Wednesday, September 29, 2010
We need to muster 6,000 points of fully painted Space Wolves miniatures. I have 2,000 points at my disposal, which leaves 4,000 points to be filled by two more 2,000 points armies.
I will Games Master the day, so someone will have to field my Space Wolf army.
The scenario has been finalised, the mission and its objectives have been planned and an opponent has been lined up
The Space Wolves will be facing James' enormous Dark Angels army, complete with Deathwing, Ravenwing and a whole company of Space Marines, played by 3 people (2000 points each).
So, does anyone here have a Competitive 2000 points Space Wolves army that's painted to a good standard and could make a Saturday at Warhammer World before Christmas?
Tuesday, September 28, 2010
My plastic Necromunda cult was awesome! I had a guy armed with just about every weapons combination you could imagine. Then, like a moron, I sold the lot for a vast sum of money!
Well, we didn't really play Necromunda anymore, so what was the big deal?
Come to think of it, we haven't properly played Necromunda in years because it all got a bit competitive and cheesy.
Still, it's a game we often talk about. I think I still have an unpainted Goliath gang lying around somewhere...
Warhammer Quest 40K was fun, if a bit repetitive. Because of the range of everyone's guns, it was pretty much a shooting gallery until the characters go into the close confines of a building. Still, it was pretty straightforward. It was just like Warhammer Quest, but everyone was given guns as well as the standard melee weapons.
We played this Years before the Warhammer 40K RPG, although Space Marines were insanely hard. As were most of the Warhammer 40K characters. But so long as there was a sea of zombies, cultists and mutants, my mates were pretty happy with the whole thing.
My desert board was brilliant. I'd commissioned two brothers I'd met at a tournament (who lived locally it turned out) to build me a gaming board.
Mostly played host to countless games of Wild West inspired Necromunda.
It was also possible to drive a Land Raider underneath the larger of the bridges.
Later I had the board resurfaces and repainted to something more neutral to tie in with my Chaos Space Marines army.
I distinctly remember this game, because my competitive Chaos army were suddenly overpriced while under performing thanks to the new Chaos Marines Codex.
I wish I had some photos of my Space Crusade themed Chaos Marines, because they were awesome. Once again, I regret selling these (they shared a colour scheme with the Necromunda cult), but the army required too much work to bring them in line with the changing Codex books.
What The Future Holds
Now that I'm painting Orks due to a back injury, I'm on to another new army.
Looking back over the years of collecting, building, painting and selling armies, I have to wonder where and when will it all end?
Surely you can't go on building and selling armies like this forever?
Sunday, September 26, 2010
However, the new Forgeworld MK IV Iron Clad Dreadnoughts and the Land Raider Achilles are certainly worth salivating over.
Not so sure about the Achilles.
If anything it looks like a silly Forge World creation.
In fact, I'd rather see a Land Raider fitted with nothing but twin linked Plasma Cannons because it would fulfil a proper battlefield role.
As for the new Forge World Iron Clads, they are simply exquisite, but at the same time look like they've leapt right out of a Saturday morning kids cartoon. So natrually, I approve!
However, the arms do look rather silly. Hopefully we'll be able to get some right arms for it that don't have Hurricane Bolters.
Unfortunately that was it for the Space Marines and Space Wolves players at UK Games Day 2010.
Forge World should have something more exciting for us in 2011 with Imperial Armour 11 which will feature Eldar and Space Wolves. While there were some Eldar concepts and works in progress on display, there were no Space Wolves -boo, hiss!
Lastly, Lelith Hesperax -an amazing miniature and after seeing the new plastic Wyches I'm seriously contemplating a plastic 'goth' Escher gang for Necromunda.
All she needs is an autopistol on her right hand, a thin chainsword in the left hand and a rifle of some kind across her back. Then she'd be the perfect Escher gang leader.
For now, I'm still painting Orks, but for all the latest Dark Eldar news, keep reading The Dark Eldar Kabal.
Friday, September 24, 2010
Perhaps the Dark Eldar won't be quite so scary after all compaired to the new insectoid nature of the Necrons.
Rumours have it that the range will be almost entirely plastic and that the Immortals will form the basis for Lords and Destroyers while being designed around large plates of scarab like armour.
I think we can get ready to see the Necrons in a third new form.
Firt we had Terminator.
Then we had Egyptian.
Now we have Insectoid!
In this round I was up against Michael Boltons Imperial Guard, I had seen a few Guard armies floating around with a ton of Vendettas and Hydras so I was not looking forward to this. However I was surprised when I got to my gaming table when I saw a host of awesomely painted old school Tallarn Desert Raiders and 16 Ogryns! Thats right Wolf fans 16 Ogryns!
Michael's army consisted of:
Command squad with camo cloaks
Platoon command squad with 3 meltas
Infantry squad with grenade launcher, las cannon, power weapon, melta bombs
Infantry squad with grenade launcher, las cannon, power weapon, melta bombs
Infantry squad with grenade launcher, las cannon, power weapon, melta bombs
Commissar with power weapon
Heavy weapons squad with 3 missile launchers
Heavy weapons squad with 3 heavy bolters
Special weapons squad with 3 plasma guns
This game was Cleanse which is based on the 4th Ed mission where we would battle for table quarters, this came along with the spearhead deployment (obviously).
The Guard won the roll off and deployed first taking the most advantageous table quarter with a nice three storey building to sit those weapon teams in. The Guard platoon was merged into a giant Blob and deployed in some nice ruins making themselves look really hard to shift.
Most heavy Weapons were placed in the buildings apart from the Heavy Bolters who were placed on the left flank. The Ogryns were placed cautiously obviously waiting to counter attack any assaults on the guard lines. Lastly both penal Legion squads were placed in reserve along with Marbo.
In return I split my Rhinos into two and planned to race around the flanks of the large building in the centre of the battle field. The Long Fangs were placed on a hill with excellent lines of fire and the Thunder Lords again were going to ride up behind the Rhinos for cover.
The Guard did next to no moving and went on to the shooting phase starting with orders, quite a few "Bring it down" were issued and the heavy weapons opened up targeting my Rune Priests Rhino wrecking it easily. The pack inside scrambled out into the ruins for cover. Apart from that nothing else happened.
I raced all three of my Rhinos forward towards the guard lines followed by the Wolf Lords who also ran and overtook the Rhinos with some nifty running. The Rune Priest let rip with jaws killing a couple of Ogryns who were a little bit too close for their own good.
Meanwhile my Long Fangs could not resist the mass concentration of Guardsmen lurking in the ruins. I ended up getting like 35 hits on the unit with Frags missiles, the Guardsmen wisely went to ground meaning I only managed to kill about 10 and the Commissar made sure no one ran away.
Shocked at losing two Ogryns to jaws the rest of the unit moved back well out of range of the Rune Priest. One of the Penal Legion Squads came on and arrived on my left flank well hidden from most of my army. I would have to deal with them or they would capture that quarter.
The Guard shooting phase was more lively again and after orders had been given a lot of firepower was poured into the Wolf Lords but some fancy wound allocation and cover saves meant I only lost a couple of Wolves.
The Wolf Lords advanced forward and then broke into a run towards the blob of Guardsmen while the two Rhinos on my left flank moved towards the Ogryns. My Wolf Scouts arrived this turn and I rolled a 3+ for deployment so I placed them right behind the Penal Legion on the left flank.
In the shooting phase the Long Fangs let rip with Frag Missiles again but this time the Guardsmen were more spread out and I only killed about 5.
I then charged the Wolf Lords and Fenrisian wolves into the Guardsmen platoon, I was just in range but the the Guardsmen had to close in so I ended up with pretty much everything in the unit engaged apart from the Thunderhammer Lord.
Due to Frag Grenades I swung first with the Wolf Claw and Fenrisian Wolves killing hordes of Guardsmen, to be honest I lost count. After the Guardsmen had swung back there was only a handful of Guardsmen left and the Commissar who's stubborn made sure they did not run away.
My Scouts then charged into the Penal Legion and wiped them out, I then consolidated back into the Ruins to avoid those Heavy Bolters.
The Wolf was amongst the Pigeons now (I just made that up) and with that the Guard army began to shift around waiting for the Wolf lords to finish off the Guardsmen so they could blast them the turn after. the smaller unit of Ogryns moved in to counter charge the Wolf lords but due to terrain they had some difficulty making progress.
Marbo made an appearance this turn right up behind my Long Fangs as expected along with a unit of Penal legion. The big man chucks his satchel charge but luckily for me it only kills one Long Fang due to scatter.
Apart from that the Guard shooting phase was a little less noisy except a few missiles from the three storey building knocking out a Rhino on my left flank.
The Ogryns then declared a charge on my Wolf Lords but failed to reach them through the difficult terrain, not good for the poor Guardsmen. However all was not lost as Yarrick and his command squad was nearby so they charged in to help.
My Wolf Claw Lord swung away with something like 11 Attacks from the Warrior born saga ripping the survivors of the Guardsmen platoon to pieces whilst the last of Fenrisian Wolves tore into the command squad. Yarrick and my Thunder Hammer Lord traded blows resulting in a wound on the Lord and Yarrick getting pummeled into the ground.
I was feeling really confident at this point I just needed to clean up and capture some quarters now. My two Grey Hunter packs on the left advanced up to the Ogryns and rapid fired at them with Bolters and a couple of Meltas for good measures, I managed to drop 3 of the brutes.
The newly arrived Penal legion charged into the Long Fangs who proved quite tough and killed a few penal legion with no losses however the units held in combat.
My Wolf lords now free from combat charged into the Ogryns that had failed to charge them the last turn, the battle was quick and bloody and resulted in a lot of dead Ogryns.
I had deliberately held back my Rune Priests pack as I expected Marbo to appear in my back yard. They broke cover and rapid fired the loner making sure he would not trouble my Long Fangs again.
The Guard army was all but broke but they could still cost me table quarters as it was really easy to contest in this mission. The remaining Ogryns closed in on my Grey Hunters whilst what remained of the Guard infantry scrambled up into the upper floors of the building safe from my Thunderwolves.
In the shooting phase my Grey Hunters were subject to a ton of fire from the Ogryns and a sneaky special weapons squad I had forgot about, one pack took a real pounding and was reduced to 2 Grey Hunters.
The Ogryns Charged into both Grey Hunter packs and in the melee that follows end up losing three of their number and breaking from combat, however my Grey hunters must have been a bit flat footed as they failed sweeping advance the big lads.
I have to make a choice now, do I press the attack and try to wipe out the Guard forces with my remaining Grey Hunters or go for the quarters? Seeing as I am claiming three I decide to soundly secure them with my Packs.
I send the Rune Priests pack over the aid the Long Fangs whilst the Thunder Lords move to intercept the fleeing Ogryns just in case they decide to ruin my plans.
There isn't much shooting as my Long Fangs are locked in combat with the Penal Legion in this combat a couple of Long Fangs actually get dragged down whilst the rest of the pack kill all but one of the Penal Legion.
There is next to none Guard movement except the Ogryns who trot off the board due to being under strength. Some shots are fired at my Rhinos from the Missile Launcher Teams but nothing drastic happens whilst in combat the last Penal legionaire is killed off by my Long Fangs.
With three of the four table quarters secure I show no intention of risking loosing my troops trying to capture the fourth from the Guardsmen inside the three storey building and my opponent made his intentions of not coming down from said building very clear as well. With the mutual agreement made we decided to call the game here 3-0 to the Space Wolves.
I feel I was very lucky pulling what seemed to be a very fluffy Guard list in one of the hardest missions to win at a tourney. It was a great spirited game and I marked Michael up on his sportsmanship for taking a fluffy army and playing it very sportingly.
Thursday, September 23, 2010
The first leaked images are up, the plastic kit rumours are abound and it won't be long until we get an inkling about their rules as well.
The Dark Eldar have been rumoured to make a brutal come back to Warhammer 40K and if the current trend of Dark Lance spam is anything to go by, no mechanised army will be safe.
Personally, I'm looking forward to another new challenge following the Tyranids and Blood Angels, so it will be interesting to see what the new Dark Eldar have in store.
For all the latest news and in depth gaming thoughts about the dark kin, keep your eye on Sean's Dark Eldar blog.
I played his Dark Eldar army back in February and had a real blast. Check out this awesome Dark Eldar battle report while you're waiting for more rumours.
Wednesday, September 22, 2010
Best of all, you can submit your own articles and get a link back to your blog. These appear on their homepage for a while, so you get plenty of feedback and exposure from their community. I'll be submitting some articles for my Orks very soon.
I'm sure you've come across Miniwargaming.com on YouTube, but if you haven't, then go check them out. They're constantly uploading stuff.
I used to watch them a fair bit when Space Hulk was out. They were playing games and adding sound FX before anyone else had even assembled their Space Marines!
So whether you're looking for info, videos and articles or want to submit content, get some peer approval and pimp your blog - Miniwargaming.com.
Tuesday, September 21, 2010
Hey guys, Alex here with another list that makes you go “Oooo!” Today I’ve decided to look at Logan, and what he can bring to the table. Some of us in the UK pass him by as our local meta tends to only play 1.5k pts, but recently, there's' a large drive forward in larger 40k games.
Here is my current 1750 list with logan, with explanations for choices and tactics after:
Logan Grimnar: 275pts
Lone Wolf: 85pts
TDA & Chain fist, Storm shield.
Lone Wolf: 85pts
TDA & Chain fist, Storm shield.
5x Wolf Guard: 145pts
1 With Cyclone & Power fist.
5x Wolf Guard: 145pts
10 Wolf Guard: 370pts
2 PA with combi-meltas.
3 PA Standard.
2 TDA with Cyclone.
1 TDA with Storm shield & Wolf claw.
1 TDA with Combi-melta & p.wep
1 TDA with chain fist & Combi-melta.
5 Grey Hunters: 120pts
Meltagun, Razorback with Twin-linked Heavy bolters.
5 Grey Hunters: 120pts
Meltagun, Razorback with Twin-linked Heavy bolters.
5 Long Fangs: 190pts
4 Rockets. & Las/plas Razorback.
6 Long Fangs: 215pts
5 Rockets & Las/plas Razorback.
Grand Total: 1749pts
Now as you can see, a very different approach to net lists that we see nowadays. So how does it work you ask? First of all, deployment is key. The 2 5 man wolf guard squads are your home objective units. They can hide in cover and provide fire support, alongside those long fangs and their 2 razorbacks. These wolf guard can also be put in reserve and walk on, laying down the pain with their rockets, whilst moving towards close objectives.
The lone wolves can be swapped out for 5 scouts & a melta, but I think lone wolves fit well with this army theme, providing a rock to assist your assault against any walkers or MC's. To use them, simply deploy them behind your razorbacks and advance. They should be hidden most of the time, and only the most adequate shooting can knock them down. Its also funny when they are ignored, which surprisingly, is 75% of the time.
Now we come to the grey hunters. These supply you with some simple scoring units, which can supply some melta support.
The large wolfguard unit is the solid rock of this army. Its a wall of might. The 3 combi-melta WG split off and assign to the grey hunter squads, and the 2 plain WG can either attach to the long fang units to provide an extra body, or act as bullet catchers for this unit, your choice. Now the unit is fairly simple in its approach, and that is securing midfield. It will take at least 2 turns to reach, but if facing any army other than a gun line army, you should have no problems. With Logan, the best way to utilise this squad is to attach him to it. On your turn, give them tank hunters, and on your opponents, make them fearless. This way, they move forward providing you with what...4 relentless Str 9 rockets against armour, or frags against infantry? Devastating imo.
Thats all for this week folks, lets have your thoughts and oppinions, as they are always welcome.
Monday, September 20, 2010
I've been 40K blogging for a couple of years now and some people constantly inspire me to keep blogging, keep pushing the boundaries of the game mechanics and generally become a better strategist and player.
Some you will have heard of, some you may not have. But here are my Top 5:
#1 Tau of War
Top of the blogs for me is OldShatterHands and his Tau of War. I came across the Tau of War while writing Warhammer Tau and although our tactics were very different our passion for the Tau army was very much the same.
Over the years OldShatterHands stuck to his guns and continued to finely tune his Tau army with new strategies and stunning conversions.
Today the Tau of War is an essential resource for anyone looking to build, paint and play the Tau Empire in Warhammer 40K.
With a new Tau Codex rumoured for Autumn 2011, the Tau of War blog could see a huge surge in interest.
#2 From The Warp
Ron is a man devoted to the community, providing one of the very few jumping off points into the Warhammer 40K blogosphere.
He posts some fantastic content too, as well as the Tuesday Top Ten (we've been featured a few times!).
A perfect example that if you give to the community, they will give back in return.
#3 Fritz 40K
Formerly "The Way of Saim Hann", Fritz was one of the first big 40K bloggers and enjoyed a massive YouTube following. His Eldar Saim Hann tactics took the internet by storm until people became accustomed to his strategies. Since then Fritz has focussed on 40K as a whole and the variety of armies that he plays.
I've always enjoyed his blog and his posts over the years, often musing upon the current state of the game, the top armies and how to overcome them with the underdogs. Much like Tau Of War, Fritz 40K is a blog for people playing the underdog armies against the top dogs like Space Wolves or Blood Angels.
If there's one thing Fritz preaches, it's strategy and familiarity with your army -both essential lessons to tournament success.
#4 Warpstone Flux
JabberJabber has been in the blogosphere for as long as I can remember and Warpstone Flux is one of those blogs that appears on almost everyone's blog roll.
In truth, there's nothing particularly amazing or ground breaking about it, but as a bench mark for quality, content and simply enjoying every aspect of the hobby, it's an inspirational blog.
A must read if you play Chaos Marines or Daemons.
In fact, Jabber Jabber has inspired many to start up their own blogs. I just wish there were more blogs dedicated to a single army like this Warpstone Flux, as well as...
#5 Blood Angels by JawaBalls
A man who really enjoys painting red space marines, JawaBalls paints a good army, enjoys playing it and writes all about it from every aspect.
Like Warpstone Flux, Blood Angels is a solid hobby and gaming blog. I'm interested to read more of JawaBalls' adventures with Army Painter products.
So why did I choose these blogs over all the others? Is it because I associate these blogs with real people? Is it because they offer a better resource of information? Or is it because they focus on a particular army?
The answer to all these questions is probably Yes. But, what makes all of these blogs special is that they offer something that no one else does.
There are lots of blogs out there with information about painting and playing Blood Angels. Buy JawaBalls has a whole site devoted to that one army, providing a complete resource.
There are loads of blogs that talk about the game as a whole, the news and cheesy army lists. But Fritz actually plays games, produces battle reports and interracts with his audience. Very few of the other "gaming" blogs do that.
So really, if you want to become recognised in the blogosphere, I guess you've got to offer something that's bigger, better or simply more niche than everyone else. Fingers crossed we'll see more Army Specific blogs in the future.
Friday, September 17, 2010
Now before I go onto the battle report I want to mention Kits army. Without doubt this army was the best 40k army I have ever seen, Kit went on to win the overall best painted army in the event and I have to say it was well deserved. His Orks were Pirate themed orks and I don't think there was a single figure that did not have some sort of Pirate conversion slapped on it.
His Killer Kans and Deff Dreads had portholes for windows and if you looked inside you could see the little orky pilots lit up by red LED lights! my favorite features were the Flash gitz in puffy sleeves and floppy feathered hats and a Mega nob which was actually the Loader from the film Aliens with a Grot piloting it.
I'll try to list what Kit had in his army but it was that wacky I probably can't remember it all.
Warboss, Bike, PowerKlaw
Bik Mek, Shock Attack Gun
8 Mega Nobz
Battlewagon with a Cannon
8 Nob Bikerz
Klaws and a Painboy with lots of guns
10 Ork boyz, Nob with Klaw
Deff Dred, 2 x CCW and 2 x scorchas
2 x Killa kans
1 x Cannon
Flash Gits Mob in a Trukk
This battle would be Capture and Control (Bases) with the Spearhead deployment. I won the roll off and let the Orks choose deployment and take first turn. The Cannon and Boyz mob set up on the hill securing the Ork objective whilst everything else was deployed as far forward as possible eager to close in on my army.
I set up with my Rhinos covering a wide frontage supported by the Long Fangs who were set up in cover. The Wolf Lords and pet wolves set up behind the Rhinos I was planning to use them to counter attack the Ork assault and support the Grey Hunters.
I decided not to OBEL the Wolf Scouts but instead infiltrate them behind the tower and wait for that Ork Battlewagon to get close.
The Orks rumbled forward closing the gap between our lines but not advancing as fast as I was expecting, were these orks being cautious?
There was very little shooting from the Ork lines apart from the odd rattle of Dakkagun and a Cannon shell straying wildly off course.
My Grey Hunters edged forward 6" pushing my Rune Priests Rhino into Jaws range, I was planning to send a flanking force around the tower in the centre to capture the Ork objective. Everything else in my army stayed put waiting to counter attack.
My shooting phase started with the Rune Priest sniping the Ork Pain boy in the Nob Biker squad, the shot also clipped a Powerklaw as well sending both into the Abyss. To follow up this move my Long Fangs sent 5 Krak missiles into the Bikerz killing 4 outright.
My Scouts had jumped out of cover and fired the Meltagun at the battlewagon but the shot missed.
The loss of so many bikers was a body blow to the Ork assault but there was plenty more boys still raring to go. The Battlewagon advanced again and ditched its cargo of Meganobz whilst the Flash Gitz trukk skidded around the corner of the tower and the boys inside jumped out. The Deff dred and Killer Kans advanced again whilst the Bikers and the Warboss slowed down obviously a bit spooked about what just happened.
The Ork firing was concentrated on my Rune Priests Rhino which blew under the weight of fire my Grey Hunters climbed out unpinned thanks to the Rune Priests leadership of 10. The problem was they were now right in front of the Flash Gitz who unloaded on them with a ton of AP1 weaponry, despite being in cover my pack was reduced to 2 and the Rune Priest.
The Flash Gitz followed up the devastation with a charge, I struck first being in cover but only managed to drop one of the orks before they killed off my Grey Hunters leaving the Rune Priest stood alone.
Finally the Meganobz declared a charge on my Wolf Lords, I had underestimated the length of the battlewagon and the 2" dis-embark range. The armour ted orks charged in and my Wolf Lords counter attacked. My Wolf Claw went first killing two Orks followed by the Fenrisian Wolves who did bugger all and then all those Power Klaws swung back. I ended up taking several hits on each Wolf Lord but thanks to the Storm Shields I got away with a few wounds on each. It was then my Thunderhammers turn who hit 5 times and killed 5 Meganobz, the survivor tried to run but was cut down as he tried.
It was time to get moving I sent a pack to bail the Rune priest out and disembarked my other two packs right in front of the Deff dred and Bikers. A decent volley of Melta and Bolter fire finished off the Bikers and the Warboss whilst the Long Fangs sent a volley of Krak Missiles into the Killer Kans getting a weapon destroyed result on each, I elected to take off their close combat weapons for the upcoming fun.
I charged my third pack into the Flash Gitz swamping my Rune Priest finally killing off the mob and saving the Old Wolf. My Scouts again tried to Melta the Battlewagon this time penetrating but only stunning it.
The orks were now seriously depleted but still fought on. The killer kans and Deff dred closed in on my Grey Hunters spraying them with bullets killing a few off. The Shokk Attack gun which had mostly done bugger all decided to blow up my Rhino that I intended to use for the Rune Priests new pack while the Cannon and Kill Cannon from the battlewagon did some more damage to the Grey Hunter packs. The Deff Dred finished off by scorching a few scouts.
In the Assault Phase the Killer kans despite losing their close combat weapons multicharged my Grey Hunters, the following combat was pathetic as despite penetrating the armour I failed to destroy any of the machines.
My Rune Priest began what was going to be a long foot slog towards the Ork objective whilst the Thunder Lords found themselves to be blocked in by Rhinos and the Battlewagon that had parked itself right in the middle of the board. I decided to send the Thunderhammer Lord after the Ork trukk still lurking around as I didn't want it contesting my Objective at last minute. The last of my scouts also started to make a mad dash for the ork objective as well.
In the shooting phase the Long Fangs poured some Krak missiles into the flank of the Battlewagon wrecking it, I could have done with an explosion at this point to make some space to dash a Wolf Lord through.
My Thunder Hammer Lord easily smashed apart the Flash Gitz trukk eliminating the any threat of my objective being grabbed. The fight between the Killer kand and my Grey Hunters raged on with me finally dropping one of the walkers freeing up a Grey Hunter pack. The other pack whiffed their attacks again and failed to destroy the last Killer Kan whilst the Kan failed to do any damage back.
Turn 4 was a bit quick due to there being very little being on the table. The Deff Dread turned around flamed the scouts again killing off the unit this time round. The cannon opened up again on the Rune Priests pack killing a Grey Hunter whilst at the same time the Bik Mek did some crazy S*** with his Shock Attack Gun which ended up him blowing himself up or something I can't quite remember.
In the Ork assault phase the Killer Kan once again heabutted another Grey Hunter to death while the Grey Hunters tickled it with feathers making it chuckle slightly.
In my turn the Rune Priest and his Grey Hunters ran towards the Ork objective but I only managed to roll a measly 1 on the run roll, I was still a long way off and I reckon I would need to go to turn 6 to get to that objective.
The Long Fangs saw off the Deff Dred with Krak missiles while the Wolf Lords bimbled around looking like a set of plonkers too far out o effect anything.
The assault phase finally saw my Grey Hunter finish off that bloody Killer Kan freeing them up, I consilodated towards the ork objective just in case. By this time I had soundly secured my objective but I was sweating a bit about not making the Ork objective.
The Orks had nothing to do this turn apart from sit back and blast away at the approaching Grey Hunters but after the smoke had cleared they had not done anything to write home about.
What would be my final act of the game was to move the Rune Priests unit close to the Ork Boyz on the hill guarding the objective. I fired Bolt Pistols just in case I was in assault range but only managed to drop a couple of Orks due to cover saves.
I then declared a charge praying to Russ I was in range but as we measured my heart sank and I was just over 6" away so the charge failed and I didnt bother rolling for difficult terrain.
We then rolled a dice and got a "2" thus ending the game in yet another draw!
Well I did it again! Everytime I play this mission I do not commit enough to capturing the enemy objective early enough in the game thus ending up with me having my own but not capturing the enemy. In Hindsight I should have OBEl'd the scouts and put the Wolf Guard with them as they stood a good chance of killing off that 10 strong Boyz mob holding the objective.
I was pretty happy about the rest of the battle though and again I managed to score a few more bonus points turning the result into a good draw.
Friday, September 10, 2010
This game would be Seize ground with 5 objectives with a pitched battle set up, Mikes army consisted of:
Deployed with Death Company
Death Company x 9
3 x Power Weapons
Deployed in the Storm Raven
10 Tactical Marines
10 Tactical Marines
6 Assault Marines
Razorback Lascannon/TL Plamaguns
6 Assault Marines
2 x MM Attack Bikes
2 Lascannon Sponsons
Mike won the roll off and elected to go first ( I never ever win these rolls) there was plenty of LOS blocking terrain on this table but not enough to hide that Storm Raven of his. Mike combat squadded his Tactical Marines and then deployed on the left hand side of the table in a bit of block.
I placed my Long fangs well out of the way on the right in some cover but still within range to provide support to the rest of my army. All four of my rhinos were placed behind cover ready to advance right down the enemies throat the next turn. Hidden behind these were my Wolf Lords following up the advance, again I placed the Wolf Scouts in reserve.
The Blood Angels did a bit of shuffling around whilst the attacks bike Turbo Boosted across the table towards my Long Fangs. The Vindicator moved forward 6" bring it into range of my Rhinos.
In the shooting phase the Vindi opened up on my Rhinos hitting one square on destroying it and causing the troops inside to spill out. Everything else in the Blood Angel army either missed or failed to do any damage.
I was worried about that Vindicator, in fact I was so worried I did a stupid thing and moved my Thunderlords straight forward followed by the Rhinos.
My Long Fangs stayed put and fired at the advancing MM attack bikes blowing one up whilst the other dodged the incoming fire.
I then ran my Wolf Lords getting a 5 on distance bringing them nicely into charge range of the Vindicator. I then charged it with my Thunderhammer Lord swung 6 times, hit twice and managed to stun it. Not he result I was wanting and now like an idiot I was in the middle of the Blood Angel lines un supported.
The Blood Angels closed in around my Wolf Lords, the Death Company jumped out of the Storm Raven and advanced into charge range whilst the Tac squads readied to rapid fire. The last attack bike moved up to the Long Fangs looking to disrupt their activities.
Not surprisingly the Wolf lords were then subject to a torrent of fire from pretty much every unit in the army, the Fenrisian Wolves were ripped to pieces and each Lord ended up taking a wound a piece after making several Invulnerable saves.
They were then charged by the Death Company, my Wolf Claw Lord managed to kill 4 of the crazed marines but it was all to much for my ThunderLords as they were swamped by strength 5 Power Weapon attacks and dragged down.
The Attack Bike also tried to charge my Long Fangs but was just out of range and failed.
With my Thunderwolves dead I was lacking some serious hitting power now, I had three Grey Hunter packs now in range to do some work on the enemy but I was definitely on the back foot now.
The Death Company were now in the open so I positioned a pack to get the charge in this turn and hopefully finish them off, but I still had a lot of firepower to deal with. I rolled for reserves but my Scouts were nowhere to be seen.
I decided to ignore the incoming Attack bike with my Long Fangs and instead targeted the Storm Raven hitting it with all 5 missiles and blowing it out of the sky.
My Grey Hunters opened up on the Death Company but did little damage my other packs were too far away to contribute effectively. I then charged the Death Company popping my Wolf Banner on the way in, both sides were hitting at the same time this time round with exception of the Reclusiarch who hacked down three Grey Hunters. My Grey Hunters in return then killed off the remaining Death Company but took more casualties in return from power weapons. Despite this I was still in combat with the Reclusiarch and it had cost me most of my pack leaving me four Grey Hunters in the fight.
Mike was now moving the rest of his army to counter charge my packs, he had left a combat squad in the rear awaiting the arrival of my Wolf Scouts. The Vindicator and the Predator moved out of harms way 12", I had forgot Blood Angels had fast vehicles!
The shooting phase saw two of my Rhinos being wrecked and several Grey Hunters being gunned down whilst trying to get out of the wreckage. The Vindicator fired on the pack still in my deployment zone which lost its Rhino the turn before killing 6 of the Pack.
It seemed the focal point of the battle was going to be the scrap involving the Reclusiarch as Blood Angel Reinforcements rushed in to assist the Chaplain.
The Reclusiarch aided by a fresh squad of Assault Marines looked like he was going to finish off the last few Grey Hunters in combat but he whiffed his attacks and what did get through did not wound. Everything else in the combat was striking at Initiative 4 so I plowed all my attacks into the Reclusiarch finishing him off. The Assault marines then sent a flurry of attacks into the Grey Hunters killing two leaving the Wolf Guard and Wulfen left in combat, the Wolf Guard swung his power fist and killed an Assault Marine making the combat a draw.
The Attack Bike finally charged into my Long Fangs in cover, both sides swung at each other but neither caused any wounds but my Firepower was now locked in combat.
By now I had another two packs moving in to support the remainder of my Pack in combat. The smaller of the Packs closed in on the Jump pack Marine nearby whilst the other moved to assist their brothers
The depleted pack that had lost its Rhino turn 1 moved into the centre of the battlefield behind cover claiming a nearby objective, they were less than combat effective but could still claim objectives for me if I kept them alive.
Finally my Wolf Scouts came in from reserves and arrived in the back field, they moved on behind the Predator and then Meltagunned it into oblivion.
My shooting phase didn't really consist of much else apart from a few bolt pistol shots here and there. The assault phase saw my Grey Hunter packs charge into combat. The Jump pack Marines and my smaller pack traded blows killing a few on each side resulting in a stalemate. The larger Pack joined the fight in the centre tipping the scales in my favour however after all attacks had been made I had not managed to kill off the Assault Squad.
The Long Fang Vs attack bike fight raged on and we both laughed as again neither side did bugger all and again we had a draw.
This turn is a bit of a blur for me to be honest, more Blood Angel combat squads were moved into support the melee in the centre whilst the Razorback moved to counter the newly arrived Wolf Scout in the rear and the Vindicator moved 12" to get away from any meltaguns but kept in range to support his army.
My Scouts were subjected to a mass of low AP fire wiping them out in one go whilst the Vindicator tried to hammer my small pack tucked away claiming an objective, luckily the shot scattered by miles.
The fresh Blood Angel combat squads poured into the melee and once again both sides took massive casualties but this time I was outnumbered, had no banners and paid for it leaving only a couple of Grey Hunters alive. Although I lost combat I still hammered the enemy leaving them thin on the ground.
The small pack of Grey Hunters were killed off as the Blood Angels Sgt kicked ass with his power weapon this turn. The finally the attack bike managed to kill a Long Fang winning the combat but my Veterans held.
My turn was pretty quick because I was pretty thin on the ground by now and most units were locked in combat. Just to give an overview there were three objectives up for grabs at the minute. I held one and the Blood Angels held another, the third was being contested by both sides but we were both running out of Troop choices.
I had an active Rhino so I blasted it forward 12" to help contest the third objective, my Grey Hunters claiming the other objective moved into a sneaky position which made them out of sight but still claiming.
With no shooting I move onto the assault phase, the combatants in the centre must have worn themselves out as both sides did bugger all either whiffing attacks or failing to do any harm resulting in a draw! Good for me though.
The Attack bike was picking up the game now as it killed two Long Fangs this turn but took a wound in return but once again my trusty Vets held their ground.
The Blood Angels once again shifted around making sure no vehicle had remained stationary just in case my powerfist broke free of the combat in the centre. They then tried to destroy the Rhino ploughing through their lines but after the smoke had cleared the Rhino had lost a weapon and was stunned.
The Melee in the centre finally ended as the Blood Angels got the upperhand of my Grey Hunters killing them off, they were however severely depleted with only two Marines remaining who consolidated back towards the third objective.
The Epic Attack Bike Vs Long Fangs scrap became even more laughable as once again neither side inflicted any damage.
I had nothing to do in my turn as I had hardly any troops left on the field the only good news was that my Long Fangs finally killed off that bloody attack bike!
And with that we rolled to see if the game ended, I offered a small prayer to Russ but he must have been busy because we rolled a four and the game continued.
With my Long Fangs now free Mike played defensively and consolidated all of his forces onto one objective soundly claiming it, he could have pushed the Vindicator forward and wiped my Grey hunters out but he held it back not wanting to risk it.
The only shooting came from his Razorback which tried to take out my Rhino again but failed.
In my turn I retaliated by Launching some Krak missiles into the Razorback but I only managed to Stun it.
At this point in the game we were both holding an objective each and I think we were both pleased when we rolled a 3 at the end of the turn ending the game.
What did I learn today kids? My Wolf Lords are not super men and should not go running off without support or they die! I was starting to see the major flaw in my list after this battle and was learning the hard way how to run two Wolf Lords. Mike could have gunned it in turn 5 and killed off my Grey Hunters thus winning the game for him but I was lucky that he didn't. I really needed to put my thinking cap on from now on or I was going to get a spanking if i carried on playing the way I was.
Thursday, September 9, 2010
Instead I must stand, or sit very upright instead! It's all about posture and mine is pretty awful.
So, while I'm slapping buckets of Badab Black wash on to my Orks, I'll be able to hunch for a few minutes in order to paint a single Space Wolves icon at a time.
I'll then probably have to stand up and go make a cup of tea for a bit to prevent injury.
So while this is going to be slow, my Space Wolves have to get finished and I'd rather it was sooner than later.
I took the chance to lay out my entire army to see what needs doing and there's quite a bit.
Even so, I guess it's a good place to stop the army, as I have all the essential units that perform well. If anything's missing it's having 3 Rune Priests. But I could always bribe Brad to build me a couple as our paint schemes are similar.
I've decided to repaint the coloured hatches on my tanks grey like the rest of the army. Can't be doing with painting big squad markings on there. The small ones are hard enough!
Other than that, I need to:
Paint markings on 5 Wolf Guard Terminators
Paint markings on 5 Grey Hunters
Paint markings on 6 Long Fangs
Paint markings on 1 Rune Priest (plus repairs)
Paint markings on 5 Wolf Scouts
Paint markings on 4 Land Speeder crew
Paint markings on 2 Rhino gunners
Repair 3 metal Wulfen
Replace missing Razorback hatch
Replace missing Land Speeder flying base
Even though my army has come to a quick end, I feel it's a good time to end.
I have all the essential units that I like (apart from Njal and Lukas, but hey, they were new at the time) and the army works really well in 500, 750, 1000, 1500 and even 2000 points games! Then I can field the Blood Claws for fun games.
So I'm afraid it's no Thunderwolf Cavalry for me, no Logan Grimnar, no Dreadnoughts, no Bikes, no Jump troops and no heavy support tanks, other than 1 Land Raider, which is technically an Elites transport. Still, I am tempted to make some plastic Rune Priests following my recent game VS James' infamous Castling Marines (stay tuned for another batrep!)
Wednesday, September 8, 2010
Sounds familiar? Well, that's because it's my brand new blog.
As Brad mentioned yesterday, I couldn't make the OGC tournament due to injury. And it's this injury which has led to a change in army. (It's not a head wound, in case you were wondering)
After spending a day throwing large metal objects into a large metal skip, I sprained my lower vertebrae. So, I've spent the past week walking lots, sitting upright and visiting the chiropractor every other day to have my limbs crunched into place.
Now you're probably wondering how Orks help a back injury? Well, now I have to sit upright with a proper posture and cannot hunch for long, which is a problem when I normally have to hunch and lean on the painting table to get close enough to see and carefully paint my Space Wolves pack and company markings.
Orks don't have to be so perfect. You drybrush em, wash em and you're done.
I did contemplate starting a new Space Wolves army, but decided that I'd be unhappy painting them to a lower standard than what I'm currently doing.
I'm keeping my Space Wolves for the time being and will gradually finish them up, while taking lots of breaks to save my back. But I won't be buying any more.
Anyway, I'd like to congratulate Alex and Brad for coming 2nd and 4th at the OGC. Meanwhile, I'll be representing the Space Wolves blog at Open War in October, so you can look forward to reading a warm up game or two.
In the meantime, Follow my progress at the Orks Waaagh. I may even get some games in against Brad's Space Wolves!
Monday, September 6, 2010
Myself and Alex Harrison travelled to the tourney unfortunately Adam could not make it as planned due to an injury. After a gruelling day in the heat of a summer afternoon many hard battles were fought resulting in myself taking 4th place and Alex nabbing second place after sneaking a victory against yours truly!
I will take this opportunity to thank Bert, Mike (aka MJayC50), Chris and the rest of the guys who's names I cannot remember for a fantastic event which ran very smoothly and was overall a brilliant day and well worth the 150 mile journey although next time I don't think I will work a night shift the night before.
Anyway Wolf fans stand by for some action packed battle reports and for the first time ever on Spaces Wolves Blog a combined battle report from two Wolf Lords going head to head.
Sometimes you get tired of Warhammer 40K and you fancy something a bit different. Or did this just coincide with me picking up the Aliens/Predator DVD boxed set with every Aliens and Predator film ever made for £12? Probably.
All we do know is that the Predator soundtrack sounds amazing in the background to a game of Space Hulk.
Only 4 more missions to go and I'll have battled my way through the entire Space Hulk mission book. Looking forward to seeing the Brood Lord appear and offer the Librarian a challenge.
It's hard to imagine that almost a year ago I was painting my Space Hulk Terminators and Space Hulk Genestealers while trying out the Games Workshop washes for the first time. I feel sorry for anyone who didn't get their hands on a copy of this game, as they now sell on eBay for £100 a pop!
I played The Artifact mission against Simon on Saturday. The Librarian made a mad dash down the middle with covering fire provided by the Heavy Flamer dude.
Next, james played the Breakout mission against Simon and employed pretty much the same tactics.
On Sunday I played the Defend mission and it was really hard!
I still think the real secret to doing well at Space Hulk is knowing the order to line up your Space Marines at the start. Sure, there's more essential tactics to learn like how to best use the Heavy Flamer, cross fire corridor Overwatch, keeping an eye on the Genestealer entry points and my personal favourite the "4 guys cross-fire room defence". But, getting the Heavy Flamer into the right position seriously takes practice.
I've kept all the components really nicely in foam trays, all my Space Hulk models are fully painted and varnished, and even the box itself is kept in the thick cardboard packing box Games Workshop posted it in.
I also recommend this video. Click SCENES when it loads and click the one top right. The first 4 scenes are dire, but the last 5 are pure gold :)
Space Hulk is a game I will play and treasure for years to come. I just wish Games Workshop would re-release a limited run of Warhammer Quest. Then I'll be a very happy man.
Friday, September 3, 2010
Fear of Darkness
Blood Lance (I think?)
Terminator Assault Squad
Thunder Hammer and Storm Shields
Land Raider (Godhammer)
Furioso Dread with Blood Talons
4 x Assault Squads in Las/Plas Razorbacks
Predator with AC and Lascannon Sponsons
Storm Raven with TL Lascannons and Multimeltas
We were to play Kill Points with Dawn of War deployment.
Gary won the roll off and elected to go first with everything held off table to come on turn 1, I elected to do the same but with the Wolf Scouts in reserve.
With little else to do the Blood Angels rolled onto the board and took up positions to get the most benefit out of their long ranged weaponry.
I brought my Rhinos on in the centre of the board in a box formation popping smoke on the front two and hiding the other two behind giving all four cover saves. The Wolf Lords trotted on leisurely rolling a 1 for the run move. Finally my Long Fangs set up back field taking advantage of the 48" range.
Gary shuffled his Blood Angels around but made is intent clear, he was going to use his long Range advantage and not close in on me.
The Blood Angels opened up with Lascannon and Multimelta fire focussed on my Rhinos which and managed to knock a Storm Bolter off one and wreck another.
In my turn I raced my Rhinos forward towards a formation of rocks in the centre, I disembarked a squad from the Rhino with no bolter which brought them nicely into Melta range of the Storm Raven.
My Wolf Scouts also came on this turn and deployed right up the arse of the Land Raider. It was a dangerous position for them and they would die next turn but I needed to kill that Raider.
The Wolf lords again shuffled further mid field.
In the shooting phase I started with the Wolf Scouts who blew the Raider sky high with Meltafire. The Grey Hunters in the centre also aimed true and shot the Storm Raven out of the sky with some Strength 8 hits due to the ceramic shielding. Meanwhile my Long Fangs tried to take out a Razorback but failed to hit.
I decided to play hard with the Wolf Scouts and charged into the Terminators, my plan was to multicharge both them and a nearby Razorback. I managed to get a few scouts including the Powerfisted Wolf Guard into contact with the Razorback. My plan failed though as I failed to kill any Terminators and missed all my attacks on the Razorback, the Wolf Scouts were then pounded into the ground by Thunderhammers.
Kill points SW 2 BA 1
The Blood Angels army sprang to life and began to withdraw away from my advancing Grey Hunters towards the opposite board edge making it clear now they inteded to kite me and pick me off at range. The Terminators also moved away acting as a screen for the Razorbacks.
The Furioso Dread that had previously been secured to the Storm Raven now clambered out of the wreckage and advanced towards the Grey Hunter pack on foot.
Blood Angel fire again raked across my lines killing three Long Fangs and Wrecking a second Rhino which had previously lost its Storm Bolter.
Then the Furioso charged my Grey Hunters and proceeded to wipe out the entire squad in one go with its Blood Talons before any damage could be done in return, OUCH!!
My Rhinos changed course and made directly for the corner of the board the Blood were intending to go. I had a Rhino that had not popped smoke yet so it took the lead whilst the others tucked in behind it getting cover themselves.
My shooting was pretty uneventful with the Long fangs trying to take out the Furioso and failing.
In the end I had to charge it with my Wolf Lord with Thudnerhammer, despite taking a couple of hits on the way in his Storm Shield held and he smashed the Dreadnought to bits with his ThunderHammer.
Kill Points SW 3 BA 1.
Once again the Blood Angel Razorbacks shifted towards the right hand side of the board taking up positions behind some woods. The Predator shifted left trying to drawn out my Wolf Lords keeping them away from the Blood Angels transports. The Terminators followed the Razorbacks ready to make any counter attacks that would be needed.
Pretty much every Razorback fired at my lead Rhino and but in an amazing display of rolling cover saves I passed every single save required keeping the Rhino alive much to my opponents frustration. The Predator fired on the Long Fangs but failed to kill any.
In my turn I advanced the Rhinos further and it looked like I was going to be able to pin the Razorbacks in the corner of the board. I decided to take the bait with my Wolf Lords and go for the Predator which was now unsupported and asking to be beat up.
My shooting consisted of a couple of Missiles trying to reach the Librarians Razorback but I was just out of range.
The Wolf Lords then tried to charge the Predator but one of the Fenrisian Wolves was clipping some difficult terrain, I rolled for movement but got no where near the required amount needed.
Kill Points SW 3 BA 1
Things were getting a bit tense now, the Blood Angels had run out of places to run to and I would be on them soon. The Razorbacks just shuffled around so I couldn't auto hit them while the Terminators closed the gap and formed a wall of storm shields around some of the Razorbacks.
Again they all opened up with Lascannon fire, this time I did'nt have the luxury of smoke but the Rhinos got away with an immobilised and stunned result. The Predator again tried to pick off my Long Fangs but failed to hit this time round.
With this potentially being the last turn I played aggressively and advanced both my Grey Hunter packs now on foot towards the Razorbacks but because of the terrain I only managed to get one pack in Meltagun range. The Wolf Lords caught up with the Predator who had moved flat out last turn, I was confident I was well in charge range now.
The Grey Hunters opened up with Melta fire and score 1 hit, the shot penetrated but I only managed to stun the Razorback. My Long Fangs tried to pop the Predator just in case but the missile bounced off its front armour.
I finally got the charge off on the Predator but because it had moved flat out I ended up whiffing my attack rolls and failed to do any damage.
And with that we rolled to see if the game had ended which it did on a roll of a 2. In total the game must have taken us about an hour to play out of the 2 hours or so we had allocated.
This was a fast paced game and I was pleased with the result as I was at a serious disadvantage against this army. By rights my Rhino in turn 3 should have been blown to pieces with the amount of lascannon fire it took but I was rolling hot on my cover saves and it survived. I did manage to score an extra 6 tourney points in this round so depite me getting a draw I still pulled a decenty score.
Next Round will see me up against the Blood Angels again!
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The Ultimate Space Wolves Resource
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!
- Space Wolves in 6th Edition
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