Wednesday 21 December 2016


Competitive Play is NOT a death sentence.

Woah, hold up there. A death sentence to what? What nonsense are you talking about, Al?

What I'm talking about here is this idea that somehow wanting to win, and even building an army to win, is often seen as a dirty thing. Cheese, filth, beards - so many names have been made up for people who like to play a hard up game where they have a solid army that not everyone will like to play against.

See what I said there?

"Not everyone will like to play against.". Let's look at some of the reasons that people don't like to play against some of these lists. I've actually compiled a list from rifling through a few Facebook groups.

1. "I can't take what I want to take when I play against them." - this is an interesting one, because it sorta invalidates itself. The person taking the hard list is taking what they want to take, too.
2. "Some things are better than others, so it's unfair to take lots of them." - depending on the system this can be pretty subjective. It's certainly accurate for some, however.
3. "The guy using it is a jerk." - let's be honest, there's a good chance you feel this way because you lost. However, it does bring up a point I feel I should stress.

Playing like a jerk means you won't get to play games.


And I mean being a jerk. If you can see your opponent is hating every moment of playing against you, talk to them. Try to get them involved in the game. If you've used your dirty list against them three times in a row and pounded them into a fine paste every time, try to help them out a bit. I'm not even saying play a different list either - I'm saying help them tweak their list, or show them the weaknesses in yours. Strutting around like a showpony after crushing people doesn't help much, either.

A crushing doesn't have to be a negative experience. When you're doing the same old dance every time it almost always is though. We all like to feel like we've made some progress in a game, even if we're not winning while doing it. Relax - not every movement you make has to always count, not every roll (or flip) needs to win the game for you. Try to remember that when you play your mate with your tournament list, especially if he's just there for a beer and chips do. 

But COMPETITIVE GAMING CAN BE FUN.




This is the rub - everyone has different ways they like to enjoy their games. Some may only like to play their games around the kitchen table after the kids have gone to sleep, some may build elaborate backstories for all their units - some people like to build the most furiously aggressive list they can. To those of you who hate "that sort" of gamer - try it for once. But to all of you out there who do nothing but - how about trying a different way of playing too? Take something a little more gentle, try out a list that you think won't perform - try models that you've never used before and don't think will work. The worst thing that could happen is you'll lose a game - but it can also greatly improve your play. Because at the end of the day, if you need a really strong list to win a game - that's why they always call it crutches right?

Play games. Have fun. Try to play out of your comfort zone - you might find a new love. And just because someone doesn't play the way you do doesn't automatically mean they're crap either. :) Don't get me wrong - not everything is for everybody - but I feel like we're far too down on people who like to play hard to have fun.

I'll stop preaching now.

- AL

Thursday 15 December 2016

Interviews: Jarrod Brehaut and The Assault on the Black Library


Today we take a look at one of the unsung heroes of the Victorian Miniature Gaming community, a Tournament Organiser (TO). They put in long hours to put together events for you and usually without enough thanx for their work. Jarrod Brehaut is fairly new to the TO game, making his debut in 2016 Co-TO'ing the Hunt, a narrative event at the House of War in Ringwood. Jarrod has stepped up as lead TO for 2017's iteration of the narrative event, rebranded it into a series labelled the Black Crusade - A Narrative Tournament Series, with the Assault on the Black Library the next in the series.

So Jarrod, tell us a little bit about yourself. How long have you been in the hobby?


It would have been 2001. I was at Chadstone Shopping Centre with some mates on school holidays, and we wandered into the Games Workshop store. The red shirt, as they were known at the time, grabbed us, put some dice in our hands, and walked us through a demo Warhammer 40,000 game. Orks vs Crimson Fists, from memory. I thought the little miniatures were so cool.

I had a bunch of birthday/Christmas money I’d received as gifts, and walked out of the store that day with some Plague Marines and a Chaos Space Marine codex.

At that point I was mostly interested in the painting and modelling aspect, more so than playing. I really enjoyed building and painting models.

As most people do, at some point I took a pretty lengthy hiatus from everything Games Workshop related, until about 2011, when suddenly I felt a panging to sit down and paint some models. I only ever intended to come back as an artistic hobby, and paint models that interested me. I never intended to collect an army. A mate of mine was hugely into the hobby however he had no regular opponents, so he had huge armies sitting on a shelf collecting dust. I originally started playing a few games using his armies, and while reading The First Heretic, suddenly decided I wanted to collect a Word Bearers army. From that point on, I’ve been pretty avid about all aspects, gaming as well as hobbying.

These days I do a lot of work with Menza Gaming in terms of helping to produce content to delivery to a wider audience, from volunteering to demo games at PAX, running the Menza Facebook page, and soon will be getting my hands dirty in producing some battle reports and hopefully painting tutorials.

What do you enjoy about going to events?


Initially it was a way to play against new people, but also a great way to see people’s awesomely painted and converted armies. Voting for Player’s Choice was my favourite part. I still love seeing great armies, and seeing other players ideas come to life, but I’m a lot more rounded as a Warhammer 40k player nowdays. I’m still pretty rubbish about the game, but I’m beginning to switch to a more competitive mindset.

And of course, sinking some beers and having a laugh. I’m a big fan of ‘beerhammer’.

What do you enjoy about running events?


I’m still quite new to being a TO, however for me I think the great thing is being able to run the kind of event you’d love to attend. If you can do that, and people enjoy what you do, it means other events may start to emerge that I can then attend.

Attending events, you see lots of guys putting in a lot of time and hard work in running their own events, so I also dig the idea of taking the reins so they can get back to the tables themselves.

What is your event about, and how is it different from others?


The Assault is all about being a narrative-style event. At the moment we have events that are really competitive, with big battle scores, and potentially no-comp. We have big hobby events that reward painting and modelling, and reward taking softer lists. But the one slice of the hobby pie we don’t have any events centred around, is the narrative and background.

It’s a huge part of the hobby, we play this game that has a rich immersive plot around it, and people really enjoy it. The popularity of the Horus Heresy novels is a testament to that. Yet we rarely, if ever, see this element creep into our tournament scene.

The concept for a narrative-style actually came about primarily for this year’s event The Hunt.

I’ve always loved Cypher. His little snippets of background in White Dwarf, and throughout various Chaos codexes (codices?) I’ve always found to be completely badass. He is an enigma, and I love all the theories surrounding his motives.

At some point, Matt Antonello put up a post on Facebook asking for people on information about Cypher. I PM’ed him to start unloading all the stuff I thought was awesome. He told me he was considering running an event with a ‘Cypher theme’. I at the time had been considering attempting to run an event of my own, so it seemed to be fate. We decided we could co-TO the event.

The feedback I got from that event was astounding, people really loved the opportunity to get stuck into an event with themed missions, structured around an evolving narrative. Matt Antonello has stepped down from being a TO, so I decided to step up and tackle it myself.

And here we are.

This year’s event is centred around the story-line of Ahriman attempting to bust into the Black Library, and the Eldar’s attempts to stop him, but it’s open to anybody playing any army, and even bonus points given for writing a ‘fluff piece’ as to why their army is fighting in this campaign.

Where can we find out more information about the Assault?


If you’re interested, please like the Facebook Page “Black Crusade - A Narrative Tournament Series” I plan on making this an annual event, so if you’re keen this year, or just to follow along, give it a like. The dates for “The Assault” are  20-21 May 2017 and it is being held at the House of War in Ringwood

Also make sure to check out the Menza Gaming facebook page, and check us out at menzagaming.net

We are committed to bringing loads and loads of content in the new year, and I’m personally really excited about a lot of the stuff we have coming.


So there you have it fellow Victorian Miniature Gamers, a bit of an insight into one of the people that help bring you events, in a hobby that you love to play.

Wednesday 14 December 2016

Painting Tournament Armies: Or how I learnt to stop stressing and love being lazy


Painting an army for a tournament or event can be intimidating and stressful.  After all you want to have your army looking its finest, to catch many an eye, and for those keen competitors, to score as many painting points as possible.  However, there are a lot of ways you can make it a painless experience and avoid the dreaded "Death-march" in the 48 hours before the event.

Monday 12 December 2016

Hobby - Road to Arc40k - Word Bearers



I can't do it. I can't let Difsta have all the fun. It's time to have a chat about a project I've been working on, with an eye towards Arc40k 2017: The Word Bearers

Hi there, do you have some time to talk about the Dark Gods?


For those who aren't aware, the Word Bearers are a Chaos Legion, and were the first of the original Legiones Astartes to turn to the Gods of Chaos. Their Primarch Lorgar was a devout and pious son of the Emperor, but religion didn't wall into the Emperor's vision for the galaxy. He scolded Lorgar and his Legion and tore down their temples and idols.

Lorgar was seduced by his advisers Kor Phaeron and Erebus into putting his faith in beings that would welcome his worship: the Chaos Gods. It was the Word Bearers who would play a large role in corrupting Horus, Angron and many others in the Traitor Legions to the Primordial Truth as they called it.

Since the Heresy, the Word Bearers are the Chaos Legion that have embraced Chaos to the greatest degree. Where some Legions like the Night Lords spurn the gifts of the Gods, and others like the World Eaters, focus their attention on one of the Gods, the Word Bearers fervently worship all the Gods as a great pantheon. Each are given their dues, and the Sons of Lorgar can draw upon all of their power.

They are commonly led by Dark Apostles who inspire their followers with fiery rhetoric.

Rules

The Word Bearers, like the rest of the traitor Legions, have received some unique rules in the recent supplement, These are as follows:

Requirements:
  • No unique characters
  • No cult units (such as Noise Marines or Berzerkers).
  • Units that can purchase marks can still take them, as long as that base unit doesn't have a specific mark by default.
  • Marked Psykers and DPs can choose to generate all their powers from their gods' discipline. 
  • You must take VotLW, which is free


Benefits:

  • Unholy Pact: Word Bearers Psykers harness Warp Charges on 3+ when rolling Malefic Conjuration powers, and Possessed are Troops.
  • Blood Feud: Models with VotLW re-roll to hit against Ultramarines, but Ultramarines gain Hatred (Word Bearers).
  • Profane Zeal: Word Bearers units within 6" of Word Bearers Dark Apostles gain Zealot.



These rules suit the Legion pretty darn well. Their religious leaders are head-and-shoulders above their counterparts in the other Legions, and their dogmatic knowledge of the fell rituals of the Chaos Gods lends them a bonus to summoning daemonic allies. Finally, as the first to allow daemons to inhabit the bodies of their soldiers, the Possessed form a staple of a Word Bearers force.

So how am I using the lore for this army, and the rules, to construct my army?


The key thing that separates the Word Bearers from their traitor brothers is their total and utter religiosity. It's what makes a Word Bearers army unique, and so that's the feature I most wanted to accentuate in my models. Every battle a Word Bearer's army fights is part of a holy war, driven not by hatred or desire to conquer, but instead because it's what their Gods demand.

When building my models, I was struck by the thought that a Word Bearer might well utter the phrase "My body is a temple." Where we use this idiom to mean that we should take care of ourselves and so forth, a Word Bearer means it entirely literally. His every word is a prayer or a hymn, his every movement a ritual, and his body should be adorned with holy iconography and scripture.

The first model I'd like to show here is the leader of my force. Whether or not he ends up using the relevant rules, in terms of my army's background he is a Dark Apostle. His helmet is a leering skull, in twisted parody of Space Marine Chaplains. He still bears the Crozius Arcanum he did during the Heresy, and his backpack incorporates a censer, presumably buring some kind of profane incense. His armour bears the mark of one who tracks with the Dark Powers, mutated and distorted by the touch of the Warp. His armour is covered in script, literally bearing the Word of Chaos, and on his back he carries the Book of Lorgar, and the word 'Verum', Imperial High Gothic for "The Truth." 




Next up are my Chaos Space Marines. The core of any Chaos warband, I've made sure my marines are just covered in Chaos iconography, either in the form of adornments to their armour, trophy racks or 'impurity seals' and parchment inscribed with script and runes. The unit contains an Icon of Vengeance proclaiming their faith, and the Aspiring Champion shows signs of mutation, as well as being armed with a small athane in his left hand. This ritual dagger makes many appearances in the fluff of the Word Bearers, and is used for spilling the entrails of human sacrifices and enemies alike.



Their transport is likewise covered in marks of devotion, like spikes carrying devotional offerings as well as a plethora of candles, further accentuating the religious overtones. The top hatch uses a piece from a third-party manufacturer, and demonstrates that even the vehicles of the Word Bearers haven't escaped the foul touch of their patrons.



Next up are my Possessed, These are actually the least converted models in my army, mostly because the Possessed kit already looks plenty gribbly enough. The main effort I put into these guys was in trying to blend the colour of their armour with their flesh tones. This is meant to give the impression that their mutations have essentially melded their armour and bodes, and it's now impossible to say for sure where power armour ends and wicked talons or gaping maws begin.



I really wanted to run a Maulerfiend in this army, both because I really like the way they play in game, and also because I feel like daemon engines would form a natural part of the Word Bearer armoury, With that in mind, I wanted to further differentiate my model from a Maulerfiend of the Iron Warriors or Black Legion. I decided the best way to do this was to play to what was already strong in my army, and make the model more-Daemon and less-engine. I've replaced many of the metal parts of this model, like claws and feet, with fleshy counterparts from Age of Sigmar monster kits. The most striking detail is the head, which has been entirely replaced with a seething mass of tentacles. Not only does this represent Lasher Tendrils really well, but having no discernible face makes the model a bunch more otherworldly and creepy.




Finally, we have my Land Raider. This model serves as a transport for the holiest of my warriors, the Possessed. As such, it provided me with a really good opportunity to make a striking centerpiece model worthy of these blessed Secondborn. Using pieces from the Chaos Warshrine kit, Dark Apostle kit and Corpse Cart kit, I've made my very own rolling altar to the Dark Gods. The Apostle on top preaches to his flock, all the while making sacrifices to the Powers of Chaos, Since this photo was taken, I've applied a liberal amount of Blood for the Blood God technical paint to the roof of this tank, making the sacrifices look fresher and more gruesome. A few finishing touches and this Holy Temple will be ready to despoil the battlefields of the Imperium.




Between now and Arc40k, I'm hoping to add a large unit of Cultists to the army (because any good Word Bearers priesthood is followed around by a gaggle of the lesser faithful), some Havocs (to provide some much-needed firepower), some Chaos Spawn (because is not the servant who has been utterly subsumed by the desires of his Dark Masters not the most blessed of all?) and a Helbrute (because the Forgeworld Mhara Gal model is friggin' 

Theme in your modelling


Hopefully my thoughts above have given you a better idea of how the story and fluff of an army can manifest itself on the tabletop a little more than "They're Ultramarines, so they're, like, blue." By sticking to a couple of strong visual motifs, like Daemonic Possession, mutation, and religious ceremony, you can bring a real sense of identity to the models in your collection.

Until next time, all glory to the Primordial Annihilator!


Saturday 10 December 2016

Hobby: Difsta's Road To Arc - Emperor's Children Rapture Battalion


So for those unaware of Difsta's Road To Arc, an Arc40k hobby initiative, you can check out a bit of a glimpse of where this started on my Difsta's Road to Arc Moves to VMG. But in essence I am keeping track of the thematic construction of my army list, followed by the actual construction of my army list (from both a list development and a model devleopment).

So with all the cool new stuff in Traitor Legions a CSM Codex Supplement made available for us Veterans of the Long War, what does this mean for my army list for Arc40k 2k17? Well for those that want a quick review of what Emperor's Children (EC) players should be expecting from the new Codex Supplement, head on over to my review on the Emperors Children, or just see some of the repeat cliff notes in my list ideas

What do I get for being an Emperor's Children Detachment?

There are a couple of percs and a couple of costs for running an EC detachment, I will only focus on the ones overly relevant to my potential lists (as you can look at the Review post from the other day in detail if you want to):

Percs: I get Veterans of the Long War (VotLW) for FREE
  • Those units gain Fearless and Feel No Pain 6+ (or 4+ on a unit with an Icon of Excess).
  • They also get some cool strike before they die rule that is just a bit of flavour, but not overly relevant.
Cons: I have to pay for Mark of Slaanesh on every model that can purchase it.
  • This is going to add a lot of points to my army. Now some of that is made up for because I was purchasing VotLW which now I get for free, but it is still fairly steep.

Using the Emperor's Children Rapture Battalion

The Rapture Battalion is the Emperor's Children Formation Based Detachment (FBD). So for those who don't know what an FBD is, you may have heard of it referred to as a Decurion Style Detachment, as the Necron Decurion Detachment was the first of its kind. But now everyone gets them, and there are actually quite a few available to the Chaos Space Marine players these days.

What do I get for running this Detachment over say a CAD?

Well there is only really 2 key things that the EC get from this detachment that they wouldn't get from just taking a CAD:
  1. The Combat Drugs Command Benefit: Which basically gives units a random bonus to their WS, BS, I, S, T or A.
  2. The Kakophani Formation:
    • This formation gives Split Fire to Noise Marines
    • Shred to Sonic weaponry
    • And if I take 6 units of Noise Marines then all the Sonic weaponry also fain +1S

Now the Combat Drugs are cool, but they are hardly crucial to the list, and for me to get any real benefit from the Kakophani formation I need 6 units of Noise Marines, which is super expensive (albeit super in line with Lord Eidolon's cannon).

What do I lose for running this Detachment?

Well for there are 2 key things I lose for running the EC detachment, and that is:
  1. Objective Secured: Now I can run a Chaos Warband (arguably the best Core choice for EC), and I may even end up doing this, but I am pretty sure the Kakophani formation is my only access to Noise Marines, which I am 100% having in my army list.
  2. Flexibility: There are a couple of units I would rally like to take that I end up being unable to take in this Detachment, eg. a single Helbrute (unless I take the Chaos Warband...)

Both of the downsides to the EC Detachment can be rectified by taking a Chaos Warband, but if I do that then I am better off taking a Black Crusade Detachment (still as an EC Detachment) as I then get access to Noise Marines (albeit losing the 2 main buffs for the EC Detachment specifically).

What to do... what to do...

Taking a look at a potential list...

Well lets start by looking at using the crazy new EC Detachment, trying to get the most benefits out of the Kakophani formation, I mean Lord Eidolon is known for having the largest and most disciplines forces of Emperor's Children since their shattering in the Eye of Terror Slave Wars, and it mostly consists of Noise Marines, so this is pretty fitting. If you want to know a bit more about Lord Eidolon, head on over to the 40k Legends: Lord Commander Eidolon of the Emperor's Children article.

CORE: The Kakophani - 834 Points

  • Lord Eidolon (115 Points): Chaos Lord, Mark of Slaanesh, VotLW, Bolt Pistol, Power Maul and the Shriekwave Chaos Artefact
  • 3 units of Noise Marines:
    • Unit 1: 12 Noise Marines (331 Points)
      • Noise Champion with Boltgun and Boltpistol
      • 9 x Noise Marines with Sonic Blasters
      • 2 x Noise Marines with Blast Masters
      • Icon of Excess
    • Unit 2: 6 Noise Marines in a Rhino (194 Points)
      • Noise Champion with Boltgun and Boltpistol
      • 4 x Noise Marines with Sonic Blasters
      • 1 x Noise Marine with a Blast Master
      • Rhino with Dozer Blades (I never leave home without Dozer Blades)
    • Unit 3: 6 Noise Marines in a Rhino (194 Points)
      • Noise Champion with Boltgun and Boltpistol
      • 4 x Noise Marines with Sonic Blasters
      • 1 x Noise Marine with a Blast Master
      • Rhino with Dozer Blades (I never leave home without Dozer Blades)

AUXILIARY: 516 points to spend

I am struggling to work out what to choose for my Auxiliary choice...


Ancient Sarancos: For those following my previous articles (or previous Facebook page) I was really hoping to run Ancient Sarancos, who was a part of Lord Commander Eidolon's Traitor command. But if I want to take the Rapture Battalion and Noise Marines, I need to take the Kakophani which is a huge points sink, and I don't really have an option of putting in a single Helbrute. I would need to take something like the Helforged Warpack, but that would require a Warp Smith and a minimum of 3 AV12 walkers, and I really don't want that many in my list at 1350. I may go down this path in tournaments of larger points, but for Arc40k it is just too much.
Note: The pic above is just one I put together with photo editing tool, I have not yet assembled, let alone actually started painting this bad boy.


Havocs: I was keen to run Havocs in my list using the forgeworld Kakophani models, most likely with lascannons as a solid anti Heavy Armour from range kind of unit. But outside of a Chaos Warband I cannot get these in a Rapture Battalion, and with the cost of both the Chaos Warband and the Kakophani, and still needing to find the points for an Auxiliary, I really am left stranded here.
Note: These actually are my models that I have assembled so far (still yet to paint).

So where does this leave me?

Well I really just don't feel like I can write the kind of Emperor's Children list that I was thinking of running, tying in a number of old school characters with the Emperor's Children specific detachment, which seems odd, but that's where it lands.

So I can either look at running a traditional Combined Arms Detachment (CAD) or alternatively I can run a Black Crusade Detachment from the Traitor's Hate book, or finally I can look at playing around with new ideas for an army list, and I think that is where I am sitting.

Trying something different than expected...

Well there was a unit that I really didn't think I wanted to run at first glance in my EC army, but after going over my possible Auxiliary choices for the Rapture Battalion, I have been reconsidering it...

Obliterators as "Super Noise Marines"



Now I have to work out a better title for that unit, but hear me out... I take units of Obliterators in the Cult of Destruction Auxiliary choice, but model them kind of like giant Noise Marines. What might that look like I hear you ask... Well I have been doing a quick google search to see if I could get some inspiration, and I came across something beyond what I had imagined from a french blogger called David De Abreu over at Blog de Kouzes. He did an article on how he made Emperor's Children Obliterators (article is in French) using a unit of Space Marine Centurions and a Helbrute kit.

So I am going to have a look at how much effort would be involved in making something similar, and then re-evaluate. I wont take Obliterators in my army if I am simply using the standard CSM Obliterator, as the model just doesn't feel very Emperor's Children.


Stay tuned, for updates on what my army list might end up looking like and how I go trying to come up with my own version of an EC Obliterator



Friday 9 December 2016

40k Legends: Lord Commander Eidolon of the Emperor's Children


The Risen; A Tale of Eidolon

Eidolon, born of Terra, elevated to the rank of Lord Commander of the Emperor's Children was, hailed as the exemplar of all that the Emperor's Children aspired to, or at least that's how it was 10,000 years ago.

During the Great Crusade, after the Cleansing of Laeran, Chief Apothecary Fabius was given free leave to do what was needed to enhance the gene-seed of the Astartes. Fabius set up a research facility aboard the Andronius, a Strike Cruiser under the authority of Lord Commander Eidolon. Eidolon had taken a personal interest in Fabius' work, and although disapproving of his methods, Eidolon informed Fabius that he would begin his experimentation on him. Through the Apthecary's genetic enhancements, the Lord Commander became faster, and more deadly than ever before. Fabius had implanted a modified tracheal implant that bonded with the Lord Commander's vocal chords, allowing him to produce a nerve paralysing shriek, similar to that employed by certain warrior breeds encountered on Laer. It was thanks to this newly acquired ability that Eidolon was able to destroy the Warsinger on Istvaan Extremis with a devastating sonic shriek, becoming the first of a new breed of warrior, the Noise Marines.

However Eidolon would owe Fabius for more than just his enhanced abilities, but for his life. Eidolon made the foul hardy mistake of questioning his Primarch's orders, which proved fatal, and quicker than the mind's eye could follow, the Primarch withdrew the deadly Kinebreach Anathame blade from its scabbard and beheaded his once-favoured son. In a moment of remorse, Fulgrim ordered the Apothecary to restore the slain Lord Commander back to life. Fortunately for Eidolon, Fulgrim's killing stroke was such a clean cut that Fabius was able to reconnect the nerve clusters at the base of the neck. Unfortunately, Eidolon would live the remainder of his days in pain like no other, but with thanks to his corruption of Slaanesh every instant of life given to him would be spent in a symphony of both pain and pleasure. Forever after, his fellow brothers would simply refer to him as "The Risen".

How to run him in a game of Horus Heresy


Well Eidolon is a character available from the Horus Heresy - Book Two, so there is not a lot you need to do to make this guy work, simply take him as a HQ choice for an Emperor's Children army representing the Traitors. But I have given you a look at his rules as this will come into how we design his character in the later days of the Warhammer 40,000 universe.

How do I run him in Warhammer 40k

Well this one is a little bit trickier, because Chaos Space Marines (CSM) do not have him as an available character, the only 2 original Emperor's Children models available for us in the CSM Codex is Lucius the Eternal and Fabius Bile, neither of which would be even remotely workable (even as a "Counts As").

So lets see what we have to work with, some items will come across easier than others:
  • Chaos Lord: This is fairly obvious, it is the only unit entry that would even come close to a good option for a Lord Commander. A Chaos Lord is pretty close to the same stat line as Eidolon's 30k stat line, with just 1 less attack and a 3+ save instead of a 2+ save.
  • Mark of Slaanesh and VotLW: Well these should also be fairly obvious, he has been around since before the Heresy and has dedicated himself to the Chaos God Slaanesh.
  • Jump Pack: You can take it or leave it with the Jump Pack, as Eidolon can rock it if he wants to or not if he wants to chill in a rhino with his home boys.
  • Sigil of Corruption: This is the closest CSM have to an Iron Halo, and would grant our 40k version a 4++ Invulnerable Save.
  • Power Maul, the Black Mace or Power Fist: So Eidolon runs around with an ornate Master-Crafted Thunder Hammer, an upgrade not available to CSM for some reason. So you can either run it as:
    • A Power Maul which is the closest weapon available aesthetically to the Thunder Hammer, although it obviously packs no where near as much of a punch.
    • The Black Mace which also shares a similar look to the Power Maul isn't that far from a Thunder Hammer also, and packs a bigger punch than that of the Power Maul, but still a much higher AP than the Thunder Hammer.
      • As a Chaos Artefact this means that I will not be able to take another rumoured artefact that you will see below...
    • A Power Fist which is the closest weapon available rules wise to the Thunder Hammer with the X2 Strength and AP2, however looks nothing like a Thunder Hammer.
  • Shriekwave: Now this is a new rumoured artefact from the Traitor's Legion Codex Supplement due out on the 10th of December. This is as close as I think we are going to get to Eidolon's modified tracheal implant, or rules wise Eidolon's 30k special rule Death Scream. It is a Chaos Artefact, so would rule out the Black Mace if you take this one, which is a closer fit to Eidolon anyways. It is a Ranged Weapon with the following profile:
    • Range 12", S8, AP2, Assault D6
    • Mental Trauma: Before attacking, the target must take a leadership test, if they fail you re-roll to wound.

So all up you are looking at somewhere around 140 points without a Jump Pack and assuming he is taken in an EC Detachment (ie. Free VotLW). Sure you can take him a little cheaper without some of the bells and whistles, and it would still work, but the above I think best captures what Eidolon is in the 41st Millenium

Hobby: How to Tournament


Hobby: How to Tournament

Good day, ladies and gents of the interwebs.
Today I'd like to talk about tournaments, and making sure you are properly prepared.

Best Laid Plans

So, initially I wanted to write 2 articles about a tournament I went to recently, detailing my army list and tactics, and follow up with talking about how my army went.

Those plans went out the window before I even started playing my first game.

What the heck happened?

To give you a bit of background information before I start waffling on, I attended the Community Comp Team Challenge at the start of December.

This was an 1850 point tournament, where teams of 4 take it in turns to match their armies against each other at the start of each round. 5 games in total over the 2 day event.

The lists had to be 8 Community Comp points or less - aside from that, it was pretty open slather.

You may be thinking this article is going to start bashing the tournament.
Not at all. I had a great time, played against some amazing opponents, got to roll some dice and make appropriate whooshing noises at my Dark Eldar moved around the table.

The tack I'm taking is more about preparation, and being prepared for the particular tournament you're heading to.

Know Thy Enemy

I was unprepared for this tournament, not because I forgot dice or my army or something like that (although I did forget my Maelstrom cards - thanks Leigh!).
The army I put together was not the best I could have taken. We were able to see the lists our opponents had submitted, and my response to the overwhelming majority was "Guhr."

My army only used 2 of the 8 possible Community Comp points, and was playing against armies that were using the full 8 CC points. This tournament didn't have a 'composition' aspect to the final results, so I took a soft list - brought a knife to a gun fight - when I could have gone to town with unit selection and put some much nastier things on the table.

This is my own fault.
I should have read the player's pack more thoroughly, and asked more questions of my team mates to fully understand what to expect.

Cross your 'I's and dot your 'T's.

Different tournaments will all have their own specific focus for the scoring system they use.
At the Norris 1000, where I am one of the Tournament Organisers, we have a focus on Sportsmanship and Hobby. Other tournaments focus on Battle Points, others on Army Compisition, or a combination of any/all of the above.

CCTC had a limit to what you could take, in the form of the 8 Community Credits, but there was no disadvantage in the scoring when using all 8, or using 2 as I did.

For the uninitiated, if a tournament has a composition element to their scoring, you can get more points by taking 'softer' lists, rather than going ****s out for Harambe.
I usually take softer lists, but there was no need at this tournament.

Where to from here?

This error of mine could have been easily avoided.
Had I made myself more aware of what to expect, I could have won at least 1 game.

So, my advice - if you're going to a tournament for the first time, make sure you are properly prepared.

Tailor your army to the scoring system in place.
No Composition? Take a hard list.
Harsh Composition? Take a soft list.
Lots of Painting/Hobby point? Paint the bejeebus out of your army (or hire a commision painter).

And if it's a Maelstrom tournament, make sure you take your Maelstrom cards and numbered objectives.

Read the Player's Pack.
Talk to your Peeps.
Do all you can to make sure you're going to perform to your best on the day.

Cos, sure, lions may not limber up before chasing down that gazelle, but we're not lions.

BP - Be Prepared.

Hopefully this article has tickled your thought box and given you something to think about.

Review: 4 New Formations for Warhammer 40k


December is a massive month for releases for GW and Warhammer 40k. We have seen Wrath of Magnus (well technically November) as well as Traitor Legions (due out tomorrow) and we also have 4 new Warhammer 40k Battleforces

Space Wolves: Ironclaw Strike Force


This formation is pretty useless. The special rule is basically pointless and the formation has so many units that I don't think you will ever see this formation used.
  • 1 Iron Priest
  • 1 Stormwolf
  • 1 unit of Wolf Guard Terminators
  • 1 unit of Blood Claws
  • 1 Venerable Dreadnought
  • 1 unit of Fenrisian Wolves

Tau Empire: Targeted Reconnaissance Cadre


This formation is a bit better than the Space Wolf one, however with a couple of the entries being a single model rather than a unit means that you have a single broadside and a single ghostkeel. The special rule for this formation is pretty solid, granting free movement.
  • 1 Commander
  • 1 XV95 Ghostkeel Battlesuit (not a unit, so no additional suits)
  • 1 unit of XV25 Stealth Suits, with 1 Drone
  • 1 Pathfinder Team
  • 1 TY7 Devilfish
  • 1 XV88 Broadside Battlesuit (not a unit, so no additional suits)

Adeptus Mechanicus: Eradication Cohort


Now we are talking about some good buffs (not that Ad Mech overly need it). Basically shoot with your "weakest" unit that you know will at least cause an unsaved wound or glancing/penetrating hit, then all the rest get Preferred Enemy against the enemy unit. Now this is great when shooting against a big target like a Super Heavy or a Death Star, but against MSU the buff is lost pretty much entirely, but lucky for the Ad Mech player Death Stars are king in the meta.
  • 1 Sydonian Dragoon
  • 1 Kastelan Robot Maniple
  • 1 unit of Kataphron Destroyers
  • 1 unit of Fulgurite Electro-Priests
  • 1 unit of Sicarian Infiltrators

Deathwatch: Watchblade Taskforce


Free hit and run, auto pass, thank you very much! This is the best of the lot in my opinion. This is an army right here. Nuf said!
  • 1 Deathwatch Watch Master
  • 3 units of Deathwatch Veterans
  • 1 unit of Deathwatch Terminators
  • 1 unit of Deathwatch Bikers
  • 1 Deathwatch Razorback

Introductions - Giuseppe the Sicilian


Giuseppe the Sicilian

Hello fellow nerds!

My name is Giuseppe and I have been playing with war dollies since I was 12, and 22 years later I am still going strong (best way to remain sane with 3 kids and a wife). Thanks to this amazing hobby I met my extended family, the Sons of Norris, and together for 3 years now I have been a Norris1000 Tournament Organiser (TO).

What will I be offering to the Victorian Minaiture Gaming team? I would love to share my chilled philosophy of the game and talk about tournaments, armies, crazy hobby ideas and awesome bat reps.

So be ready for some shenanigans, stay tuned...

PEACE!

Thursday 8 December 2016

Reviews: Traitor Legions - Updated Psychic Powers



So we have seen the Tzeentch psychic powers get an update in the Wrath of Magnus, but what about the Nurgle and Slaanesh powers I hear you ask, well calm down, we have a sneak peak for you.


Nurgle Disciplne

  • Primaris: Nurgle’s Rot - 1 Warp Charge (Same as CSM Book)
    • Nova
    • doesn't affect Nurgle models.
    • S2, AP5, assault D6+1 (Poison 4+)
  • Weapon Virus - 1 Warp Charge (Same as CSM Book)
    • Malediction 24" target unit's gain Gets Hot
  • Fleshy Abundance 1 Warp Charge
    • Blessing, friendly psyker within 14"
    • immediately regain D3 wounds lost earlier
  • Blades of Putrefaction - 1 Warp Charge
    • Blessing 14"
    • Unit's melee weapons gain poison 4+, or poison 2+ if they already had poison.
  • Gift of Contagion - 1 Warp Charge (Same as CSM Book)
    • Malediction 48"
    • Roll a D3 on a table to reduce their Attacks, Strength and/or Toughness.
  • Plague Wind - 2 Warp Charge (Same as CSM Book)
    • Witchfire 12", S1, AP2, Large Blast, Poison 4+
  • Curse of the Leper - Unknown Warp Charge
    • Dual Profiles:
      • Blessing: Range 21", +1 Strength and Toughness
      • Malediction: Range 21", -1 Strength and Toughness

The Winners:

  1. Curse of the Leper: This power is my pick of the bunch, and really the only solid option. It is absolutly awesome. It will likely be 2 Warp Charge, but I'd pay 3. With Nurgle already being so tough, this is making Toughness 7 Bikers, which is just crazy, but also if you want to do some instant death on say some Toughness 5 Thunderwolf Cavalry with your lascannons (or even Rockets), reduce them down to T4 and blast away.


Slaanesh Discipline

  • Primaris: Sensory Overload - 1 Warp Charge (Same as CSM Book)
    • Witchfire 24", S4, AP4, Assault 4, Blind, Concussive, Pinning
  • Hysterical Frenzy - 1 Warp Charge (Same as CSM Book)
    • Blessing 12"
    • Roll a D3 on a table for +1 Initiative, Strength, or Attack
  • Delightful Agonies - 1 Warp Charge
    • Blessing 12"
    • Gain Feel No Pain 4+
  • Symphony of Pain - 1 Warp Charge (Same as CSM Book)
    • Malediction 21"
    • Enemy unit suffers -1 BS and -1 WS
    • Any Sonic weapons shooting at this target add +1 Strength.
    • You can cast this power on the same unit multiple times with cumulative effect
  • Sonic Shockwave - 1 Warp Charge
    • Nova 9", S5, AP4, Assault D6, Pinning, Ignores Cover
  • Aural Onslaught - 2 Warp Charge
    • Beam 18", S8, AP2, Assault 1
    • Menal Anguish: before attack, target takes leadership test and if fails you reroll to-wound
  • Ecstatic Seizures - 2 Warp Charge (Same as CSM Book)
    • Witchfire 24", S-special, AP–, Assault 1, Ignores Cover
    • Ecstacy: do not roll to wound, instead all non-vehicles hit themselves using their own unmodified strength

The Winners:

  1. Delightful Agonies: This is pretty cool with a 4+ Feel No Pain. Definitely a solid choice, as who doesn't like Feel No Pain 4+, but in reality it is a poor mans Endurance (albeit only Warp Charge 1).
  2. Aural Onslaught: I am a big fan of Beam powers with high Strength and low AP, and this ticks both boxes.

Would I be rolling on the Gods Charts?

Look there is a bit of flavour here, but for the most part there is only 1 stand out power, and it isn't anything that flash hot. So the short answer is no, I will be rolling my 1 mandatory power on this table, and the rest on other charts.

Introductions: Scoota

Scott - 'Scoota'

Hey folks. My name is Scott, or some of you may know me as Scoota. I’ve been a hobbyist for almost 20 years now, mostly delving into the grim dark of 40k, but I’ve dabbled with other games systems as well like Fantasy/Age of Sigmar, Infinity, Warmahordes, et al. My main interests are in the painting and hobby side of things, as well as getting together to play games. I don’t often win - it’s about having fun. Which is probably why I do well in the sports votes at tournaments.

As a member of the Sons of Norris, I have been involved with organising the Norris 1000 for the last handful of years, where we promote strong hobby skills and a fun day of gaming. I have also done a few tours of duty working for Games Workshop, so I’m all about building hobby and gaming skills for newbies, and creating an enjoyable environment to do this in.

Through VMG, I want to provide some painting guides, some tactica guides for the armies I play with, and mostly try to get people to think outside the box with their hobby and expand their skills. If there's anything in particular you want to develop, hit us up with a comment or message, and I'll see what I can do for you.

Introductions: Michael Torrisi



Who's this Boso?

For a long time I have asked myself the same question. Being asked to write a small introduction about oneself has initiated more self reflection than necessary for a hobby blog. My boss always has to remind me of KISS or "keep it simple stupid." His one criticism of my work is that while it is high quality, it isn't done nearly as quickly as it could be.

I guess the same goes for my hobby. I have always been slow when it comes to painting my miniatures. So I don't have a mass of armies sitting on my shelf. I have a couple. But I think they look great.

I used to work for Games Workshop as a casual and a part timer. It was there that I learnt to paint and actually paint quickly. I was never satisfied with the finished work though. If only I had another month.

Occasionally I would attend tournaments both for Warhammer 40,000 and Warhammer Fantasy/Age of Sigmar. In the future I am running a tournament for Age of Sigmar called Ghal Maraz. I am also an enthusiastic narrative gamer. Come and ask me about the death of poor Ludwig in front of his family some time. Poor little gunter, he never really understood why his father was suddenly so red.... and gone. I have also dabbled in games such as Saga, Necromunda, Mordhiem, and I intend to dabble with Malifaux in the near future.

My favourite game however, is Age of Sigmar. People like to call football the beautiful game but I disagree. I'll have to tell you about it sometime.

I look forward to contributing to Victorian Miniture Gaming. I am excited to share my thoughts, my hobby and facilitate bringing people together to share out common love. The love of tiny models.



Wednesday 7 December 2016

Reviews: Traitor Legions - The Death Guard


Last on the list for Traitor Legion review is the Death Guard

Content sourced via the Combat Phase podcast and SpikeyBits

The Death Guard

The Death Guard are one of the Traitor Legions of Chaos Space Marines. They worship and devote themselves exclusively to the Chaos God Nurgle and as a result of his mutational "gifts" they have become Plague Marines; Astartes who are eternally rotting away within their Power Armour and infected with every known form of disease and decay but who are immune to all pain or minor injury. When the XIVth Legion was first raised on Terra by the Emperor, its Astartes were known as the Dusk Raiders. After the XIVth Legion was reunited with its Primarch Mortarion on the world of Barbarus, he renamed the Legion the Death Guard.

What makes a Death Guard Detachment?

To be a Death Guard detachment, much like what we saw in the Wrath of Magnus there are a number of restrictions:
  • The army can have none of the Chaos Space Marine unique characters with the exception of Typhus.
  • All models who can purchase a Mark of Nurgle or Daemon of Nurgle must do so.
  • No model can come with or purchase a Mark of Chaos a Mark of Chaos or Daemon of Chaos other than Nurgle.
  • All models that can purchase Veterans of the Long war (VotLW) must do so, but for free.

So what do I get for being a Death Duard Detachment?

If your detachment is a Death Guard detachment then you get the following special rules:
  • Gift of Nurgle: Units with VotLW gain Fearless and Feel No Pain, but have a -1 to Initiative (this does not affet Typhus of Plague Marines).
  • Inexorable Advance: Models with VotLW gain Relentless
  • Lords of Plague Host: Plague Marines gain the Troops battle role

Death Guard Warlord Traits

  1. Warlord gains Feel No Pain
  2. Warlord gains It Will Not Die
  3. Warlord gains +1 W
  4. Warlord gains Eternal warrior
  5. Warlord has their Poison weapons improved by 1
  6. Units within 7" gain Contagion

Death Guard Relics


  • Puscleaver (10 Points): Poison 2+ Melee Weapon
  • Plague Skill Glothia (15 Points): Once per game, Range 8", S1, AP–, Assault 1, Poison 2+ , Large Blast
  • Pandemic Staff (30 Points): Poison 2+ Staff with dual profiles:
    • Ranged: Template, S1, Ap5, assault 1, Poison 2+
    • Melee: S+2, AP4, Melee, Concussive, Poison 2+
  • Dolorus Knell (25 Points): Start of any friendly fight sub phase give units fear or give a model fear.
    • This sounds a little off, for 25 points I would expect more from this. Giving a single unit Fear is not worth 25 points, not by a long shot.
  • Poxwalker Hive (20 Points): at the start of each turn, pick a friendly Cultist unit within 7". They can't run or shoot for the remainder of the game but have Fell No Pain and Fearless, in addition they immediately recover D3 Cultists from earlier in the game.
    • Kind of a mini Typhus ability, turning Cultists into zombies.
  • Plaguebringer (35 Points): AP3, Poison 4+, Deamon Weapon
    • I am a fan of Daemon Weapons on the most part, and being not only Poison 4+ but AP3 at Initiative, this is a reletavily solid relic.

Death Guard Formation Based Detachment (FBD)

  • Disgustingly Resilient: re-roll Fell No Pain rolls of a 1
  • Cloud of Flies: Ranged hits from more than 18" away grant you the Stealth rule for resolving the attack.

Core Choices:
  • Chaos Warband: As per Traitor's Hate
  • Plague Colony: 
    • Typhus
    • 3-7 plague marines
    • Units gain Fear and enemy units within 7" reduce their Initaitve and Weapon Skill by 1 during the fight phase. If there are 7 plague marines in the unit, then also -1 from the enemy's Toughness
Command Choices:
  • Lord of Legion: 1 of the following; Chaos Lord, Sorcerer, Dark Apostle or Daemon Prince
Auxiliary Choices: 
  • Lost and Damned: As per Traitor's Hate
  • Helforged Wrack: As per Traitor's Hate
  • Daemon Engine: As per Traitor's Hate
  • Heldrake Terror: As per Traitor's Hate
  • Cult of Destruction: As per Traitor's Hate
  • Fist of the Gods: As per Traitor's Hate
  • Raptor Talon: As per Traitor's Hate
  • Terminator Annihilation Force: As per Traitor's Hate
  • Spawn: As per Traitor's Hate

40k Editorial: The Tragedy of the Traitors - Part 1

The Tragedy of the Traitors

Part 1

Dear reader, it’s my unfortunate duty to inform you that you’ve been deceived. The servants of the Imperium would like you to live in a world in which the Traitor Primarchs and their Legions are a gang of moustache-twirling evil doers, who dove headlong into their heresy with reckless abandon and villainous glee.


This is a lie. This is the first of a series of three articles where I’m going to attempt to convince you that the nine Legions now declared Excommunicatus Traitorus are in fact the tragic victims of the Horus Heresy: some of circumstance, others of their Father’s mistakes, but certainly victims all.

Foreword

Before I begin with the first three Legions, I’d like to offer a brief comment on the contrast the Loyalists provide here. Of the nine Primarchs who would stay loyal to the Emperor, eight were adopted into lives of camaraderie, love or power. Whilst none of their lives was without warfare or difficulty, they were surrounded by those who cared for them. Only Ferrus Manus spent his formative years alone. Is it any wonder he was so ill-adjusted that he would charge headlong into the Traitors at the Dropsite Massacre out of blind fury? This is my first point: the upbringings of the loyalist Primarchs were by and large experiences that shaped their psyches in constructive ways, teaching empathy and honour.


Not so for those Primarchs I’ll be examining today:

Konrad Curze - The Night Haunter

Konrad didn’t fall on an idyllic world like Macragge, nor was he shown the love of a family like Vulkan had received. Quite the opposite, he found himself on Nostramo, a world pitched in eternal darkness, and quite alone. Where other Primarchs grew up learning that when humanity stood together, it could accomplish great things, Konrad looked upon the people of his world, and saw instead a society that had brought out the very worst in human nature. The strong survived, and the populace lived in fear. Not fear of rampaging xenos or mutants, but simply fear of each other. On a world like this, can we really blame Curze for the sort of man he would become? He never had a role model like the Khan’s father or the Order on Caliban. Indeed, he essentially had no relationships with anyone until the Emperor arrived to welcome him into the Imperium.

I suggest that Konrad is simply a product of the circumstances he found himself in, and became the Night Haunter not because of some character flaw, but because it was inevitable that such a depraved world would produce a depraved Primarch. Coupled with the harrowing visions of his psychic “gift” these experiences moulded Konrad into a paranoid killer, and in the end it is these experiences that make Konrad the unfortunate victim of Nostramo and its inhabitants. Indeed, Nostramo was the also the prime source of intake for the Night Lords legion, and as such only provided the same dilemma that Konrad faced in his youth: in an environment where people only responded to fear, how else was he to lead? His sense of clothing, both for himself and the Astartes under his command, for what they had to become to eke out an existence on Nostramo, serves only to reinforce the tragedy of Curze's life.

Mortarion - The Death Lord

Mortarion’s childhood wasn’t the lonely affair of Curze, but would nonetheless scar him. He landed on Barbarus where he was adopted by one of the powerful necromantic warlords of that world. However his ‘father’ was not a statesman or honourable warrior. He was a despot who harvested the peasants of the lower valleys, reanimated them and forged their flesh into freakish abominations for his own internecine wars between the other lords of Barbarus. Whilst Mortarion was offered education and relative comfort, what sort of teaching would we expect this child to receive? His adoptive father’s actions show us exactly what value he places on others: they are tools, mere raw ingredients to further his own aims.

What reason do we have to think Mortarion wouldn’t be reshaped, at least psychologically, into a tool for these conflicts? Does a tool need empathy? What about honour? It stands to reason that Mortarion’s later callous disregard for mortal humans at his command, as well as those Terran-born Death Guard legionaries who cared for them, was bred not in the days leading up to the Heresy, but in his adolescence.

Unlike Konrad, Mortarion may have had the chance to excise this old self from his life. In his final days on Barbarus, Mortarion was leading the strongest of the peasants in a revolution against these warlords, and stood against his adoptive father, beginning to lose consciousness from the noxious fumes that surrounded him. Whether Mortarion could have slain him and exorcised this part of his life, we’ll never know, because the Emperor intervened and killed him. It is in this way that the dark side of the Death Lord would never truly die, and would fuel his betrayal of the Emperor and his Crusade. Like Konrad, I suggest it’s hardly Mortarion’s fault that he grew up on such a hellish world, and was educated and moulded by a moral monster. I mourn for the man Mortarion could have been if he was born with Macragge’s silver spoon in his mouth.

Alpharius Omegon - The Hydra

Very little is known of Alpharius’ early years. Like everything else concerning him and his legion, it’s likely this ambiguity and confusion has been engineered deliberately to make fighting them even harder. That said, I feel like “Nobody knows…” would be a cop-out for an article like this, so we’re going to have to settle for the apocryphal tales and rumours that surround these times. One such story insists that Alpharius never actually left Terra when the Primarchs were scattered, and spent his youth in the tutelage of the Emperor himself in secret. I’m prepared to discount this story, essentially because it doesn’t stand to reason that the Big E would keep a Primarch under wraps. In a climate where the Great Crusade was just beginning, and 19 Primarchs had been lost, potentially forever, Alpharius would have been a shining light to lead the Crusade. No, I think the more likely tale is the version of events where as a youth he was abducted by the hideous xenos race of the Slaugh. They kept him as a kind of pet, torturing him and twisting his mind with acts of cruelty. 

Like his brothers discussed here, it’s impossible that this sort of experience would leave a man, even transhuman one, completely unscarred. His sense of honour, or connection with other people, may well have been compromised to such an extent that the choice to engage in the Heresy in the way he did, was inevitable. Theirs is also a palpable sense that his decision to cavort with the shadowy xenos Cabal may be a strange version of Stockholm syndrome; is it any wonder he found it so easy to betray his own kind, when he spent so long as one of the others?

Next time, I’d like to explore the three Primarchs who are best described as the sad victims of the Emperor’s utter inhumanity…

Reviews: Traitor Legions - The Night Lords


Next on the list for Traitor Legion reviews is the Night Lords.

Content sourced via the Combat Phase podcast and SpikeyBits

The Night Lords

The Night Lords were originally the VIIIth Legion of Space Marines created during the First Founding and became one of the 9 Traitor Legions of Chaos Space Marines that betrayed the Emperor of Mankind during the Horus Heresy of the 31st Millennium. They do not worship any of the four Chaos Gods individually, but acknowledge them equally in the form of Chaos Undivided as they ruthlessly spread terror and fear amongst the galaxy's inhabitants. The Night Lords are experts in the use of terror tactics to win battles and demoralise their foes before the main combat even begins.

What makes a Night Lords Detachment?

To be a Night Lords detachment, much like what we saw in the Wrath of Magnus there are a number of restrictions:
  • The army can have none of the Chaos Space Marine unique characters.
  • Any existing unit with a Mark of Chaos (eg. Khorne Berzerkers) cannot be taken.
  • No model can purchase a Mark of Chaos.
  • All models that can purchase Veterans of the Long war (VotLW) must do so, but for free.

So what do I get for being a Night Lords Detachment?

If your detachment is a Night Lords detachment then you get the following special rules:
  • In Midnight Clad: VotLW gain Fear, Night Vision and Stealth
  • Skyborne Horror: Raptors have the Troops battle role
  • Terror actics: Enemies locked in combat count as -2 leadership for Fear

Night Lords Warlord Traits

  1. Warlord gains Hit and Run
  2. Re-roll failed to wound rolls of a 1 in Assault
  3. Warlord gains Hatred
  4. Warlord re-rolls cover saves
  5. Warlord and his unit get Hammer of Wrath
  6. Warlord gains Rampage

Night Lords Relics

  • Scourging Chain (10 Points): Melee weapons gain Shred
  • Talons of Night Terror (20 Points): During the fight sub phase make D3 additional
  •  attacks (or D6 in a turn you charged) at S user AP5, Melee, Shred
  • Viox Daemonicus (30 Points): Enemies within 6" suffer -1 Leadership and Enemy units suffer -1 from reserve rolls.
  • Stormbolt Plate (20 Points): 2+ armor, and cover saves improves by 1.
    • You all should know how much I love 2+ armour on mobile characters, and this one improving cover saves gives bike characters a 3+ cover save.
  • Curzes Orb (20 Points): re-roll 1's on run moves, to hit and to wound
  • Claws of Black Hunt (40 Points): AP3, Master Crafted, Lightning Claws with Rending and Shred.

Night Lords Formation Based Detachment (FBD)

  • Strike Hard and Fast: re-roll failed Charge distance
  • Nocturnal Warfare: You can choose if it is Night Fight turn, during that turn all your non-vehicles cover is improved by 1.

Core Choices:
  • Chaos Warband: As per Traitor's Hate
  • Raptor Talon: As per Traitor's Hate
    • These guys as a Core is awesome, and I think we are going to see these guys get a good solid run on the tables.
Command Choices:
  • Lord of Legion: 1 of the following; Chaos Lord, Sorcerer, Dark Apostle or Daemon Prince
Auxiliary Choices: 
  • Lost and Damned: As per Traitor's Hate
  • Helforged Wrack: As per Traitor's Hate
  • Daemon Engine: As per Traitor's Hate
  • Heldrake Terror: As per Traitor's Hate
  • Cult of Destruction: As per Traitor's Hate
  • Fist of the Gods: As per Traitor's Hate
  • Terminator Annihilation Force: As per Traitor's Hate
  • Spawn: As per Traitor's Hate