Wednesday, December 24, 2014

Painting update - Finished a few!

Hello peeps! First of all merry christmas and soon a happy new year! I finally have a few weeks off and decided to paint a bit more. I've got so many things to paint now, but I managed to finish a few things.

But before I show you my painted models, behold what I bought last monday!!!


I received a gift card from work worth 50 euros, so I thought I would make use of it right away! I already ordered 2 models from Games Workshop, but they didn't arrive yet. Since I wanted to start a Tau army and already owned a few things, might as well buy another model. Didn't think it would turn out to be the Riptide though, but it's freaking awesome! Can't wait to assemble it and paint it up and field it.

So now up to my painted models. Last time I told you I was painting a few models like the Dreadnought, Greyhunters and fenrisian wolves. I was kinda lazy lately when it came to painting, but I did finish the wolves.


At first I thought that I would only paint them with a brown fur, but at some point I decided it might look to bland on the table so I also made half of them with grey fur. I have to say that I enjoyed painting them a lot! You didn't necessarily have to be very neat to do the fur and you didn't had to keep to a certain pattern, there was a bit more freedom on putting on the colors. Blending the colors  though and keeping them all the same color was probably the hardest part. I'm quite happy how they turned out!


The dreadnought is been taking a step further adding a bit more detail and glued it on the legs. I have been working on the metallic colors, trying to make it dark as the base and light it up according to lighting. It turned out pretty okay, but not what I imagined it would be. I'm not going to change it anymore, it does look real nice. I will attempt the color scheme on the Murderfang instead.


The Greyhunters came pretty much to a hold and I didn't do any work on them the last few weeks. Instead I did work on something else!

Last monday I played the Stormclaw Campaign with a colleague of mine, the Space Wolves VS the Orks! I had the models of the box for quite some time, but I never assembled them, Luckily I had most of the models with the right options, but I had to glue a few models which also included Krom Dragongaze. The missions went pretty well. I lost the first mission by a bunch. It was quite difficult to keep the unit of Greyhunters alive, even if you could easily make it to the table edge. I feel that the mission is a coinflip leaning more towards the Orks.

The last 2 missions were going pretty well. Overall I had pretty good throws and saves, probably above average actually. Krom Dragongaze did particularly well, destroying many Killa Kans on his own. Therefor I wanted to paint him up because he deserved it.








I loved all the detail and ornaments n stuff. It took me 3 days to finish him up and I must say I am very pleased with the end result. This is probably my best paint job so far. I put a lot of effort to make everything look right and really tried not to make any mistakes and I have to say that went really well. Can't wait to field him again, I'm really proud of it. :)

Anyways thanks for reading again and I wish you peeps a merry christmas and a happy new year! Cheers!






Friday, December 5, 2014

Still alive!

Hey my peeps!

Many apologies for not posting in a while, but I am still alive and well! There is no real excuse for my absence other then living my every day life and not taking the time to write something here. However that doesn't mean I haven't done anything hobby-wise. I'm still building my Space Wolves army and a few weeks ago I also bought a new Battleforce Pack for a new army, The Tau Empire!


I haven't opened it yet since I'm still busy building my Space Wolves army, but when you get a discount of 20% it's a difficult deal to pass. However I'm quite exciting to play the Tau some day. The fact they play the opposite of the Space Wolves is quite interesting and seems a lot of fun.

As I was saying before I'm still busy building my Space Wolves army. Right now I'm almost done finishing up my second unit of Grey Hunter that only carry a boltgun and boltpistol (my other unit has chainswords and boltpistol). I still need to paint 3 more and then its done for now. Later on I want to build Grey Hunters with specialized weaponry like flame throwers, plasma guns and melee weapons.

Another project I've been working on is the venerable dreadnought and the murderfang.


As you can see it's still in the early stages. I just figured out how I could easily convert its weapons and such and where to place the magnets. 

I also just started to paint the fenrisian wolves. I had a hard to start painting these bad boys since I was very specific with the color schemes and wasn't sure if I could do it well. I never painted fur before, but they weren't gonna paint themselves so I just went for it. 




I have to say that I am quite pleased with the end results. I have a total of 11 wolves, one of them is a cyber wolf. I plan to paint 5 of them they way you see above and the other 5 with a grey-ish color scheme.

Lastly I also made a start with my Sky Claws and the Stormfang Gunship. I finished 2 of my Sky Claws already and basecoated most parts of the Stormfang.

So yeah, that's basically it for now. I hope you like my painted models so far, see you next time!

Sunday, September 21, 2014

BatRep 1: Common enemy! Dark Angels / Space Wolves VS Orks! 1850 pts

Hello hello! Last Sunday I played my second game with the Space Wolves 7th edition. This time around I teamed up with a colleague of mine who played the Dark Angels. Yes, you read it right, Dark Angels and Space Wolves working together. Although I heard their bitter feud has now come to end, they still have some resentment towards each other. However when facing a common enemy they will set aside their differences and become brothers in arms! Now who is this common enemy? One word: Waaaaagh!!! If you still don't know, we had an epic battle against non-other then the bloodthristy Orks, who both of my other 2 colleagues played.

We played a 1850 points Tactical Objective game "Maelstrom - Deadlock". In this game you generate an amount of tactical objectives each turn, starting with 6 objectives in turn 1, 5 objectives in turn 2 and so on. We also had night fighting and mysterious objectives. 

Me and my colleague decided that each of us would use 925 pts to create our army. So without further ado:

SPACE WOLVES

HQ
1x Rune Priest - Psyker Level 2, Bolt Pistol, Rune Axe, Helm of Durfast. 

TROOPS
10x Grey Hunters
  • 9x Grey Hunters - 8x Chainsword, 2x Flamer, Wolfstandard
  • 1x Wolfguard Pack Leader - Combi-flamer, Chainfist
  • Stormwolf (dedicated transport)
ELITE
1x Venerable dreadnought - Assaultcannon, Powerfist with Heavy Flamer

FAST ATTACK
3x Thunderwolves - 3x Chainsword, 3x Bolt Pistol

HEAVY SUPPORT
4x Long Fangs - 2x Heavy Bolters, 1x, Lascannon

DARK ANGELS 

HQ
Librarian - Chainsword, Bolt Pistol
  • Company Command Squad - 5x Boltpistol, 5x Boltgun, 3x Combat Shield, Banner of Devastation
TROOPS
10x Tactical Squad - 10x Boltgun, 10x Bolt Pistol

FAST ATTACK

6x Ravenwing Attack Squadron
  • 5x Ravenwing Bikers - 5x Bolt Pistol, 5x Twin-linked Boltgun
  • 1x Ravenwing Sergeant - Bolt Pistol, Twin-linked Boltgun
1x Ravenwing Support Squadron - 2x Heavy Flamer

HEAVY SUPPORT

4x Devastator Squad - 2x Heavy Bolter, 2x Lascannon
1x Vindicator - 1x Devastator Cannon, 1x Stormbolter

ORKS

HQ
1x Grukk Face-Rippa - 1x 'Eavy Armour, 1x Kombi-Rockit Launcha, 1x Attack Squig, 1x Bosspole, 1x Stikkbombs, Waaagh!
1x Mogrok - 1x 'Eavy Armour, 1x Fixer Uppa, 

TROOPS

12x Boyz
  • 11x Shoota
  • 1x Boss Nob - 1x Bosspole, 1x Big Choppa, 1x Kombi-Rokkit Launcha 
  • Trukk (Dedicated Transport) - 1x Red Paint Job, 1x Big Shoota
12x Boyz
  • 11x Shoota
  • 1x Boss Nob - 1x Bosspole, 1x Big Choppa, 1x Kombi-Rokkit Launcha 
  • Trukk (Dedicated Transport) - 1x Red Paint Job, 1x Big Shoota
18x Boyz
  • 18x - 18x Choppas
ELITES 
5x Nobz - 5x 'Eavy Armour, 2x Power Klaw, 2x Big Choppa, Kostum Mega Blasta, Skorcha, 1x Banner of Waagh!
  • Battle Wagon (Dedicated Transport) - 1x Red Paint Job, 1x Deff Rolla, 1x Big Shoota, 1x Zzap Gun
2x Mek - 2x Mek's Tools, 6x Grot Oiler
8x Burnas

FAST ATTACK

9x Warbikes - 9x Twin-Dakka Guns
1x Dakkajet - 3x Supa Shoota

HEAVY SUPPORT

12x Lootas - 12x Deffgun, 12x Stikkbomb
Battlwagon - 1x Red Paint Job, 1x Deff Rolla, 1x Big Shoota
2x Looted Wagon - 2x Lobba, 2x Deff Rolla


Phew that was quite the list! Because there were 2 Psykers in the game, namely a Rune Priest and a Libririan , we both needed to roll for Psyker Powers. My Rune Priest had Living Lightning, Tempest's Wrath and Thunderclap while the Libririan rolled Prescience, Precognition and Misfortune. We chose to use the Librarian as the Warlord, but I forgot what Warlord Trait we got.




TURN 1 - Team Angel Wolves

After each of the teams took turns to set the terrain and tactical objectives, we rolled for the initiative and Team Angel Wolves won! Our setup was actually pretty easy, We had a devastator squad on each side of our deployment zone. We set the bikers and dreadnought in front and had the thunderwolves hide behind a building for back-up. The Stormwolf and Greyhunters were set in reserves.



The Orks had all the vehicles except for the Dakkajet (in reserves) out in the open on one side ready to roll out. Two of the vehicles were dedicated transport filled with Shootas and Burnas. Two vehicles were about to be embarked with the HQs, Nobz and Choppas. The other vehicle was and remained empty. The rest of the Orks were behind cover.




After the armies were setup we drew our objectives, a total of 6 this turn. For Team Angel Wolves we already had 1 of the objectives, which was getting objective marker 2. It standing happily next to our Command Squad. Another objectives we could potentially get were objective marker 1 which was standing in the middle of the battlefield and successfully generate a psyker power.


In the Moving Phase we moved the bikers towards the 1st objective marker. We rolled for the mysterious objective and it gave us +1 cover save. Nice! Together with Jink and Night Fighting could give the bikers a 2+ cover save if needed. We moved the Vindicator forward ready to attack. Also the dreadnought moved forward toward cover in the middle of the battlefield and try to take out a Trukk. The rest of our units were pretty useless at this moment since there was nothing to shoot at.


In the Psychic Phase we rolled a 2 and we got a total of 4 warp charges as the Rune Priest was in reserves. We rolled for Prescience with all the dice and successfully got the power. We decided to give it to my Long Fangs as they were the only ones useful at that moment.




In the Shooting Phase we felt that we needed to take out as much of the vehicles out or atleast delay them. Also we needed to take out their Lootas so they wouldn't have any far shooting units left that could fire at us from their line. First we used our devastators to take out a Battle wagon and a Trukk. We were successful at it as one of the lascannons managed to get a penetrating hit and made it explode! The explosion caused a wound on a Trukk behind and the Nobz with the HQs to get out of the Wagon


We also managed to destroy a weapon and immobilize another Trukk with my Long Fangs who had re-rolls on both to-hit and to-wound. Then my Dreadnought fired his assault cannon on the empty Looted Wagon and managed a glancing hit. Lastly the Vindicator almost took out the whole unit of Lootas only missing two of them! After the Shooting Phase they rolled a leadership test for the lootas and they managed to throw a double one and they remained on the battlefield.




 After that our turn was pretty much over. We checked our objectives and won 3 victory points.


TURN 1 - Team Waaagh!

After a pretty devastating first turn it was the Orks's turn to do some damage. They moved their Warbikes to another building for cover and ready to shoot our bikers from the side. A Looted Wagon went with the Warbikers. A Trukk with Burnas moved behind the Lootas and stayed behind cover. The empty Looted Wagon moved towards objective marker 5 which was at our side of the line. The last remaining Battle Wagon got embarked by Choppas and moved forward. The rest remained stationary to either recover from the previous attack or ready to shoot at the Ravenwing Bikers.



In the shooting phase the Warbikes managed to take out 4 of the 6 Ravenwing Bikers even with a 2+ save. After that the Looted Wagon fired its weapons to the remaining bikers and managed to kill another Biker. The 2 remaining Lootas fired at the Tactical Squad and took out 1 model. The Looted Wagon went flat out and managed to get to the objective marker. They rolled for the mysterious objective and they rolled a surprising 1, which gave them another glancing hit. Only 1 HP left. After 3 tries the Mek inside the immobilized Trukk finally repaired the weapon of the vehicle.


TURN 2 - Team Angel Wolves

We drew generated new tactical objectives and again we drew objective marker 1 and 2! Another easy victory point in the pocket since the biker was still at the marker and also marker 1 was still in range of the biker. I rolled for reserves to try to get the Stormwolf in and I threw a 4, which means it was a success! It zoomed towards the side of the last remaining Battle Wagon. The Dreadnought moved to a wall for cover and pivoted towards the empty Looted Wagon who was at our line now by the objective marker 5. The Vindicator moved away for the Stormwolf and pivoted towards the Looted Wagon filled with Shootas and the Warbikes. The rest stayed stationary.



In the Psychic Phase we threw a 4 which gave us a total of 8 dices for the manifesting powers since there are now 2 psykers on the battlefield. Again we tried to manifest Prescience, but this time it failed. Then we tried to manifest Misfortune on the empty Looted Wagon, but again we failed at that.


In the Shooting Phase the Long Fangs took a go at the empty Looted Wagon, but missed all of their shots. The dreadnought was not able to take out the Looted Wagon with the assault cannon. Finally it took the Devastator Squad to wreck the Looted Wagonwith a lascannon. My Stormwolf had the choice to aim at the Shootas filled Looted Trukk or the Battle Wagon. We decided to go for the Looted Wagon because I had more chance on destroying it. After a lascannon and heavy bolters I succeeded to wreck the Looted Wagon and the Shootas had to disembark and passed the pinning test. Next up the Command Squad and the Tactical Squad used the Devastation Tactic for Salvo attacks on the Nobz and the HQs. A total of 60 boltgun shots were fired and managed to almost destroy all the of the Nobz except for 1.



Lastly the vindicator took aim at the Warbikes and they took a direct hit! Team Waaagh! took another big blow as they were not able to save the Warbikes and only 1 remained. After the Shooting Phase Team Waaagh! rolled for leadership for the Biker and failed it. Sadly for them they threw an  8 and Warbiker ran off the table. We finally checked out our objective cards and again we won 3 victory points by holding objective marker 1 and wiping out a unit in the Shooting Phase. We also gained 2 victory points for destroying 2 units giving us a total of 7 victory points at the end of turn 2.

TURN 2 - Team Waaagh!
Another painful turn for the Orks as they lost a lot of mobility at this moment. However now successfully throwing for reserves the Dakkajet entered the war-zone. In the Movement Phase it zoomed 18 inch towards my Stormwolf ready to take it down! Also the Battle Wagon moved up in the middle of the battlefield almost next to my Venerable Dreadnought. The Shootas moved towards the Stormwolf. A Trukk filled with Burnas moved further towards a building where the Warbikes used to be. Lastly the HQs and Nobz moved back to avoid the devastation blast of the Tactical Squad

In the Shooting Phase the Battle Wagon went Flat out and moved right in front of the Tactical Squad hoping to disembark in the next turn. The Trukk also went Flat out to hide behind a building. The Lootas again took a shot the Tactical Squad and managed to take another model. The Mek inside the immobilized Trukk succeeded to repair the vehicle and recover a HP. The Shootas take aim at the Stormwolf and manage to get 1 HP. Finally the Dakkajet fired all of its weapons towards my Stormwolf and managed to get another glancing hit on it. 



TURN 3 - Team Angel Wolves
In this turn we discarded one of the tactical objective for a new one and what do you know... another tactical objective marker we were holding, this time it was objective marker 2 again. In the Movement Phase my Stormwolf went into Hover Mode and flew behind the Burnas filled Trukk while dropping off the Grey Hunters in front of the Shootas. The Vindicator moved back and faced the Battle Wagon. The dreadnought who was now next to the side of the Battle Wagon decided to the back of the Wagon and just in range of objective marker 1. The Landspeeder came out of hiding and also closed up on the Battle Wagon. The Thunderwolves got quite bored and finally decided to move towards the Stormwolf for support of the Grey Hunters and the inevitable confrontation with Burnas. 

In the Psychic Phase we rolled a 5, giving us 9 warp charges. We used Misfortune on the Battle Wagon, but failed to throw the required warp charges. The Rune Priest casts Thunderclap on the Shootas, but also failed it. Lastly I used up the remaining dice to cast Living Lightning on the Shootas and succeeded which killed 2 of them. 

In the Shooting Phase the Grey Hunters lit up the place by throwing fire into the Shootas and killed a total of 6 Shootas. To finish them off I also launched a series of 8 bolt gun shots. The Stormwolf took shots at the Burnas filled Trukk and managed to glance it 2 times with all of its weapons. The Landspeeder fired its heavy flamers into the Battle Wagon to burn some Choppas inside, but failed miserably into landing hits and was only able to kill 2 Choppas. The Dreadnought aimed its heavy flamer towards the Battle Wagon and managed to kill 3 Choppas inside. Then the Dreadnought fired its assault cannon towards the Battle Wagon and managed to destroy it. The Choppas now had to make an emergency escape from the destroyed vehicle and were out in the open. The Vindicator took advantage of the situation and blasts the Choppas into smithereens. The Devastators attacked the Nobz with the 2 HQs and managed to kill 1 Nob. 

TURN 3 - Team Waaagh!
By now the Orks faced certain defeat at the hands of the Space Marines. In the Movement Phase the Burnas moved in closer to the Grey Hunters.

In the Shooting Phase the Burnas lit up the Grey Hunter with 3 flamers and managed to pick off 3 Grey Hunters. The Dakkajet fired its weapons at the Stormwolf, but failed to even put a dent into it. The Lootas took out the last remaining Ravenwing Bike who we totally forgot it was there. The immobilized Trukk could move again after succeeding to repair it. 

In the Assault Phase the Burnas charged at the Grey Hunters only to be met with a flamer that took out 2 Burnas and took out an additional Burna with Bolt Pistol fire. The Burnas then made a successful charge and the Grey Hunters were able to launch the first attack. Sadly for the Burnas they still faced a load of attacks and were wiped out by the Grey Hunters. They then took a consolidation move of 3 inches towards the HQs.

TURN 4 - Team Angel Wolves
By this time victory was pretty close now. We eliminated most of the Orks and we were also way ahead of points. The Stormwolf moved to the back of the immobilized Trukk, the Vindicator also moved closer to the last remaining Ork vehicle. Also the dreadnought and Landspeeder moved closer to the last remaining Trukk.

In the Psychic Phase we rolled another 1 and tried to summon Prescience on my Long Fangs which succeeded. 

In the Shooting Phase my Long Fangs launched an all out attack and managed to wreck it and cause the Shootas to disembark and failed their pinning test. The Stormwolf launched a flurry of gunfire into the horde of Shootas and managed to kill almost all of them. The Tactical Squad launched shots at the Dakkajet taking it down right in front of my dreadnought. The Devastators launched an attack on the HQs and managed to get a hit in. A Look Out Sir! was made and Grukk sacrificed his life. Also the Grey Hunters took a shot at the HQ but wasn't able to land a single wound.




In the Assault Phase the Grey Hunters charged at HQs and got in! The Grey Hunters launched an all-out attack on the HQ but failed to kill him. Then the HQ took a go at the Grey Hunters and managed to kill 2 Grey Hunters.


TURN 4 - Team Waaagh!
Things looked pretty much dire now, but the game must go on! The pinned Shootas made the pinning test and regrouped. 

In the Shooting Phase the Shootas and Lootas took one last go at the Stormwolf, but again failed all of its shots. 

In the Assault Phase the Grey Hunters took the first initiative and killed the HQ before it could do any damage.



TURN 5 - Team Angel Wolves
Only the the Shootas and Lootass were left and basically got killed by the Vindicator and the Stormwolf. 




The game ended pretty horrific for the Orks. Not only did thy lost all the units, but also lost big time in victory points. 

CONCLUSION
At the beginning of the game I thought we would be overwhelmed by the sheer number of Orks on the battlefield, but it turns out we made amazing rolls against all the vehicles destroying most of the mobility of the Orks. After that we basically picked off every unit until there was nothing left. In the meantime we also had good draws with the tactical objectives. I do like to point out the Ork Army list wasn't really competitive while ours was. So it wasn't really a fair game. I kinda felt sorry for them not being able to kill a lot of our units, basically they only got rid of the Ravenwing Bikers and a few models. I hope that the next game will be different and we will be able to play on equal footing.

Thanks for reading, it was a lot to remember. I am not sure if it is 100% accurate, but it pretty much came down to this. Until next time! 

Thursday, September 4, 2014

Howl From Above!

Last week I received my Stormfang/Stormwolf box and I've been very eager to put this baby together. After some thinking I decided to go for the Stormwolf version, because it's still quite destructive and it's a dedicated transport! However, I also like to test out the Helfrost Cannon some time, so I will order loose bits so I can still get rid of the Stormfang bits from the box. Right now I put on the first layer on with "The Fang" color. The reason I want to use this color is because I really dislike the standard colorscheme of the Space Wolves. It's too bright blue for my taste. Even when looking at the concept art it's much darker. I also painted and almost finished the cockpit, so I'm gonna glue that part very soon. After that I will put more detail on the hull like all the metal and ornament parts. Stay tuned!


Saturday, August 23, 2014

New Space Wolves Codex Review Part 2

Sorry it took me a week. Honestly I kinda forgot about it, but here is part 2 of my review!

FAST ATTACKS
I'm not going into detail about most of the vehicles as they are pretty much unchanged, however 2 new vehicles(sort of) arrived for the Space Wolves and one of them is a fast attack unit!

Stormwolf
For 215 pts you get a new flying assault vehicle (whatever happened to the fluff? Thought SW liked their feet on the ground) which can be used as a dedicated transport for 16 models! It has an armor of 12 on all sides and 3 HP's. It comes equipped with a twin-linked helfrost cannon, 2 twin-linked heavy bolters, twin-linked lascannon and ceramic plating. I really love it and it will probably see  a lot of play.

Thunderwolf Cavalry
The Thunderwolf Cavalry has some big changes, all for the better! It now is 120 pts for 3 models, which means it's 40 pts each! That's a reduction of 10 pts each. Also now every model has access to all the ranged and melee weapons. In the previous codex only 1 Thunderwolf unit was allowed to take them, so this is a huge improvement. I expect to see a lot of Thunderwolves riding the table.

Skyclaws
They are still 15 pts per model, but they had a few interesting changes. As said before there is no more Mark Of The Wulfen, so no more rending attacks, which kinda sucks. They also lost the "Headstrong" rule, which is a plus. No more automatic charging if you are to close to the enemy. They now do have better options for equipment which I like. Also like most units you can upgrade 1 model to a Wolf Guard Sky Leader which raises the WS, BS  and A up to 1. Taking a Sky Leader is pretty much a must with this unit, but you probably still need a Wolf Priest to make them really effective.

Swiftclaws
They come in at 20 pts instead of 25 pts like in the previous codex. They now only have a bolt pistol, which can be exchanged with a chainsword for free. This really sucks as they had both a bolt pistol and chainsword in the previous codex, making them more effective in close combat. You can still take an attack bike and 1 model may be upgraded to a olf Guard Bike Leader. With the loss of a CCW and not being able to take them both on, makes them a whole lot less interesting to take compared to other Claws. Don't expect to see a lot of them anymore. Not there were a lot of them to begin with.

Fenrisian Wolves
No real change here, but the Saga of the Wolfkin made them slightly worse now. Instead of getting a boost in Initiave and Leadership, you get a boost in only Strrength with the "Furious Charge" rule. It's okay, but getting the first hit with the previous saga meant potentially slaughtering a lot of models before they could get in a few hits.

Drop Pod
Can now be taken as a fast attack, which means you load up any units if possible and drop them somewhere close to the enemy in the first turn. You can also equip the drop pod with a locator beacon, which makes sure any unit within 6 inches of the drop pod don't scatter. Good stuff and definitely a must take in every army.

HEAVY SUPPORT
Like the Fast Attack I will not go into detail of all the vehicles, only if there are significant changes I will treat them in this review.

Stormfang Gunship
For 230 pts you get an upgraded version of the Stormwolf with more powerful weapons in sacrifice of transport capacity and the "Assault Vehicle" rule. This flyer comes with a helfrost destructor, 2 twin-linked heavy bolters, 2 stormstrike missiles and ceramic plating.

Long Fangs
The point for the heavy weapons slightly changed in point. Some have become slightly cheaper while others became slightly more expensive. All-in-all still good.


Well that was pretty much my review of all the units, so now let's go the relics!

The Armour of Russ
At 35 pts you get an armor that has 2+ Sv and 4+ Inv Sv. Also when you challenge a character and it is accepted, the enemy model get a -5 on the Initiative. Wow, that makes it quite a strong relic, which will scare a lot of opponents in taking a challenge. Definitely worth the points.

Black Death
A +2 ST, AP 2 frost axe for 25 pts that gives +3 attacks, whenever your unit is outnumbered by another unit in combat. Also quite an interesting relic that when used in the right setup can be really deadly. Of course it is quite situational, but I think it is a good investment in a small unit like thunderwolves or terminators.

Fangsword of the Icewolf
A special frostsword at 3 AP and +1 St ith the "Helfrost"rule and the "Rending" rule for 25 pts. Pretty nice deal and I'm curious ho strong this blade is in combat.

The Bite of Fenris
For 10 pts you get a bolter with 2 diffrent bolts. The helwinter bolt is a ST4, AP5 weapon with the "Rapid Fire" and "Helfrost" rule. The Flametide bolt is a ST5, AP4 aepon with the "Rapid Fire" and the "Ignore Cover" rule. Pretty good bolter with 2 options, I like it.

Helm of Durfast
At 20 pts you may re-roll al failed to-Hit rolls. Also you get the "Ignore Cover" rule. Pretty okay, but a little bit on the expensive side for my taste.

The Wulfen Stone
The wearer and the unit get the "Furious Charge" rule. Also the wearer gets the "Rage" rule. At 40 pts it is quite expensive and probably not worth taking unless you can afford it.


The relics are actually pretty nice although some of them are quite expensive for what you get. Still, some are definitely worth taking. Lastly let's take a look at the new formations!

The Wolves Unleashed Detachment
For this detachment it requires for you to deploy atleast 2 HQs and 2 Troop choices. If this is your primary detachment you get the "Jar of Russ" and the "Cunning of the Wolf" rules. Jar of Russ gives you the ability to re-roll any Warlord Trait result. For Cunning of the Wolf, before deployment, you may roll a die for each unit in your detachment. On a 6+ the unit gains the "Outflank" rule. For troops it's a 4+.

This detachment is not bad, but not amazing either. Getting the "Outflank" rule has its uses, but depends very much on the situation. Re-rolling for Warlord Trait is also nice, giving you another shot at getting the right Trait. I might be using this detachment every now and then.

The Great Company
For this formation you need a Wolf Lord, a Wolf Guard Battle Leader, 1 unit of Wolf Guards, 5 units of Grey Hunters, 1 unit of Wolf Scouts, 3 units of either Blood Claws, Swift Claws or Sky Claws and lastly 2 untits of Long Fangs. Wow, quite the requirement. Next to "Jar of Russ" and "Cunning of the Wolf", you also get "The Howl of the Wolves" you gives you "Furious Charge" and "Fearless" as long as the Wolf Lord is alive. This formation is very CC orientated, so if you like to get close and have a lot of points to spare, you might like this.

Well that was my review of the new Codex. I hope you enjoyed it! Keep on wargaming everybody!

Saturday, August 16, 2014

New Space Wolves Codex Review Part 1

As you might have guessed from my header I play Warhammer 40k and more specifically I'm a Space Wolves Player and not that long ago the new codex for the Space Wolves has been released! I had a good amount of time to read it through and I want to give my  review on the new codex.

Overall Impression
After reading the codex a few times I have to say that I'm pretty content with the new codex. The cover looks cool and the layout looks clean and well-structured, but it is getting used to though. For instance in this army list you need to go back and forth a lot for the options, which was much easier in the previous codex, because all the options were stated on the same page of the unit. Furthermore, not much been added to the fluff, but for me it's the least interesting part. So let's take a look to the army list.

ARMY LIST
There have been quite some changes compared to the old codex. One of the first things I noticed is that the new codex feels less wolf-y and is more streamlined with the rest of the SM codices, which I think is a shame because it makes them less unique. A few unique rules have been removed such as the Mark of the Wulfen, most are altered like the Sagas and a few new rules have been added like the Hellfrost, which I will go deeper into later on. There are also a few rules that haven't changed. All the unit's still have "Acute Senses" rule, "Counter-Attack" rule and the "Thou Shall Have No Fear" rule, which is really nice because it keeps the SW still close combat-orientated.

The points for the wargear have also changed slightly, for the most part for the better. It looks like most of the ranged weapons gotten slightly more expensive, while the melee weapons for the most part gotten slightly cheaper. The new addition of the Relics of the Fang are pretty nice and offer interesting tactics, however some come for a quite steep price. More about it later on.

HQ
The sagas are now warlord traits instead of an option.

Saga of the Warrior Born - When fighting in a challenge, the Warlord re-rolls all failed To Hit rolls.

Saga of the Wolfkin - The Warlord, and all friendly units with the Space Wolves Faction consisting entirely of models with either the Beasts or Cavalry unit type, have the Stubborn special rule. In addition, if a friendly unit with the Space Wolves Faction is within 12" of the Warlord at the start of the Assault phase, all models with either the Beasts or Cavalry unit type in that unit have the Furious Charge special rule until the end of the phase.

Saga of the Beastslayer - The Warlord has the Monster Hunter special rule.

Saga of the Bear - The Warlord, and his unit, have the Feel No Pain (6+) special rule.

Saga of the Hunter -  The Warlord has the Outflank and Stealth special rules.

Saga of Majesty - The Warlord, and all friendly units with the Space Wolves Faction within 12" of him, must re-roll failed Morale checks and Pinning tests

As you can see some of them have been altered completely or became less powerful and Saga of the Iron Wolf has been removed. I like the previous sagas way better especially the loss of Eternal Warrior is quite a big hit, considering most of the unique HQ's don't have "Eternal Warrior", making them all less attractive to take.

In general most of the unique HQ's gotten cheaper, MUCH cheaper! Even though this is a great thing in exchange most HQ's lost a few strong abilities, which makes them less useful now. So in terms for what you get point-wise it's still about the same as before. If you thought they were expensive before, they are still expensive now. However they still look fun to field. The best bang for your buck to looks to be the rune priest, the wolf lord and even the wolf guard.

Wolf Lord
The Wolf Lord actually became 5 points more expensive compared to the old codex, but in exchange you get a Belt of Russ.(4++ Inv Sv) standard which normally would cost you 25 pts. So technically the Wolf Lord actually got cheaper. Still has great wargear options including the Relics of the Fang. A few options got a bit cheaper, while others got a bit more expensive. However no longer has the option to equip a Wolftooth Necklace or a Wolf Tail Talisman as they are removed from the codex. Still strong however and well-balanced character.

Wolf Guard Battle Leader
Still the poor man's version of the Wolf Lord, but without the Belt of Russ. Now comes for the price of 50 pts, which is a reduction of 20 pts. Also has the same options as the wolf lord. Good for getting in cheap HQ's

Rune Priest
They have become quite powerful in this codex as they are only 60 pts now. With the arrival of the 7th edition rulebook, the Space Wolves Psyker powers became useless, so everyone was curious what was to become of the SW Psyker powers. Back then, they were considered quite overpowered and it would be no surprise if they would become nerfed in the new codex and sadly they are. Nowhere near as powerful they used to be, however they still are pretty effective for the most part. There is a big chance rune priests will see a lot of play.

Njal Stormcaller
Now costs 180 pts instead of 245 pts, which is a reduction of 65 pts. Gained 1 more wound and 1+ BS. "Lord of the Tempests" rule in my opinion has changed for the worse. Re-roll a single failed physic test each turn when attempting a Tempestas discipline.  Also has the psychic hood standard. Now can replace his runic armor for free instead 25 pts.

Ragnar Blackmane
Also cheaper coming in at a price of 195 pts instead of 240 pts, which is 45 pts less. The changes in his rules makes him less effective and therefor makes him still expensive to field.

Harald  Deathwolf
The finecast Wolf Lord on Thunderwolf now is an unique character coming at 190 pts. He is a beefed up version of a Thunderwolf Cavalry, who carries a Frost Axe and a Storm Shield standard. Also has outflank ability what makes it more interesting. Has a relic named "Mantle of the Ice Troll King" which makes him immune to Pyromancy, which is fun but not very useful most cases.

Canis Wolfborn
Almost the same as the previous version except with the loss of  the "Wrath of the Savage" rule, which gave him +1 attack for each enemy in base contact with him. Instead gets the "Rampage" rule, which gives him a +D3 attacks if he is outnumbered. Still pretty okay, but I do prefer Harald over Canis.

Ulrik the Slayer
A reduction of 35 pts and is field-able at 145 pts. Like Njal also gained 1 wound and has gained "Healing Balms" rule, which gives him and units within 6 inches the "Feel no Pain" rule at 6+, which is nice. Also gained the "Fear" rule. Pretty good overall

Bjorn the Fell-Handed
220 pts instead of 270 pts. Still the same stats, but lost the  "Living Relic" rule. Overall expensive compared to the other dreadnoughts available. May take a new unique ranged weapon named "Helfrost Cannon". The "Helfrost" rule means if an enemy has an unsaved wound, he must do a Strength test. If he fails the test, the unit is removed from play, otherwise nothing happens. Quite interesting to see it in play.

LORD OF WAR

You might have noticed the lack of Logan Grimnar in the HQ section. He is now a Lord of War priced at 250 pts. He no longer has the "High King" rule which makes him less powerful. However now comes with a chariot pulled by 2 Thunderwolves, which gives him extra wounds and mobility. Interesting to see this guy on the battlefield.

ELITES
An interesting change are the Wolf Guards. They now have been split into 2 slots now in the elite section. You now have Wolf Guard in power armor or in Terminator armor. They also cannot be leaders anymore, since units have upgrade options now.

Wolf Guard
The cost is 18 pts per model and can take melee and ranged weapons from the wargear list. They can take a jump pack or a bike as mounts. Not really special anymore and actually a bit expensive for what they can do. I don't expect them to be fielded often.

Wolf Guard Terminators
33 pts per model with a minimum of 3 models per unit. The options became less effective in terms of weapon combinations. For instance it's no longer possible to equip a chainfist with a stormshield, hich kinda sucks. However some of the options became cheaper, like the stormshield (free!) and the thunderhammer (15 pts). Overall still very strong.

Arjac Rockfist
Got cheaper and now comes in at 115 pts instead of +170 pts. Like Lukas he also is an independent character, but can also only join Wolf Guards or Wolf Guard Terminators. The "Grimnar's Champion" rule changed to re-rolls hits in challenges. Still pretty powerful though and point-wise a pretty good deal.

Lone Wolf
Still 20 pts but now has cheaper options albeit less variety. Sadly because you cannot equip a chainfist and stormshield together, he becomes less effective as a tank killer. However he is still quite strong and fun to use.

Iron Priest
Got 5 pts more expensive, but now is an independent character which means he can now join other units like the thunderwolf cavalry when mounting a thunderwolf. Gives new interesting possibilities. Otherwise plays pretty much the same as before.

Servitors
Now they have their own slot and costs 10 pts per model, however if there is a iron priest in play they won't take up a slot. The "Mindlock" rule makes them pretty useless though.

Wolf Scouts
Also reduced in pts by 4, so now comes in play at 14 pts per model. Lost the "Behind Enemy Lines" rule making them less effective now. They can now take on camo cloaks which raises their ability to survive. For the rest plays pretty much the same.

Dreadnought
 Got slightly cheaper by 10 pts and now costs 95 pts. He can now be upgraded to a venerable dreadnought at a cost of 25 pts. As a venerable dreadnought he can carry a Fenrisian Great Axe and Blizzard Shield to make him a CQC monster. Can also equip a Helfrost Cannon.

Murderfang
A new dreadnought poised to smash enemy units in close combats. It comes in play at 135 pts and has the "It Will Not Die", the "Rage" and the "Rampage" rule, making it pretty powerful. Furthermore he is backed up with a pair of  Murderclaws  that have the "Master-crafted" and "Shred" rule. At last he can also be transported in a Drop Pod. All-in-all a great package that will see some play.

TROOPS

Grey Hunters
Grey Hunters have taken a slight hit with the loss of MOTW. Other then that they are now 1 point cheaper, however they don't have a CCW. You now have to pay 2 pts extra to gain the CCW, making them less effective point-ise compared to the old codex. Also no more free weapon at 10 models in the unit. The Wolf Standard changed and now gives +1 Attack within 6 inches of the banner and within 12 inches you can re-roll failed morale/pinning tests. That means in terms of staying power they are stronger than the previous codex as long as the banner carrier is still alive. Whereas before on the charge with a unit of 10 models you had a total of 31-37 attacks with MOTW. Now at its cheapest you will do 30 attacks and its most expensive 40 attacks with the banner. Also in the 2nd turn of assault the remaining models still have 2 attacks instead of 1 as long as the banner is still there. However the new unit becomes less effective the more models get killed compared to the old codex IF the model with MOTW is still alive, since it is attack is 1 + D6.

Quite interesting comparison, yet I do feel the loss of MOTW makes it less interesing. Furthermore, you can upgrade 1 Grey Hunter to a Wolf Guard Pack Leader with all the available options.

Blood Claws
Blood Claws are now 2 pts cheaper to field which is a pretty good deal. Also have better options now being able to carry more powerful weapons. Like Grey Hunters also lost MOTW makes them a bit less effective. Can upgrade a Blood Claw to a Pack Leader, but it instead gives him +1 WS and +1 BS. They now became more viable to use in battle because of the points reduction and options, however still need a Wolf Priest to make them really effective.

Lucas the Trickster
Now is pricd at 80 pts instead of +140 pts. He is an independent character now, but can only join Blood Claws. "Pelt of the Doppegangrel" rule changed to -3 WS in a challenge. Preferred the old rule though which made him harder to get hit. If he does he will not use up a slot. Even though less strong now, still looks fun to use.

Alright that was it for part 1, tomorrow I will post part 2 of the review where I will review the Fast Attack and Heavy Support units. Also I will review the Relics of the Fang and talk a little bit about the new formations! Laters peeps!

The start of it all!

Welcome to my blog! The name is Hung a.k.a. Solidusfox, which is the nickname I use in many games or accounts. I started this blog mainly as an outlet for my hobbies such as videogames, boardgames, tabletop games, movies, cooking and more. How this will take shape I'm still not sure, but I hope to figure it out as time goes by. Anyways I hope you guys will stick around and enjoy the content to come! Thanks!