Bitzbox Blog
6Jul/140

Ork Codex Thoughts

Posted by Bitzbox

So the Ork codex is just over a week old and I thought I'd share my thoughts on it. I'll start off by saying that I don't play Orks a great deal but I do have a fairly large Ork army and have played against them many times so I know their last codex quite well. So far I have only had a couple of games with the new codex and I've found they feel quite different than before. This review is based on my own experiences with the book so I don't cover every change so forgive me for anything I've missed. I may write a follow up in the future after a few more games with the greenskins.

ork_gorkanout_1

NEW UNITS

Of course there are new units in the book as you expect. These are in the shape of the Gorkanaut and Morkanaut. I have so far only ran the Gorkanaut. With 5 hull points and 13,13,12 armour he will only fall to heavy fire but he certain attracts it and due to his size he his hard to hide. The Korkanaut can take a custom forcefield which in my opinion may well be worth the points. I wasn't too impressed with the firepower on the Gorkanaut. 3D6 str5 ap5 shots are nice but with the ork BS of 2 you're going to miss two thirds of your shots so you need to roll high on the 3d6 to do any significant damage. He also has twin linked rokkits and big shootas which are useful but I think his biggest strength is in combat if you can get him there. He can also transport 6 models which is pretty nice.

'ERE WE GO!

A nice little rule for the Orks which lets them re roll one dice when rolling for their charge range. In a lot of cases this is better than having to re roll both dice and gives Orks that little bit of a boost when it comes to charging.

CHEAP DAKKA

There are some nice cheap shooting options in the Ork codex now though which will see a lot of people change up their Ork lists to include these new lists. Warbuggies with twin linked rokkit launchas have been talked up a lot as a good cheap option and at only 25 points each I can see why, especially as they can outflank! The new Mek Gunz are also an excellent choice. The traktor cannon at only 30 points is an excellent anti flyer or flying monsterous creature gun and lobbas are still useful and come in at a mere 18 points each. The only downside to these is the price of the model itself.

WARLORD TRAITS

A quick mention on the warlord traits in this codex. They are actually useful! The one's that allow models within 12" of the warlord to reoll failed morale and pinning checks is nice as too is the one that lets you re roll run moves. There's ones that allow the warlord to re roll one hit or wound roll a turn or one failed armour or invulnerable save. Prophet of the Waaagh! Gives the warboss the Waaargh rule or if he has it then all models with the 'Ere we go! special rule become fearless during a waaagh!

MOB RULE

The changes to mob rule are huge. No more fearless blobs of Orks running across the battlefield which really hurts. For regular Ork boys this isn't a major issue. They are cheap at only 6 points each so losing a few from the mob rule table or having a few fall back wont hurt you much however you can no longer take warbikes or nobs as troops so the regular boys or gretchin are your only units with objective secured. The mob rule changes are not so bad for units that you take in smaller squads as they didn't rely on being fearless before but it's units such as lootas who I have found are hurt the most. They do benefit a bit however. By not being fearless they can now go to ground behind an aegis defense line to benefit from a 2+ cover save. Also attaching a painboy to the squad, who is now a HQ unit, will increase their survivability. However as I found out myself, a unit like this that tends to be kept on the back field struggles with the new mob rule and one failed leadership and a bad roll on the mob table will see a lot of firepower run off the board.

OTHER CHANGES

There are a few other changes that are not so nice for Orks. Cybork bodies no give you a 6+ FNP instead of a 5+ invulnerable which if you give to a ten man squad of Nobz is the same points cost as adding in a painboy who will give the whole squad a 5+ FNP. Orks have their own relics so to speak called the Gifts of Gork and Mork. All of them are really nice and are not over costed. I ran my warboss with Da Dead Shiny SHoota as I had 5 points spare and the extra twin linked shots from it were well worth the 5 points. A model can only take a single relic unfortunately.

As mentioned before Painboyz are now a HQ choice. In 6th edition this would have been terrible as you only had 2 HQ slots to play with but now with unbound and multiple detachments it's not such a big deal. Being able to attach him to any squad you like is awesome. 50 points is a big price to pay for FNP but in some cases it may just be worth it. As he's a character he can also come in handy for one of the mob rule table results.

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13Jun/140

My First White Dwarf

Posted by Bitzbox

Going through some of my old boxes the other day I stumbled upon some old White Dwarf magazines I had kept which included my first ever one, White Dwarf 234. Released in the summer of either 98 or 99 this white dwarf is packed full of excellent content (which was the norm back then) so I thought I would make a little video to show it off.

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12Sep/135

Space Marine Tactical Squads. Old vs New

Posted by Bitzbox

So the Space Marines have been out for a few days now and a lot of focus has been on the new codex, Sternguard and Vanguard because they are awesome, the Centurions because they are not so (although I'm starting to like them) but the tactical squad has been pushed aside a little bit. At first glance you may think that GW have added a full suit of MK6 armour, a bnackpack for the missile launcher and grav weapons, however there's so much more to this box and I want to use this article to go through all the subtle improvements this box brings vs the old box.

Variety

There's so much more variety in the new box. There's now 10 different torso fronts instead of 6, 9 different boltguns instead of just 3, 9 backpacks (and the missile launcher backpack) instead of just 3 and 15 different types of heads instead of 8. There are also 4 pairs of mark 6 legs and a single pair of mk 4 legs, which are not pictured anywhere on the box, so I thought I'd picture them below.

space_marine_1

Extra Details

There are lots of subtle little differences which I really love in this set. From the eagle head on the combat knife to the appearance of aquilas on the meltagun, and the cloth and purity seals. I really like these small touches as they make the tactical squad look more detailed without adding all the extra bling that you see in the Sternguard and Vanguard sets.

space_marine_2

space_marine_3space_marine_4

Cleaner Sculpts

Even the parts that have not changed their appearance just look nicer. The sculpt seems cleaner with sharper lines and finer details. It's pretty difficult to show on the photos but when you see this box in person you'll instantly notice the difference. The pouches especially seem cleaner as does the heads and the backpacks.

space_marine_5 space_marine_6

So that's just a quick run down of a few improvements. Lets not forget about all the extra parts for your veteran sergeant such as a power sword, power fist and combi weapon! Shame there wasn't a power axe, maybe I'm asking too much....

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29Apr/132

40K Cosplay

Posted by Bitzbox

So there have been alot of pictures and videos of this amazing Imperial Fist Terminator Cosplay floating around the net the last week or so.

Imperial Fist Terminator

This got me to researching other 40k cosplays;

Black TemplarBlack Templar 2

Black Templars, i love the helmets on this costume, and the shoulder pads look fantastic too, not a fan of the abdominal plate but it still inkeeps and flows with the style of the costume.

Chaplainl

Blood Angels, i love the front part of the standard helmet here, the weathering effects also look amazing. The storm shield and the banner top on the chaplain also look truly fantastic.

Sabbat helmet Saint Celestine Sister and Commisar Sister Repentia

The Sisters of Battle are my personal favourite army, despite the models being horrible. The helmet here looks perfect, the correct balance of battle damage, age and clean(ish) paint (would kill for one ill be honest). Next we have  fantastic Celestine cosplay, my favourite part of this is, well all of it really. The wings are amazing and well worth the time and effort that was clearly put into this costume. The Battle Sister and the Commissar are a nice couple but the reason for me sharing this image is the plasma pistol. This is one of the best weapon builds i have seen for costumes as far as firearms go. and the sister on the end? well that image speaks for itself really :P.

Storm Trooper Wych Tau Fire Warrior Necron Lord Grey Knight

This final set are here just to show the pure scope of the possibilities for 40k cosplay, my favourite being the Dark Eldar Wych, i am currently attempting to get my girlfriend to cosplay this for a con later this year :P. the grey knight, the storm trooper and the fire warrior are again great costumes, the lighting effect in the pulse weapon is a nice finishing touch :). The Necron Lord though truly does blow my mind, the time and imagination that must have been put into this just blows my mind.

 

Have any of you ever made or bought 40k cosplays? im looking into making or buying myself one (no idea what i want yet). i just wanted any tips or tricks you guys may have for making them and of course youre opinions and comments on the above cosplays would also be greatly recieved :). Lets see if we can get a conversation going :).

 

on a final note, much kudos and respect to all the guys who made and wore these 😀

 

~Notay

14Mar/130

Codex Chaos Daemons Review Part 4

Posted by Bitzbox

In this final part of my Codex Chaos Daemons review I'm going to be looking at some of the army wide rules such as warlord traits, the warp storm table and also look at the rewards and psychic powers. This final section is basically just me going through what things do rather than giving my opinion on them.

Chaos-Daemon-Tyranid-Warhammer-40000-40kA big change in this book is the change in deployment. The army no longer arrives in two waves which you roll for, instead they deploy just like any other army and can only leave up to 50% of the army in reserve. Every unit still has the deep strike special rule. It's also worth noting that units no longer given marks like they are in the Codex Chaos Space Marines book. They are instead just called Daemons of their god, such as Daemons of Khorne etc. It's important to know this for rules such as the tally of pestilence rule which now only affects units who are Daemon's of Nurgle and not units with the mark of Nurgle so no more increasing your tally with CSM allies. Each god grants their daemons different rules. As well as obviously granting them the daemon rule, Khorne gives them furious charge, Tzeentch gives them +3 leadership for Psychic tests, Nurgle grants shrouded and slow and purposeful and Slaanesh gives daemons Fleet and Rending. They also all gain hatred to an opposing god. Nurgle daemons gain hatred against Tzeentch daemons and vise versa and Khorne daemons have hatred against Slaanesh daemons and vise versa.

Another army wide rule is the daemonic instability. You roll a leadership test when you lose a combat and like the old fearless rule you lose wounds or models equal to the number you failed the test by with no armour saves at all! There are slight changes however as on a double 1 result you restore every lost wound and casualty lost in the preceding combat. On the flip side a double 6 result wipes out your entire unit! The warlord traits are not too bad. You can give the warlord's melee attacks Instant Death, give him and his unit Hatred. There's also one that causes enemy units to take fear tests with a -1 leadership and one that lets all deep striking units within 6" of the warlord deep strike without scattering. The best two in my opinion is one that lets all units within 12" re roll failed Daemon Instability and one that lets you re roll on the warp storm table.

Moving on now to the much talked about warp storm table. If Daemons are your primary attachment then every shooting phase you need to roll on this chart with 2D6. The results can seem quite devastating on paper but a lot of unlucky rolling is required to damage your army significantly and some lucky rolling can be really good for you. A roll of double 1 forces every daemon unit to take a daemonic instability test and a roll of 3 causes a single character to take the Daemon Instability test with 3D6.  A roll of 4 lowers all your invulnerable saves by 1 but a roll of 10 increased them by 1. Results of 5,6,8 and 9 are all attacks from chaos gods a6 hits gainst units from the god they have hatred towards. You have to roll for each unit affected and only on a roll of 6 are they then attacked and this attack is either a blast that scatters or D6 attacks so you do need to be really unlucky to cause serious damage. The most common roll on a 2D6 is a 7 which does absolutely nothing. 11 is an awesome result, it causes an enemy psyker to take a leadership test on 3D6 and if they fail they are removed as a casualty! A roll of 12 lets you summon a 2D6+3 new models forming a  troop unit of your choice which you must immediately deep strike.

I love the daemonic rewards. You have three types of rewards, lesser, greater and exalted. You roll for which reward each model who takes these have and you can also swap them out for a primaris reward if you don't like your result. The lesser and greater primaris rewards are magic weapons and the exalted ones are hellforged artifacts. I'm not going to go into all the weapon and artifacts rules in this series so you'll need to buy the book to see what they do but for the points you pay for these rewards the magic weapons are worth the points. The lesser rewards are not too bad. For 10 points you can get some nice shooting attacks such as a str5, ap5 armourbane flamer or a str8 ap4 assault 1 soul blaze 18" shot. There's also a reward that causes D3 str4 ap5 attacks against a unit that causes you to lose a wound in combat, a reward that makes your close combat hits of 6 wound at double strength (upto 10). A roll of 4 gives you adamantium will and a 6 gives you +1 to your reserve rolls.

The greater rewards are my favourite and I want to give 2 of them to my bloodthirster for sure. Why? Well There's a chance he could get Feel No Pain 4+ or 1+ wound and it will not die or re rolls for all his failed invulnerable saves! There's also a str8, ap 1 18" lance shot and another reward that grants you armourbane and fleshbane in combat. A roll of 6 grants you with a 3+ armour save so there's really no bad result here. On a roll of 1 for the exalted rewards you get to re roll on the table and also roll on the lesser rewards table. A 2 grants you ability that at the end of your assault you count up the total number of wounds caused and roll 2D6. You add 1 to the result for every 3 wounds caused and if the result is greater than a 9 you can summon a new squad of daemons as described on the warp storm table. A result of 3 lets you regenerate a wound on a 2+ after an assault if you've caused unsaved wounds yourself. A 4 gives you rage and rampage, 5 lets you come back from ongoing reserves with 1 wound after you've been slain and a 6 Gives you a strength 2D6 Ap4 24" blast shot which is a large blast if you roll a 11 or 12 for the strength value.

Lastly I'm going to look at the Psychic powers. I think there's some really good powers in this book. I'll go through them god by god starting with Tzeentch. The primaris power here gives you a range 24" Str5 AP4 Assault 2D6 shot with warpflame and soulblaze. Using more warp charge points can make this 3D6 or 4D6 shots. 1-2 gives you the witchfire power power Tzeentch's firestorm which again is 24" but StrD6+1 AP- Assault 1 blast with warp flame. 3-4 is The bolt of change which is a 24" beam with D6+4 Strength and AP2 assault 1 warpflame which is pretty nice as is the 5-6 roll which is an 18" witchfire shot with D6+4 strength again but AP1 assault 1 blast with warpflame.

Nurgle powers give you an AP3 template weapon with poison 4+ as the primaris power. 1-2 gives you a range 12" AP2 large blast which again is poison 4+ but doesn't affect vehicles. The 3-4 result is called the miasma of pestilence which is a blessing power. At the start of each sub fight phase you roll a D3. All enemy units locked in combat with the target suffer that result to their weapon skill and initiative. 4-6 gives you rancid visitations. This is a 12" nova power that causes the target to take a toughness test or they suffer a wound with no armour or cover saves. If they do lose a wound then roll again for another model in the unit and repeat until the test is passed or the unit is destroyed. Lastly there's Slaanesh, their primaris power is lash of slaanesh which is a strength 6 beam power with 24" range and no AP but it is rending. 1-2 is a power called Acquiescence which targets a unit within 18" and causes -5 to their initiative and they can also not overwatch or counter attack whilst the power is in effect. Nasty. 3-4 is the Pavane of Slaanesh, a focused witchfire power that works the same as Nurgle's rancid visitations but the unit must a leadership test instead or a toughness test. The 5-6 result is called the cacophonic chior. This is a 12" nova power that causes the target unit to roll 2D6 and subtract their leadership value. The result is how many wounds they lose with no armour saves allowed. They then must also take a pinning test.

So that's my mini series regarding the chaos daemons. I hope you enjoyed the series, if you have any questions or comments please leave them below.

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12Mar/130

Codex Chaos Daemons Review Part 3

Posted by Bitzbox

In this part of my Codex Chaos Daemons review I look at the Fast Attack and Heavy support choices from the book.

Fast Attack

I'm going to start with the flesh hounds of Khorne. These guys are now an extra point each but gain an extra wound, WS and scout! A lot of ole may look straight t plague drones or seekers when looking through the fast attack but these little guys could well surprise a few people. A bargain fo 16pts each in my opinion. Could be used as a great tarpit unit or to weaken enemy lines before your slower units can enter the fray. Screamers as expected took a nerf. The now only get one attack if they choose to use lamprey's bite. This is still good to have against units with 2+ saves but against anything else you'll find their 4 attacks each on the charge will output just as much or even more damage. Still a good combat unit in my opinion.

One  of the new units in this book are the plague drones of nurgle. Whether you're a fan of the models or not they are a pretty decent unit. You get all the benefits of the mark of nurgle as well as T5 and 3 wounds each. They are a bit pricey at 42pts each and they can be further upgraded to have poison 3+ attacks and can also be given an upgrade to make one of their attacks cause instant death. Another upgrade is a shooting attack called deaths heads which isn't very strong but with so few shooting units in this book it's always nice to have some firepower when available. Furies are still terrible but they are just 6 points each now. They only have leadership 2 so if they are forced to take a daemonic instability test they are gone. Might be worth it if you have spare points and want more bodies but not a unit I would take personally.

Slaanesh are represented in the fast attack slots by Seekers and Hellflayers. Seekers seem to be a popular choice in this codex. They are very fast and all their attacks rend. They are now only 12 points each and gain a WS but lose an initiative point and attack. They also have outflank as well as deep strike so you have various options when it comes to how to enter play with these. I'm not overly convinced at the surviabilty of these. At T3 and W1 they will die very quickly but for 12 points you can afford to take large units and they will pack a punch. The hellflayer is a chariot. I will admit I have very little experience with chariots as they are not the type of units that appeal to me. They can cause some damage with their hammer of wrath attacks but getting to combat itself will always be the issue. They are only 11-11-10 and 2HP so will attract firepower and go down quickly. Plus in the heavy support choices you have a better option for these.

P1140567Heavy Support

The soul grinder is your go to guy for anti air firepower as his harvester cannon can fire flakk shells. He has to take a mark but can be given mark of khorne for free. He can take other shooty upgrades including Baleful Torrent (template, Str6, AP4) Phlegm Bombardment (36" Str8 AP3 ordnance 1 large blast), my favourite and warp gaze (24" Str10 AP1). Remember this guy is BS3 so I don't think warp gaze is worth taking when you're going to miss half the time. The soul grinder also has 4HP and 13-13-11 armour and he ignores shaken and stunned results on a 2+ so if he has survivability which I like. The ugliest thing I've ever seen is the skull cannon of khorne. It is a terrible looking model but not so bad on the battlefield. The cannon puts out a 36" Str8 AP5 large blast that ignores cover which will be good against hordes. In addition to that any unit hit by it that's in cover can be charged in that daemons assault phase without any initiative penalty. Whilst I'm talking about this model I'll give a quick mention to the Blood Throne which is a dedicated chariot which uses the ugly sprue from this model. Both units have a special rule called Gorefeast which gives them the chance to regenerate a hull point after a successful hammer of wrath attack. The main benefit for the blood throne in my opinion is the ability to give all khorne daemon units units within 6" the heralds loci abilities.

Onto the Burning chariot of Tzeentch, another new unit for this book. It has some nice shooting attacks in the blue and pink fire of Tzeentch attacks. The blue gives you an 18" Heavy D3 lascannon and pink fire is a Str5 AP3 flamer. Both have the warpflame ability as mentioned in the last part of this review. You can also give this unit rewards. At the time of writing this people are screaming for this unit to be FAQ'd. It's shooting attacks are heavy and technically they belong to the rider so as rules written this thing cannot move and shoot! Chariots themselves are relentless so I do expect the FAQ to allow them to fire on the move. If that isn't the case then don't bother with this unit.

Lastly are the seeker chariots. These are better than those in the fast attack as you can take them in squadrons of upto 3 they are only 40 points each. You can also have Exalter seeker chariots in this squad at 75 points and they have 4 HPs. You may also give them all rewards which could make them quite a nasty unit. Nothing else that wasn't mentioned in the fast attack equivalent is needed. If you do wish to run chariots in your army then I would have these over the fast attack ones every day.

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10Mar/131

Codex Chaos Daemons Review Part 2

Posted by Bitzbox

bloodletterIn this second part of my Codex Chaos Daemons review I look at the Troops and Elites choices from the book.

Troops

Every troops choice now has been significantly lowered in points costs and stats making people suggest Daemons are now a horde army. Personally I see them somewhere between a horde army and where they were before. I wouldn't take any of the troop options in squads of less than 20 models due to their lack of shooting attacks make them very vulnerable. They all suffer a drop in leadership to 7 which can hurt with instability tests. They can however take champions now who gain a bonus attack and access to the rewards.

Bloodletters are now 10 points but are now only T 3 and have 1 attack. They do gain a regular 6+ save for the rare occasions they cannot use their inv. save. They took a big hit when 6th was released due to their powerswords being AP3 but I still see them as being a decent combat unit if you can get them there. Only models with a 2+ or high initiative will give them much trouble despite them being less survivable.

Daemonettes, like all Slaanesh units now have fleet and all their attacks rend. They are now only 9 points a model but lose an attack and initiative point but are WS5. Personally I would prefer Bloodletters for my combat role over these. Pink Horrors have the Brotherhood of Sorcerers special rule and can take powers from the Change discipline which have some pretty decent shooting attacks. They gain additional warp charge points when used in larger squads. They also have the blue horrors special rule which causes a weak attack on the enemy whenever a pink horror is killed in combat.

Plaguebearers took the biggest hit in the troops section. They lose their T5 and Feel No Pain and are now only T4. You can give them back FNP with a Herald of Nurgle if you wish however. As they are also Nurgle Daemons they are slow and purposeful but do gain shrouded. They are not terrible by any means but are no longer the automatic go to troops choice in the book.

Elites

Moving onto the elites now and I'll start with the bloodcrushers. These were great in 5th but now I'm not so sure. They are now T4 and as daemons no longer have Eternal warrior they will drop quickly to missile launchers despite now having 3 wounds. For the points I would rather just have a large unit of Bloodletters. Flamers as expected got nerfed but lets face it, along with Screamers they were way over the top. I now think they are worth exactly what you pay for them. They count as jump infantry with 2 wounds and still put out template hits but they are only str 4 ap4 which will still cause nightmares for horde armies. In addition to that they have the warpflame special rule which causes an additional D3 wounds with no armour or cover saves if the enemy unit fails a toughness test. If they pass however they receive FNP6+. or +1 to their existing FNP. Beasts of Nurgle don't seem too bad. I wouldn't use them personally but they are beasts (obviously) and can charge in the opponents assault phase providing that enemy unit made a successful charge that turn which is nice. They also have It Will Not Die and Poison 4+. They are still a lot of points each for what are essentially tar pit units in my opinion.

Lastly we have the Fiends of Slaanesh who have gained a wound and initiative but lost 1 to their strength and 2 of their attacks. They also no longer have hit and run but cause a -5 to the initiative of any unit they charge until the end of that phase. I would prefer these over beasts of nurgle as they are quick and a lot cheaper. You're almost always going to go first in combat with these so they could be a good unit to weaken enemy lines just in time for your other nasties to come in.

In part 3 I will look at Fast Attack and Heavy Support. If you have any comments please leave them below.

Filed under: Reviews, Tactica 1 Comment
9Mar/134

Codex Chaos Daemons Review Part 1

Posted by Bitzbox

bloodthirsterThe new Chaos Daemons books for Fantasy and 40k have been out for a week now and as a Daemon player in 40k I thought I would give my opinions on the book after going through it during the last week. A new book always brings with it a lot of changes in the form of new units, exciting units being nerfed, made cheaper, more expensive or even more powerful. This book is no exception.

I'm not going to go through every single unit in this book in too much detail but I'll give my first impressions on them.

HQ

The unit which stood out the most for me in the HQ section was the Bloodthirster. I've always been a fan of this bad boy and he's even better now. He remains at 250 points but may be given Daemonic Rewards (I'll talk about them in future post) which can make him even better. He now has WS and BS10 but loses 1 point to his strength and Leadership but now has a 3+ save, Initiative 9 and an extra attack and wound! Lets not forget he's also a flying monstrous creature. With combat taking a bit of a back foot in 6th Edition it's nice to have units like this who can take on pretty much anything and win in combat. Just watch out for anything that causes instant death and you should be fine. His axe and shooting attack are also AP2 which is huge in this edition.

In regards to the other greater daemons I see them being used more as tough psyker units. They can all be upgraded to mastery level 3 and each can take powers from different disciplines to each other so it's a matter of taste which one to take. The great unclean one as expected is tough to kill due to his toughness 7 and 6 wounds which are both an improvement on his last stat line but he now only has a 5+ inv. save like the other daemons and he is the only greater daemon to have a price increase.

As far as the special greater daemon characters go I feel that Skarbrand isn't worth taking no more. He's taken a 75 point decrease but IMO he isn't as good as a regular. bloodthirster. He gains armourbane and fleshbane but has a poor shooting attack, isn't a FMC and cannot take rewards. Fateweaver loses the ability which allows nearby units to reroll saves and is even worse in combat than before (not that you want him in combat). What he does gain though is The Two Heads of Fate Rule. He is a pysker mastery level 4 on each head! These can generate 4 powers each from 5 tables between them but only one head can be used a turn. Ku'gath has much better stats now, including 7 wounds! He can also throw out a large AP3 blast that's poisoned 4+ with 24" range but there's a power on the nurgle chart that does the same at half the range but is AP2.

If greater daemons are not your thing you could use a daemon prince. Much like in the Chaos Space Marines codex these can become very expensive very fast once you give them upgrades but they are not a great deal worse than a greater daemon when kitted out. Personally I would take a greater daemon if I wish to have a daemon prince also so I can take them as a heavy support choice instead (providing their marks match).

At the other end of the spectrum are the heralds. You can still take 4 of them but they only take up one HQ choice between them (which could be a unit itself if you so wish). These are very cheap models, all being 45 points apart from the Khorne one who is 55 points. They can all take rewards and in addition to them can also take upgrades called Daemonic Loci. These upgrades offer boosts their units. Again I'll talk about these in more detail in a future post. I'd be surprised if we see many heralds run without these upgrades. Heralds can also take steeds and Tzeentch and Slaanesh heralds can also take a chariot.

The herald special characters remain in the book. Most of them have taken a decrease in points. I've only ever used Skulltaker myself in the past and he is now 40 points cheaper but has WS and BS9, S5, I9 and has eternal warrior. In regards to the other characters I've not had any experience with them. Epidemius still has the Tally of Pestilence ability but it's not as good as before and only works for daemons of nurgle now so no more mark of nurgle allies adding to the tally. I really like The Eternal Dance ability which The Masque has. It targets a single unit upto 12" away and it can lower the units WS or BS or does a str1 AP2 attack which hits every model in the unit. She also rerolls her Inv. save. The Blue Scribes no longer argues with itself and at the start of each turn it can roll on any psychic table and use that power without using any of it's warp charge points which is nice. It is also classed as a jetbike rather than jump infantry.

The Changeling and Karanak are also now in the HQ section which is a shame. I cannot see them being taken very much. The Changeling also loses the Glamour of Tzeentch ability.

So that's a rather long review of the HQ. I would love to hear other people's opinions and experiences. In the next part I'll look at the Troops and Elites.

Filed under: Reviews, Tactica 4 Comments
10Dec/120

Using Mantic Zombies as Plague Zombies

Posted by Bitzbox

Mantic Kings of War Zombies as Plague Zombies

When the Chaos Space Marine codex dropped one unit that really stood out were the plague zombies. They seem very cost effective in terms of points and you can field a whole load of them. Apart from the GW Vampire Counts Zombie kit there aren't really any other zombie models from GW to use as these but there are plenty of alternatives. The most common of these alternatives are the Zombie Horde from Mantic's Kings of War series. At just £34.99 for 60 of these you're getting each model for roughly 58p which is an absolute bargain. I plan to run 60 of these in 3 20 man squads when I revise my list and I already have 20 GW zombies but to be honest I would much rather use these. They do only have a very limited number of poses. As you can see from the sprue below you only get 6 different head options, 3 body, arm and leg options plus one part to use for zombies coming out the ground.

Mantic Zombie Sprue

This isn't much of an issue to me for such a large expendable squad. I don't want to spend hours converting them or kit bashing to make them all unique. I just want a cheap horde that I can build fast.

Compared to a GW zombie these are taller and their proportions are more realistic. The arms seem very odd on the GW ones. They seem too wide compared to where they attach onto the bodies which make them look a bit strange and the heads seem a bit on the large size, which are another couple of reasons why I prefer the Mantic ones over the GW ones.

GW Zombie and Mantic Zombie

One downside to these however is their bases. Their legs are all attached to a small round base and the feet are far too fragile to cut off these without damaging the model. I decided the best way to combat this was to glue them on a regular standard GW base and greenstuff around it. Then I could cover it with flock and you wouldn't be able to notice. If you're planning on making loads of these then green stuff might not be a cheap option but miliput or even blu tac will work.

Unpainted Mantic Zombie  Mantic Zombie 2

 

 

 

 

I will be writing an article on how I painted my Zombies on the near future. The scheme is very quick and easy to do and looks very good for a tabletop quality standard.

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9Dec/121

Blast From The Past: Chapel of Sanctuary

Posted by Bitzbox

A recent conversation with a friend about terrain resulted in him mentioned the Chapel of Sanctuary terrain piece that GW used to make. I had totally forgotten about this and it was something I always wanted when it was out but never purchased it. I decided to look on eBay and found one that was being sold with it's original box. I had to have it!

The first thing I noticed about it was the size of the box didn't fit with any of the current GW box sizes. They have a few standard sizes for easy of packing and this one didn't conform to those sizes. This was probably common for products as old as this one. As I took it out of the box it also had polystyrene protecting it. I remember when this material was in all of GW's metal boxed sets and often used for scenery building.

Warhammer 40,00 Chapel of Sanctuary Box

Warhammer 40,00 Chapel of Sanctuary Box

Anyway enough of the boring stuff, let's get onto the terrain piece itself. As I've never seen one in person before I didn't know what it was made out of. I wasn't sure if it would be plastic or resin and it turns out to be neither. It seems to be made out of some type of plaster, similar to what most garden ornaments might be made out of. It comes in two solid pieces and has a nice piece of felt underneath it's base. I am unsure whether brand new this was supplied unpainted or not. This one has had some paint work on it and it looks pretty good. I may touch up the odd one or two bits just to fit in with my other pieces of terrain but apart from that it looks good. The stained glass windows are made of thin plastic and have warped slightly but still look pretty good. It will certainly make a very good place for objectives in battles and will not look out of place on my city board. I'm looking forward to using it.

Warhammer 40,000 Chapel of Santuary  Warhammer 40,000 Chapel of Santuary

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