don’t have a chance of stopping summons.  If you can’t stop summons you are automatically at a 1000pt disadvantage with models.  Tabling a summoning army without getting a BIG alpha strike on them will be nigh impossible.  Question being, is it too much?

Right now i’m saying yes, it’s too much in a “Necron Flyer Spam back in 6th” kind of way, meaning I see this as a list that is ridiculously overpowered currently but will be brought down to earth, much like ‘Crons where when Tau came out and had skyfire available in mass that allowed them to toast the croissants which had trolled people for so many months.

My gaming group has been discussing house rule nerfs and i’m a little iffy on the subject. House rules tend to be biased (usually unintentionally) and I don’t think it’s fair to limit an armies capability at something when it’s what they’re designed to do.  Capping psychic dice, limiting spell uses, etc is the same principle as telling a Deathwing player they can only bring so many Terminators because you don’t have that many Ap2 weapons, in my opinion.

I predict this list will be brought down to normal soon as Space Wolves are set to be released this year and I envision them being a very potent anti-psyker army (imagine if they keep Rune Priests the same O.O).  Blood Angels will probably follow suit as they are supposed to be an army of talented psykers themselves and who the hell knows what Orks will bring to the table.

The solution here is to just be selective about who you play, if you spammed night scythes at the beginning of 6th edition you eventually ran out of people to play.  No one wants to deal with a headache like that on a consistent basis and after 2-3 games of going “can I beat it?” most people will give up and realize you’re just a douche.  If you do nothing in your daemon lists for the next 3 months except spam Maelific you will run out of opponents (no one wants to fight that BS all the time)

I plan to abuse summoning for a week or two more, just to find out who (if anyone) is a bad matchup for the army and how to beat it.  Nothing would make me happier than to take a loss with it.  After that I will venture back to the flying circus as I feel rumors of it’s demise are greatly exaggerated!

Thanks for reading everyone, be back next time with some more 7th edition info!

Going Back To The Future: Horus Heresy

Shorereaper and I find ourselves becoming what I like to call “30-curious”.   As in we are looking at starting horus heresy armies, aka 30k.  I guess looking at isn’t the right word, Shorereaper is closing in on 1000pts of alpha legion and has book 1 and 3.  The lord primarch has also expressed interest in trying out his legions within 30k, even playing a few test games when Betrayer dropped.

Over the next few weeks, I am going to look into what it will take to make my 40k Iron Hands army 30k compatible.  My hobby budget is definitely to tight right now to do all forge world models for it, and to be honest I am not that good at identify the various marks of armor.  Ideally, I want the models I own to be able to play in either system, while still giving that 30k aesthetic.  I know there are some models that just wont make the transition (I am looking at you storm talon and landraider redeemer/crusader.)

To go along with our 30-curious ways, the Horus Heresy weekender just happened and leaked a ton of awesome pictures.  Time for a review!

solar auxilia transport

Solar Auxilia, eh?  Looks to me like the start of some cool imperial army units.  Not my cup of tea, but I think they could make a great addition to a 40k IG army that is looking for some variety.  I could have sworn I saw some images of the troops with more detail, but I haven’t been able to find them again.


Vulkan, that pansy that ran away while Ferrus died.  All joking aside, another sweet primarch model.  Just as fancy as I would expect from a master armorer.  I think a big reason I want to try out 30k is to see the primarchs in action.

flamer sword knight

Another sweet Imperian Knight conversion.  I am a big fan of the lancer.  This dude is sporting some crazy flamer and a sword.  Should make for quite a mess.  No rules out that I have seen.  Maybe they are hiding in book 3 somewhere.  Generally, I wish the 30k knights would be 40k compatible, they could be a lot of fun.

gal vorbak

The Gal Vorbak, this one is right up the lord primachs ally.  He has a small word bears force that he wants to get off the ground.  These guys look sweet, so hopefully that will be the inspiration to get that force going.

gorgon terminators

And these are my eye candy of the weekend.  I so love me the forgeworld Iron Hand models.  More awesome quality from forgeworld.  I will probably get like 10 of these.  Not sure how well I can slot them into 40k.  Probably will have to run them as shooty terminators (boo!)

magos prime

Is he riding a giant mechanical worm dais thingy?  I know a lot of guys are getting excited about a mechanicum army.  I am not one of them

mechanicum armoured conveyor

That being said, their transports look pretty sweet.

megabolter knight

Is that a vulkan megabolter on that knight?  With a chainfist?  Sign me up!

mortarionLast, but certainly not least, Mortarion!  Dude looks amazing.  Definitely one of my favorites so far (except for my beloved Ferrus Manus).  Glad they finally got around to him, he has only had rules out since the first book.  I know forgeworld, you wanted to make mechinicum and iron hands, and I don’t blame you.


There you have it.  Anyone else feeling a little 30-curious after that?