Monday, October 12, 2015

How to Beat Dark Angels Ravenwing

The Ravenwing are the elite second company of the Dark Angels. They are a fast and ferocious force with emphasis on speed and manoeuvrability, with an exclusive presence of bikes, skimmers and flyers. The new Dark Angels codex has been kind to the Ravenwing and they represent some of the toughest new units that the Space Wolves will face off against as standard, and when you throw in combination shenanigans with another codices they can get utterly grotesque. 

Today however I'm just going to discuss the general strengths of the Ravenwing and what strategies you should consider when you face off against a Dark Angels army with a heavy Ravenwing section or a full Ravenwing army.

What will you be facing?

A full Ravenwing army will either have to take the Ravenwing specific detachment or will have to take a collection of Ravenwing formations. In reality I would expect that you would only see the use of the detachment with perhaps a formation used in addition to get the benefit of those special rules.

The Ravenwing Strike Force detachment allows your opponent to take 3 HQ's, 10 Fast Attack, 1 Elite and 3 Heavy Support choices. But with all of these requiring the Ravenwing special rule they will be pulling from a considerably reduced pool of units. Most notably here the only HQ with the Ravenwing special rule is Sammael so you can know with certainty that you will be facing him in an all Ravenwing army should their be no comped or house rules in play.

From the rest of the units you will face a combination of the following:

Ravenwing Bike Squads (or Attack bike squads),
Ravenwing Black Knights,
Ravenwing Command Squad,
Landspeeder squadrons,
Landspeeder Vengeance,
Nephilim Jetfighter,
Dark Talon,

What are their Strengths?

All the Ravenwing units with the Jink special rule(so all of them) can re-roll failed jink saves. A 4+ re-rollable is good, but  3+ re-rollable is better which is what the skilled rider Black Knights get as standard.

In addition the detachment grants the Ravenwing an amazing special rule. On the first turn (or the first turn they come on if held in reserve with some greenwing on the table) Ravenwing units can turbo-boost and flat out AND count as jinking till the Ravenwing players next turn AND shoot at normal ballistic skill in their next turn.

These two rules combined make for a very powerful Alpha strike force that can go hell for leather up the field turn one, using re-rollable jinks to shake off most of the damage and then fire to full effect with its shorter range weaponry on turn 2 before potentially charging the remnant units.

This tactic will get particularly nasty against you if they have a couple of Darkshrouds in tow which kick out a 6 inch bubble of shrouding to all friendly units. So they will have a 2+ re-rollable cover save if they are close enough. And with 10 fast attack slots they could have 2-4 of these handy.

It is also important to note they have hit and run, so in combat (which I will recommend) you have to do enough damage to really reduce their effectiveness if they escape you.

How do you beat them?

The obvious strength of the Ravenwing is their re-rollable 4+ cover saves. This goes up to 2+ when within 6 inches of the Dark shroud or is a standard 3+ if a skilled rider Black Knight. In addition the ability to move as far as possible first turn will be a key part of their tactic to engage you as much as possible turn 2. The black knights in particular have nasty stasis grenades that can reduce WS and I as well as having plasma talons a short range plasma weapon that needs to be up close.

Ignores cover weaponry, preferably AP3 or better will hurt as usual here, ignoring both jink and armour. But now we get into a slightly clouded rules section. It states in the rules you have to use your best save possible. Now a 3+ save is better than a 4+ jink, FACT. But statistically you are more likely to survive with a re-rollable 4+ than a straight 3+. I have heard this argued both ways that you should use the 3+ versus the 4+ re-rollable and vice versa. I personally would be fine with the 4+ rerollable being opted for over the 3+ but in a hard competitive environment I would relent to the other view also.

Which way you bend on these rules will effect your strategy. If you enforce they must use the 3+ save in the face of, say, bolter fire, then pouring high AP (4-6) high shot weaponry into them will fell them as well as any other biker over low AP weaponry.

If on the other hand you are cool with them choosing whichever they think will give them the best PROBABILITY of surviving (not the same as using the best save) then you are far better meeting them head on and hitting them with your melee units. If they went first then a first turn charge is very likely for you, providing you haven't sat back deep in your deployment zone.

Other than Deathwing their aren't a great deal of monster melee units in the Dark Angel codex. Ravenwing black knights have a good option in the corvus hammer which is S+1 AP- Rending but that relies heavily on 6's which can desert you whenever they please. You should have some guaranteed high strength low AP weaponry in a wolves list, it is what your opponent expects and sometimes it is the most obvious and best solution to your problems.

Sometimes this will involve stacking up on a single squad to destroy them outright, you needn't concern yourself too much with being stuck out in the open as with hit and run this is a real possibility anyway against Ravenwing, but if you focus combat as well as focus fire you should be able to remove their units in succession making them a speedy annoyance as you concentrate on objectives.


The Ravenwing have a very high durability versus weapons at range that do not ignore cover saves. Much like the Greenwing, keeping yourself in combat mitigates the effectiveness of twin linked bolters or plasma talons as they can't shoot at you, and making sure that you get the charge of also removes them of their hammer of wrath attacks. It is imperative that YOU charge against them. Even with none thunderwolf lists, the Sons of Russ have that general orientation towards combat all over the codex and it should be pushed to the max against Ravenwing. They will seek to use their speed to control the flow of the game, meeting them head on and causing mass damage in combat will stall them.

But remember, points win games, some fights are best left alone if you can make more points up grabbing an objective or staying put to hold the line.

Peace out,



I've just got back off holiday, but tune into this space tomorrow where I will add a breakdown of units that I think will do well against Ravenwing, sorry it isn't up tonight!

Sunday, October 11, 2015

40K Modeling with a Purpose!

Many of you may know the story of Prometheus, the Greek Titan who stole fire from the gods and gifted it to Man.  What you may not know is that Prometheus (foresight) and his brother Epimetheus (hindsight) were charged with the creation of all life on earth. Ever the hasty one, Epimetheus created all the animals on Earth, as fast as he could; depleting all of the gifts that Zeus had granted them for Creation, without any planning or foresight. Meanwhile, Prometheus strategically planned every aspect of Man, his sole creation. Deprived of many of the gods’ gifts by the hastiness of his brother, Prometheus bestowed the gift of fire (technology) upon his creation; granting Humanity a far more subtle, but powerful, strength than those his brother bestowed (tooth and claw).
BC Pack 2.jpg

Does any of this sound familiar, with regards to some of our hobbying behavior, when we get a new box of grey plastic?  All those shiny new kits, new sculpts, and fancy bits; we can’t wait to cut them all off of the sprue, slap some glue and then, BOOM;  we have a heap of grey army men that languish on our shelf, forever waiting to be painted!

BC Pack.jpg

I want to give the readers, specifically newer members of the hobby, some quick tips and tricks with regards to the importance of modeling and planning out your army.  This article is going to be very general in regards to hobbying, but I will focus on a few small things that Space Wolves players specifically need to think about, a little foresight goes a long way!

In my experience we can fall victim to a few blunders after tearing open that new box of models:

“Now why did I use that bit there!?”  This is where you really regret using a special weapon or specific piece for something else.  This happens all the time when you don’t realize arms that hold boltguns come in pairs.  Or you're left with with two right arms because you wanted to do some wild conversion, also know as “When Kitbashing goes bad!”

“OK, this guy has a power sword, but it’s really a lightning claw!” This is also known as “All the flamers are really Melta-Guns” Syndrome.  Now, using your imagination is one thing, being a WYSIWYG jack wagon is another, but you have to find balance of somewhere in between.  I have even used this tactic when army building, making those Plasma Guns on my bikers count as Grav Weapons.  The question is though, do you simple not have the bit, or do you want to feel out the functionality?  Either one is perfectly reasonable, but don’t simply use those excuses because you are simply a poor modeler.

“Crap, I forgot to add the (fill in the blank) to this squad!”  This is where forethought is the most important.  When we get lost in the building of a single model, sometimes we lose focus that they are in fact a unit or collection of models that have to represent established roles in the game.

“These guys look exactly the same!” This is especially aggravating for the sons of Russ as we try to make individual warriors who all have there own style and unique feel.  Yet time and time again, I find I have glued the same legs with the same torso, and I'm about to place the same head sculpt!  This is not a problem with chapters who all wear helmets, but for a proper squad of wolves (without helmets!) this really hurts the overall feel of the Wolves.  Individuality  is one of the reasons many people pick the Space Wolves to begin with.
logan alone.jpg
How do we avoid these unfortunate series of events?  With simple planning, otherwise known as getting our Prometheus on!  We are creating a world of our own after all!
Have an idea of each model or units battlefield role, or how you intend to use the kit.  This will be obvious for a majority of kits which outline exactly what they are, i.e. a basic tactical squad.  For the Sons of Russ, we are really blessed at being able to not only kitbash with a plethora of wolfy bits, but are basic troop box can make multiple unit types.  So if you are going for a new squad of Grey Hunter or Blood Claw, open up that codex and start reviewing options.  Do you really want that Plasma Gun on your Blood Claw?  Most likely not, unless you just really love that bit and want to see the young pup miss half the time, and blow himself up a third of the times he misses.  Also, it may not be the best idea to fire a rapid-fire weapon with the assault boosted unit.

Start getting an idea of what bits and equipment you want to use, and mocking up some of the builds.  Many people use blue tack, this allows you to get a feel for the look before applying glue to anything.  This is also a great place to clean up all the flash and mold lines off your bits.  Once you have everything fitting together in both looks and function it will be a lot easier once you pull the trigger on gluing everything.

Think about transport options or changing aspects of the squad with game play variations.  This is specific to those Wolf Brother who choose to lead their squads in Terminator Armor.  Guess what, no Rhino for you and that 10 man squad is not fitting in a droppod with one model counting as 2 due to the Bulky Special Rule!

WIP.jpgHave Painting on the mind!  Some folks do build then paint, some paint then build, some a little column “A”, a little column “B”.  I have a good friend who has been painting for years (very well I may add) and paints some bits on sprue, paints all bits unassembled and then the absolutely last thing he does is glues them together.  I’m talking front half of the torso and back half of the torso (strange I know!).

WG BC.jpg
Can you count all the kits in this model?
Last, and most important, especially for Wolves players, use the equipment and pieces you enjoy, not only because they are the most effective build.  Don’t fall into the trap of always min - maxing your models, or only building for maximum tournament effectiveness!  Yes, you want to make point effective builds, but if you want a Wolf Guard in a pack of Blood Claws to be a badass with a Frost Axe and a Power Fist because he looks awesome, DO IT!  Is he ridiculously pointed, Yes!  Does that combination of war gear not gain any additional benefits from one another, YES!  If you’re a Space Wolves player some of the fun is our armies ability to make very visually diverse models and arm them with whatever the heck we want!  So don’t stop yourself from arming up like a true Fenrisian!
These quick tips will save you from not having to break that model apart later down the line or having to search eBay for that one little spikey bit that needs to be adorn by your beloved General!  Happy modeling, Happy Hunting!

For Russ and the Allfather,
  • Adam Russman


Friday, October 9, 2015

How to Beat The Dark Angels Demi Company

Hello there! My name's Rob and hopefully going to be spouting some rubbish at you on a semi-regular basis. Today, tactics! Tomorrow, victory!

Who are we talking about?

So the new Space Marine codex and the new Dark Angels codex present some new beasts in the formations game, namely the Battle Demi-Companies. Broadly these are similar across the two codices so the tactics they will use against you, and conversely the counter tactics you need to employ will share many principles. However there are some key differences between them and so today I will go through the Dark Angels Demi-Company and hopefully show how the Wolves of Fenris can sink their canines deep.

OK, so full disclosure, I'm not a space wolves player (the shock, the horror, the outcry!), but I have long held a fondness for them, particularly in the fluff and I have considered collecting them many a time. I also play against them frequently (and hope to have some battle reports up to boot) so I know what builds crop up, at least in my local meta, and also how I will counter them. The point of this tactica, and the ones to follow, is to highlight common methods that will be employed against competitive pure Space Wolves lists and how you as a Space Wolves player can build counter tactics into your list and your strategy when your A plan goes out of the window.

Dark Angels Demi-Company - What is it?

The REQUIRED core components of this formation are:

- 1 Company Master (read space marine captain) OR 1 Chaplain
- 1 Unit of Devastators
- 1 Unit of Assault Marines
- 3 Units of Tactical Marines

With the following OPTIONAL Components:

- 1 Company Command Squad
- 1 Veterans Squad
- 1 unit of Dreadnoughts

Dark Angels Demi-Company - What benefits does it get?

Firstly, you need to be aware of the Grim Resolve special rule that is essentially the chapter tactics for the Dark Angels. Grim resolve allows Dark Angels to overwatch at BS2, BUT whilst in the Demi-company this gets boosted to BS3. So hitting with 50% of all shots on overwatch on average. Serious ouch.

Secondly, every single unit, including transports has objective secured. This rule is the main weapon in the arsenal of the demi-company and a good general will use it liberally to apply pressure. This is important in eternal war of course,but it is vital in any maelstrom game, particularly those that involve variable hand sizes.

How will this army be used against you?

As stated above the primary weapon in this army is that all of its units are objective secured. It is no secret that the Space Wolves strongest builds come from the use of the Champions of Fenris supplement that allows the use of powerful dreadnought/thunderwolf combo lists. The weakness here is their inability to score compared to an objective secured army. I'm not going to refer to any specific units as shoe-horning the tactics around a particular army makes no sense to me. I will however presume that your army is FAST and hits HARD. But in general the basic principles should work well across all armies.

Anyone using the Demi-company in a competitive sense will take full advantage of its army wide objective secured and not just in a static gunline. Expect to see drop pod units flying into your back line to claim objectives with both pod and squad. 

The overall aim here is to split your force to deal with the backfield threat and the gun line, ruin you in overwatch and weather the storm of assault whilst scoring all the points you can. This will be very effective. Its worth bearing in mind that at tournament standard points level (1850) you will rarely see this formation alone. The three additional elements you are likely to see are Deathwing, Ravenwing and an additional demi-company.

If brought this will likely be accompanied by a squad of scouts. This will qualify the formation for the Lion's Blade detachment, but I will cover this in a separate post for clarity. That stuff gets nasty!

How do you prepare and respond to this threat?

The obvious starting point for competing with this kind of foe is with your list building. Obviously we aren't going to tailor a list but it worth pointing out some basics:


1 - Your list needs to be focussed, if you are centring around Thunderwolf cavalry you either need to have a set firebase to support them at range, or equally "fast" and manoeuvrable units that compliment that play style, this includes drop pod dreadnought that can be up in your opponents face turn 1.

2. Duality of purpose. Make sure that your units that are going to be up in the face of the enemy can deal with both horde, armour and 2+ saves. This isn't such a problem with Thunderwolf cavalry as most people take them with a thunder hammer and a servo armed iron priest which covers both of these difficulties while the hammer of wrath and high attacks of the basic cavalry cover horde.

3. Redundancy, 1 is better than none and 2 is better than 1 and 3 is better than 2. 3 units of 5 Thunderwolf and 3 drop pod dreads are a good example of having multiple units that have duality that can cover each others bases if you lose a unit early. 


Right, now the basics are covered (which I am sure most of you knew) lets talk about one of the crucial aspects when facing a full objective secured army. Deployment. 

Whether you go first or second the principles remain the same. In order for your opponent to claim as many objectives they will likely string their force out in their deployment zone given how we all normally place objectives. I firmly believe the best strategy here is to refuse a flank. This will nullify half of the shots that will come into you. Ideally if you can set up on the side that has the longest enemy weapon range that will work to your advantage, as if the weapons could hit you on the other side of the table anyway, you should be net decreasing their fire power at you with more of the shorter range weapons on the far table edge.

This requires good use of terrain (and I am assuming you have at least a decent smattering of terrain - no planet bowling ball please). If you can block line of sight and sandwich your flank against the left or right board edge this will be perfect. Leave your special weapons inside the middle of the squads at maximum coherency. If drop pods do drop down there is a fairly good chance that they will scatter away from you, hopefully on the other side of some terrain, or because you are so close to the table edge, they may even scatter off and mishap. 

Addendum: Another option here is to deliberately cluster objectives on the side of the table you want to deploy on, this works best if there is a big piece of terrain on that side of the board as the Dark Angel player will likely reinforce the gun line on that side. It can work but I feel has more risk inherently as it shows your intentions early on. 

First Turn/Second Turn

Whether you go first or second should hopefully make only a little difference to your overall strategy. Going second in this scenario could actually be a bit of a boon as it allows you to pick a flank with knowledge of what she has positioned and where. If you want to go first though, you immediately force your opponent to choose between sitting opposite you to fire at full effect (and therefore be unlikely to be claiming as many objectives securely), or to sit on all their objectives and lose half of the armies range.

Both of these are good, provided you are fast. If you are fast and you've gone second, you should have weathered the storm fairly well with invulns and cover and then you can make full hastes at the enemy to get a turn 2 charge off, combat is where you want to be, with your firing elements (such as flyers and long fangs) picking off un-engaged units. This is one of the few scenarios I would advocate multi-charges, one unit, if sufficiently tough, could take a lot of overwatch and then let the rest of your units engage relatively at will (unless the dice be cold!) therefore negating the BS3 overwatch as much as possible. Stick in combat with a good portion of your force but leave some free to take objectives. But the way the cards draw should give you points for challenges, combat, destroying units etc.

If you've gone first and your opponent did set up all their army opposite you then a) their a fool, and b) you should have the speed to re-deploy away from the gun line and start claiming un-contested objectives as much as possible to score them all important points. If as I believe they will be more spread out then I would recommend the single flank assault as above, but play it by ear (see below).

Be wary

No plan survives contact with the enemy, but I hope that if you are faced by a horde of objective secured troops that have terrifying overwatch then these tactics come to mind. I know that I used to play all of my armies each in a single set way, and many of my victories in recent battle have come from doing something that many opponents don't expect. Sometimes that is ignoring half of them! A good general can always adapt.

But when your opponent scores with everything and you don't, either scare him off his objectives or kill her off them. And both of these can be done by concentrating your force in a thrusting spear that can punch through his line or make her cower in a corner!

Peace out


Wednesday, October 7, 2015

Ragnar Blackmane by Aaron Dembski-Bowden - Book Review

Given its status as the first new tale of the Young King in nearly a decade, Aaron Dembski Bowden’s new Ragnar Blackmane had me more than a little excited; in fact, there probably aren’t words to properly capture the exuberance I felt about this new release. From the moment I heard rumors of a new book— a Collector’s Edition, no less—I knew that I needed a copy to proudly display in my game room, alongside the rest of my beloved Space Wolves collection.

With regard to its quality as a collector's item, Ragnar Blackmane is beyond reproach; its craftsmanship, and the overall “feel” of the book, is a prime example of Games Workshop’s successful effort to move from “just” a game company, to a manufacturer of high end collectibles. However, readers must ask themselves, "Is this effort in vain; is the quality of the physical book just overkill, because of the execution of the story itself?"

This is where we have some problems. The story itself is extremely short; under two-hundred pages. It does leave the reader satisfied with the events themselves, yet unfulfilled in the grand scheme of the comprehensive experience. I will focus on this aspect of the novel in part two of my review, although it’s important to include this, here, as a preface.

With a GW codex, as a point of reference
At the 65 USD price tag, this was somewhat of a disappointment from the initial unboxing of the package.  At approximately 175 pages, story seemed like far too short of a read.  This was compounded when I realized how large the print was. Although, after further review, the quality of the book came screaming out. The high end collectors quality of this novel is undeniable.

The book itself is about two thirds the size of a codex, yet the volume of pages is less than half of that of your average Black Library novel.  The display case is magnetically clasped with a yellow ribbon to eject the novel itself.  The entirety of the case is beautifully  decorated with symbols and artwork.  The novel’s cover depicts a gray scale image of Ragnar’s Great Company Banner.  A Space Wolves totem is also depicted on the interior of the case, each individual numbered.  The case is also embossed with runes, titles, and a image of the Young King.  The artwork is amazing, and speaks to the character of Ragnar Blackmane.  The spine of the book is also embossed, although it is difficult to perceive without exposure to direct light.  Inside, the cover depicts beautiful runes, and other Space Wolves iconography.The border of the book is also embossed with runes and Ragnar’s herald.

The question one has to ask them self is, "Is this over the top?"  A lot of time and effort went into producing this book, all for a story that is little more than a short saga.  The price tag and limited quantities also seem to be a strange decision for Games Workshop and The Black Library.  One might ask themselves if this item is marketed towards "super-fans", with more money than sense, rather than everyday Space Wolf players. 

Although I admire the quality and craftsmanship of the book it has left me with many conflicting feelings.  First, due to how nice it is, I will not be lending to any of my fellow gamers for fear of damage the case or book itself.  Nor will I be reading it multiple times for the same reasons.  It is no longer available of The Black Library’s website in either digital or hard copy, so this seems like something that will not be shared beyond the 1500 people that purchased the limited edition.  The term “gold plated hammers” comes to mind.  Although I don’t see myself selling the book, or giving it away, I don’t know how to display it.  Furthermore, I’m stuck with the odd realization that, after all the above points, I’m still happy that I was able to purchase it, and that I have a copy!  This seems to be the true goal of GW; getting us hooked on the quality of the item, but still unsatisfied, chasing the next fix!





As many of you know, or will soon come to know, Ragnar Blackmane is one of my favorite characters in the Warhammer 40,000 universe, and while I might not play him as much in 7th Edition as I did in previous editions, he will always hold a special place in my heart, and my imagination. So, as I stated above, once I received word that a new Ragnar novel was being released, I became ecstatic; once I heard that the novel was taking place in the “present day” of the 40k timeline, potentially giving us a look at *drumroll* WOLF LORD Ragnar Blackmane in action, I knew I HAD TO HAVE IT.

Although I enjoyed the six previous novels that centered on Ragnar, none were nearly as captivating, or well written, as Prospero Burns, which is a strong contender to be my favorite 40k novel of all time. I really desired a look into the world of Ragnar Blackmane, The Young King, Wolf Lord of his own Great Company!

Sadly, this was not the case, as the novel really fails to give us any substantial view of the “present” portion of the 40k timeline; instead offering a quick glance of a pivotal battle, and then jumping into a recollection of past events.

The novel is broken up into 5 parts, including the prelude, which opens with Ragnar and his Great Company holding a Cadian stronghold, against the Legions of Chaos, knowing they are doomed to fail at this impossible task. Without revealing too much, I believe this prelude does an excellent job at conveying the nobility and wisdom of Ragnar’s character, but fails to properly justify the importance of the main supporting character, whose role feels overly forced; a problem that occurs, repeatedly,  throughout the novel, with several of the supporting characters.

The main story occurs during the time when Ragnar was a Wolf Guard, prior to the death of Berek Thunderfist, whose Great Company Ragnar would eventually come to lead. Of course, Ragnar’s rapid ascension to the rank of Wolf Guard may have been forgotten by the author, whose repeated use of the term “Blood Claw”, to refer to our titular character, often left me wondering if I’d somehow skipped a page, and missed Ragnar being demoted!

The author does an excellent job at depicting Ragnar’s tragically flawed stubbornness, and his berserker rage, which are often at odds with his wiser, more politically astute side. However, I found that, more times than not, the author’s attempts at simultaneously emphasizing Ragnar’s youth and immaturity, alongside his wisdom and uncanny maturity, just left Ragnar feeling artificially inflated. While Ragnar is certainly a likeable character, and one that many readers are sure to relate to, nobody likes a character who always comes off as the smartest guy in the room, and that’s exactly what happens here. Ragnar is time and again depicted as exactly the right man for the situation, even if the decision is at odds with how he was behaving a few pages previously.

Similarly, there is a big plot twist, ala M. Night Shyamalan, which came a little too late to save one of the characters I had really grown to hate. Something along the lines of learning, at the “Purple Wedding”, that King Joffery was actually a nice, albeit extremely misunderstood guy, who was just doing his best. It’s a big case of too little too late, which just left me questioning the sanity of all the involved parties, and really required a suspension of disbelief.

In short, Ragnar seems like the only rational character in an irrational novel filled with irrational characters. Although plenty of other, secondary, characters share Ragnar’s sense of honor and duty, their development is so one-dimensional, that they seem to exist merely to advance the story. Likewise, many of the other well-known characters from the 40k universe, who make cameo appearances in the story, seem to suffer from a sever lack of character development and depth, primarily serving as generic filler characters with famous names.

That being said, the story does have some really strong, positive qualities. Most importantly, it has good pacing, and some superb action sequences. Likewise the author does an excellent job at transporting the reader to the various, far-flung, regions of the very rich Warhammer 40k universe. Additionally, the author DOES succeed with some moments of excellent, smart dialogue, in addition to doing a fine job at depicting several of the characters, whose personalities really do hit the mark! Many of these superb moments produced audible, and quite loud, exclamations of “Yeah!” –as well as some other, more colorful words—as I was reading.

Overall, the story was enjoyable, but it really did leave me hungry for more. I enjoyed the novel quite a bit, but I think my enjoyment was primarily due to my level of fandom for the Space Wolves, far more so than the quality of the story. I’d compare the experience to watching a mediocre episode of your favorite TV show; it might have a ton of fancy visual effects and ridiculous lens-flair, but at the end of the day, you only enjoyed it because you already loved the show, and you’re only excited for the next one because you know that another good episode is coming sometime.

Walking away at the end of the story, I’m left with no cool new facts about Ragnar; no deeper insight into his character. In fact, I feel that I find myself a bit conflicted about his story, and character as a whole; is The Young King REALLY a prodigy, a warrior without equal, a hero? Or is he just “some guy”; blessed by fate and plot armor; always the right guy, in the right place, at the right time?

In the end, while the events of the story were enjoyable and exciting, the short length left me feeling unfulfilled.  I’m left with a somewhat bittersweet taste in my mouth; questioning what I just read, yet, hungry for more...

For Russ and the Allfather, 
- Adam Russman

Ragnar Blackmane -- Limited Collector’s Edition
next to the Wolf Guard Limited Edition Space Wolves Codex

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Welcome to the Space Wolves blog -the unofficial resource to building, painting and playing the Space Wolf army in Warhammer 40K.

We aim to provide you with all the painting guides, modelling tutorials and game winning tactics you need to get the most from playing your Space Wolf army!

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