astro mag issue 7
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September 2010 | Issue 7
inside: Seer Councilf New Media fMath-Hammer f Painting Space Hulk f Brush Techniques f Soul DrinkersfHomebrew f Rumble in Richmond
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E d i t o r s
L e t t e r
Astro Mag is published every three months in association with Astronomican.com. All text and layout remains the copyrightof Astro Mag. Astro Mag is a fully independant publication and its views are not the views of any company mentioned herein. All
characters and artwork shown in this magazine remain the copyright and trademark of their respective owners. No part of this
magazine may be reproduced without the express p ermission of the owner. Astro Mag can accept no liability for inaccuracies or
complaints arising from editorial or advertising within this magazine. All letters and emails received will be considered for publication,
but we cannot always provide personal replies.
Tis fanzine is completely unocial and in no way endorsed by Games Workshop Limited. Astro Mag is a non prot making
fanzine with the aim of promoting Games Workshop games, products and hobby. For more see the disclaimer at the end of this fanzine.
Hello all,
Tank you for downloading Issue 7 of the Astro Mag!
It is long over due, I know, but real life can really throw wrenches
into things. Te Mag is back, though, so expect future Issues to
arrive in a more timely manner.
Tis issue is crammed full of goodies! Te able of Contents
has a more thorough listing, but my favorite articles are the Basic
Brush echniques and the Battle Report. Te former is a very
thorough and educational article by Roman over at Massive Voodoo ( www.massivevoodoo.
blogspot.com); great for folks new to painting. Te latter is a 2,000 battle from the “Richmond
Rumble”, a meeting of four Astronomican members in Richmond, Virginia, to have a weekend
of gaming. And game we did...
We’ve got a change for this issue in terms of the sta. LutherMax is the new Design/Layout
editor and has done some excellent work. I hope he stays onboard!
Tank you, reader, for downloading and reading this issue of the Astro Mag. Make sure to
tell your friends about the Mag, send us some feedback... hell, write an article for us! Send in
some of your original artwork! Write some ction, send in some pictures of your pride and joy
miniatures!
Cheers all,
Mr C
EDITINGSTAFF
chief editor
Morgan “Consadine”Rimehart
staff editor
Nomad
lead layout designer
LutherMax
Tank you to all of the DeviantArt
Warhammer 40,000 artists for
the awesome artwork that made
this issue work! Check out their
art throughout the magazineand make sure to click into t heir
deviant page to see more!
cover image
Warhammer by ~Lestare
from DeviantArt
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I
n t h
i s
I s s u e Editorial
What can the Seer Council do for you? 4
From the Void 11
Math-hammer & You 14
PaintingHow I Paint Space Hulk: erminators 17
Basic Brush echniques 22
Homebrew Loyal raitors: A Soul Drinkers Army List 26
Te “Homebrew” 32
Fiction‘I Hate Cadia’ by Anne Marie 35
Battle ReportRumble in Richmond 36
Fom te WapBoe Commuty
ato ma uppote:
40k origins
all things 40k
Cnfssin f 40k addic
Di rci
Fr h Wr
rs Wrld
hs’s Frg
on h pining tbl
trrn Frg
jbrsing
is f Dnc
ar Fr h Wr
br nd wn r blgincldd hr? eil s :
[email protected] ndw’ll dd righ w! all
nd d is lin bc h asr mg Blg.
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E d i t o r i a l
This article is going to look at one of the nastier units out
there: the Eldar Seer Council. What’s a Seer Council,
you ask? A Seer Council is a HQ unit comprise d of the Eldar
“sergeant” type upgrade called a Warlock; this unit is almost
always accompanied by a Farseer. ese guys have the
capability to be one of the most durable, killy and expensive
units in the codex.
Warlock Wargear Warlocks come with three pieces of wargear: the shuriken pistol,
the wytchblade and rune armor. Tey have a single base attack ,
and WS4, I4. Strength is irrelevant as they carry the wytchblade.
Tey may upgrade their wytchblade to a singing spear for a mere
3 points. While it’s not wargear, this is also a ne place to note
that footslogging Warlocks have Fleet special rule.
Why is the wytchblade so cool?I’m glad you asked. Short answer: it wounds on a xed 2+, and
it strikes at S9 versus anything with an armor value. In other
words, Warlocks are very adept at shanking people, and they
will also beat down vehicles. On the charge, Warlocks throw
three attacks: 1 base + 1 for 2 CCWs + 1 for charging.
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On the Singing Spear Te Singing Spear gives you the ability to ‘shoot’ at vehicles. It
is a two-handed melee weapon, so Warlocks are stuck at their
base one attack. At range, the Spear is S9 with a 12” range.It is probably worth considering a Spear or two, for a couple
reasons: if on jetbikes, you can shoot the vehicle and then have
options based on damage results; wound allocation games, as
they can create another ‘group’ for allocating wounds.
Warlock Powers
Warlocks have access to a variety of ‘Warlock Powers.’ Tese
are technically psychic powers but do not require psychic tests.
As such, they cannot be countered by something like a psychic
hood. Te main point? Warlocks are psykers. Oooh, ahh, so
noted. Not important unless there’s something like a Culexus
Assassin nearby, and who runs those?
Destructor Tis is the neat little thing that makes Seer councils absurdly
killy at close range. It is eectively a heavy amer. It is 10
points for a Warlock, and deadly against troops, especially
when combined with Doom. AP4 means you at-out kill any
xenos; few are those non-marines with 3+ armor saves.
Enhance Tis is a neat melee support power. Your unit benets from
+1WS and +1I. Tis is not cumulative, so there’s no “I brought
4 Enhance so we’re all WS8, I8!” No, that ’s crap, so don’t try to
tblingws.c
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pull it. It does boost Warlocks to WS5, I5, which means they
generally go rst/simultaneously and will they hit on 3+ most
of the time. We’ll discuss why it’s worth bringing this power
later. 15 points is on the pricier end for the powers, but it is
nonetheless worth it.
Embolden5 points for a power that lets you re-roll leadership tests. Now,
Warlocks are Ld8, but the Farseer that might be attached to
them has Ld10. Tis makes it dicult to break, and it also is
the most eective means of boosting your Farseer’s ability to
get psychic powers o.
Conceal15 points to always carry a 5+ cover save with you for the unit.
Warlocks have a 4++ save from Rune Armor as it is, so you can
safely skip this for the Seer Council. Tere are two weapons
that I can think of that negate invulnerable saves at range; the
Psycannon and Incinerator. If you have an armor save (and you
ought to; we’ll explain why in a moment) then you ought not
worry about these either.
Gearing up the Seer Council Tere are eectively two ways to run a Seer Council in 5th.
You can mount them on bikes, or you can leave them on foot
and load them into a Wave Serpent. You could theoretically
footslog them without the transport, but you run into the Eldar
issue with elding a horde: you are an army of specialists, and
if you are on foot, it is much eas ier for the enemy to simply blow
you away before you get close enough to do damage.
Basics of Warlock Configuration Warlocks are close-ranged units. Tat much is apparent from
their gear and power selection: essentially nasty melee weapons
and heavy amers. Since the Farseer will be with them,
Embolden is worth far more than its 5pt price tag. (psychic
tests are leadership tests, after all). Since you will end up in
melee more often than not, Enhance is similarly worth it. You
may have to assault into cover, and there’s nothing to help with
that. Moving to WS5 will generally move your Warlocks tohitting on 3+, and still being struck back at 4+ in assault. Tis
is worth it.
Te rest of your powers? Warlocks may select a single
power. You don’t have to take powers, but 3-4 Destructors
are usually enough to thoroughly BBQ your target unless it’s
something stupidly resilient like Plague Marines. You will, of
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course, heap the wounds on them and any other monstrous
creature. Were you hoping your 6 would defend you? Tat’s
nice, we wound you on 2+ in melee. Still, some durable targets
CAN take the abuse you dish out.
So, for the council:
• Embolden x1
• Enhance x1
• 3-4+ Destructor
• 1-2+ Spears, to taste
Tat means we want at least a 6-man council, ideally
more. Te enemy (if they don’t already know) will realize that
your council is capable of doing unspeakable acts to ANY unit
on the board they can catch.
The Biker CouncilMake no mistake: the biker Seer Council is expensive in terms
of points and cost as well; GW for some reason feels like bikes
ought to cost. Warlocks on a Jetbike and no powers comes out
to 45 points. Tis means a maxed-out 10-man council starts
at 450.
Ten, you have to add in the Farseer to the cost. I suggest
the following Farseer for the Biker Council:
Farseer w/ Jetbike, Runes of Warding, Spirit
Stones, Fortune, Doom.
Total cost: 175.
Fortune is what gives the Biker Council its real ‘oomph.’
Te Jetbike grants you a 3+ armor save, and the Rune Armor
grants you a 4+ invulnerable. With Fortune, therefore, you
have an 11% chance of failing an armor save, and a 25% chance
of failing an invulnerable save. Te enemy MUS devote a
massive number of shots to force enough wounds to deplete
the council. Te moral of this story? Bring a lot of jetbike
Warlocks, as they need to be able to survive a heap of gunre
and and still be a threat.
King Elessar brought up an interesting point for the Seer
Council: Mind War over Doom. If you’re hitting an enemy
squad that has a powerst or something hidden in it, and
you want to be locked into assault, nuke the fellow with the
Powerst/klaw/what-have-you. His words are somewhere in
the middle of this post. Personally, I nd Mind War to be
highly comical when you kill a linchpin-type unit in the other
guy’s army.
An additional note with the jetseer council? If you have
the attached Farseer cast Fortune on the squad, you can get
18” in a turn: 12” move, + 6” in the assault phase as you are
Eldar jetbikes and therefore entitled to a 6” move in the assault
phase. Huzzah, space elves. Really. Your bikes are cooler than
theirs. If you have two Farseers, the non-Jetbike Farseer can
simply cast Fortune on the Jetbike squad, and then you can
turbo-boost. Note that you cannot use psychic powers ANDturbo-boost on bikes, per the rules.
A sample Jetbike Seer Council would be something like:
8 Warlocks on Jetbikes
4 Destructor
Enhance
Embolden
3 Singing Spears
Total: 420 points.
Farseer w/ Jetbike, Runes of Warding, Spirit
Stones, Fortune, Doom.
Total cost: 175
Final points cost of the 8-man ‘minimal’ Seer Council:
604 points.
As said, this is a bloody expensive unit, but very durable,
and capable of doing damage to anything it can catch. Four
heavy amers for hordes (and even a heap of twin-linked
Shuriken Catapults, for what they’re worth. Yay, bike guns.
Really.) and then massed Wytchblades for melee against
vehicles, walkers, etc. You can charge dreadnoughts and kill
them without fear of reprisal if you’ve got Enhance.
Wound Allocation in the UnitFirst o, if you lose the Farseer, you lose psychic support, and a
good chunk of your durability. If you are facing an enemy that
has WS3 or lower all around, Enhance is expendable. Enhance
is a neat goody, but after you get into the enemy early on, it
becomes less important. Te ‘naked’ warlocks are obviously expendable, but while there are still enemies out there to burn,
you want to hold onto your Destructors. Bear in mind that
while you are 4, it’s actually 3(4); you still eat Instant Death
on the Farseer on S6+ hits. Avoid giving him those wounds if
you can.
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Assault and the Farseer Te jetbikes have a little more leeway in this because of their
speed but it goes for the foot council as well. Sometimes,
after the burning and the spearing, you’re going to assault.
Sometimes, that unit has a schmuck with a powerst or
something else capable of inicting Instant Death on your
Farseer. Now, he’s an independent character so in assault he’s
a unit unto himself (or herself, if you prefer. Call me crazy, or
maybe it’s Dawn of War’s inuence: I see Farseers as female.
Oh well.). Tis means the other guy can single out the Seer.
Well, we look to assault rules, and nd that you have to move
your closest unit into assault rst. Ten, the other guy has to
pile in. But, only unengaged models pile in. So, if the enemy
has a powerst, it behooves you to see two conditions met:
1 You hit the powerst on the get-
go with your charge moves
2 Your Farseer is on the other side of this melee.
You want the Farseer on the other side so the Powerst
isn’t within 2” of anyone engaged with the Farseer. Otherwise,
the st can still reach the Seer and turn your psychic support
into chunky spaghetti sauce. Hopefully, if you can’t avoid
engaging the rst you kill it before it swings, and failing that,
you’re in the land of “Oh, crap, can I make the saves and keep
my Seer?”
The Joy that is the Eldar Jet BikePast the 3(4) note and the semi-interesting guns (hey, I’ll
take the twin-linked catapult over the pistol any day of the
week if I’m shooting something), the Eldar Jet Bike DOES
have one big advantage. You’ll have to hit the main rulebook
for it, but note that Eldar Jet Bikes may always move 6” in the
assault phase, even if they are not moving into assault.
What does this mean to you? Versatility, that’s what.
Well, if you only brought one Farseer, it means you canstill get Fortune on, and move 12”+6” for an 18” advance.
Te second major advantage is you can decide what you
want to do after your shooting phase. Let’s say you brought a
few Singing Spears. Not a hefty investment. Te enemy has a
transport nearby. Say you got within 6” of it. You throw your
spears. Well, if you blow up the vehicle and have enemies
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in assault range, you can follow up with a charge on them.
If you don’t blow up the vehicle, you can consider assaulting
the vehicle, depending on how fast it moved last turn. Or, if
you blow it up and the other guys are out of charge range, you
can back o 6”. Te same goes for hosing down troops with
Destructor. If you break them and they run out of range, you
can backpedal 6” and potentially get out of easy counter-charge
range. Or you can simply plunge in and nish the job.
The Foot Council
o be honest, I see the Foot Council as second place to the
Jetbike Council. You can still take a massive unit and try to
launch assaults out of the back of a Wave Serpent, but thereare issues (touched on here) with that. Mostly, you have to run
up, hope no one blows you up, and then get out and assault
next turn.
As such, you would be looking at something like...
8 Warlocks
4 Destructors
Enhance
Embolden3 Spears
Farseer w/ Runes of Warding, Spirit Stones,
Doom, Fortune (145)
Wave Serpent w/ TL Shuriken Cannon,
Spirit Stones, Vectored Engines (130)
Total: 504
As you can see, dropping the bikes and pick ing up a Wave
Serpent (which, here, is optimized for troop delivery only)
saves you 100 points over the Jetbike Council. You are less
durable as Warlocks with just a 4+ re-rollable. If you lose the
Serpent early, you are on foot, and we go back to the problem
of ‘Ah, I bet I can nuke that before it gets to me.’ If you lose the
Serpent in the other guy’s face, well, if he’s smart he’ll be in a
position to hurt your Council dead.
Alternatively, you can cheapen the squad and just run it as
a heavy amer delivery system. I th ink it might look something
like:
Farseer w/ Doom, Spirit Stones, Fortune
(130)4 Warlocks (100)
4 Destructor (40)
Sub-total: 270 (before Transport)
Here, we’ve got a much smaller and more focused Warlock
unit. Its sole purpose is to Doom a target and feed it four heavy
amers. It will then promptly die, much like Fire Dragons.
Why? Tis is a lot of repower focused into one package. After
it appears, anyone who can do so will kill it. I suppose thisconguration could work; though I would suggest my default
Serpent cong of Bright Lance + Shuriken Cannon at 145
points, since you may want to sit back and shoot for a bit. We
bring Fortune so we can g rant our Serpent a rerollable 4+ cover
save. Tis means the enemy must focus more re into the tank
to drop it, which is a problem.
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Still, I can’t shake the feeling that such a minimalist use of
the Council ignores its Witchblades and potential durability. If
anyone uses it in such a manner, let me know how it works for
you, as I am curious.
Final Note on the Serpent-mountedCouncil
Tere is one glaring weakness of the mechanized council: if
the enemy pops the transport, game over for the counci l. Wave
Serpents are durable with their energy eld but even then it’s
just AV12. Tey are not immortal.
On the other hand, the Serpent Council has the Serpent
around it. If the enemy manages to knock the Fortune o the
Jetbike Council (for whatever reason, be it a psychic hood, you
just ubbed the roll, or just came in from reserves) then you
are essentially Marines in cover in terms of durability and the
enemy WILL maim/kill the unit. Alternatively, a Serpent
Council can combine a turbo-boost save of 4+ and Fortune.
Beware Hydra Flak anks, though, as they’ ll just laugh at your
turbo-boost save and blow you to hell in a hail of twin-linked
autocannon shots.
Conclusions on the Seer Council
Make no mistake: the Seer Council, in any form, is capable of being a massive threat. It wants to be in theenemy’s face, butchering their vehicles or burning their troops down before shanking the remains with psychically-
charged blades.
As such, the challenge in using the Seer Council is getting it to the eective short range. Te Biker Council
is mobile until dead, whereas the mounted council ceases to be as much of a threat i f you pop their transport early.
However, Fortune + Flat Out = a Serpent with a 4+ re-rollable save in the other guy’s face, which is usually a bit
of a pain to deal with.
Any way you look at it, a Seer Council is a massive re magnet. Tey do their best work up close, and if the
enemy can stop them before they close? Lots of points rendered ineective, but that’s something you might be used
to if you’ve rolled out the Land Raiders and such.
For durability, both Councils have access to a form of it. Te Serpent Council has a wave serpent hull for
protection, and can combine a at out 4+ cover save with Fortune. Te Jetbike Council has a 3+/4++ set of saves
but is much more reliant on Fortune to be durable. If the enemy can get you without fortune (IE: came in from
reserves, ubbed the roll, or got a psychic hood to the forebrain) then you can expect them to try to nuke your
council. On the other hand, a Jetbike Council can’t lose its mobility to a single lucky shot. In short, the durability
and mobility are a tradeo.
In terms of assaultyness, the Jetbike Council wins out in my opinion because of the assault move; they can
back o if the situation warrants it whereas the Serpent Council commits, and if they real ly want to assault instead
of just being a amer unit, they take a couple turns to get a convincing one o.
Any way you cut it, the Seer Council is an investment; you’re looking at 500-600 points in anything beyond
a minimal burny Council. However, this unit can do some serious damage. Te only thing to watch for is stu
with hefty armor saves; things like erminators with 2+ saves and Plague Marines with 3+ armor and 4+ FNP
can absorb a heap of wounds.
anks to Fritz at e Way of Saim-Hann blog for letting us use pictures of his Seer Council in action anks to Fritz at e Way of Saim-Hann blog for letting us use pictures
of his Seer Council in action
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shows drops after this article was written but before this issue
goes out, so we can’t give a review of the new show.
Overview:Hosts- Spencer (ret), Philip (ret), Scott (ret),
Chris (ret), Romeo, Rik and George
Website- www.40kradio.com
Release schedule- On the 1st and 15th of
every month
Game Systems- 40k.
Enter Chicagoland
My second 40k podcast is DiceLikeTunder [DL].
Born in Chicago, this podcast was started by Mack Martin
who pioneered the show on his own and then gradually build
up a great team of Dan and Rich with regular local guests.
Tey try to give an alternate look at the hobby preferring, for
example to do “Ork Hunting” segments where they discuss
anti Ork tactics rather than a actica-Orks which features in
many other places. Like 40k Radio they record a weekly show.
Unlike 40k Radio, DL has a free forum and a slew of extra-curricular material such as their Fluid 40k update system, their
reworked Forge- Star Necron codex and their Fireght small
game system. Recently there have been a bit of an upheaval for
the podcast, rst with the split to two dierent shows as Mack
moved away from Chicago, Dice Like Tunder- Chicago and
Dice Like Tunder Cali-40k-ation, and now the news has
recently arrived that due to a new job Mack has left the podcast.
Tere is a unique tone to DL and it can be o putting to the
new listener, they are trying to strike a ne balance and of late
their struggling to keep the poise of the shows when they were
split, which is in my opinion thei r highest quality output so far.
Te California show is now over due to Mack moving to
Michigan for a job. Te Chicago crew diligently carries on,
producing a new show every week. Tey have recently started
doing live shows on Ustream, which typically starts broadcast
at 10:30pm CS on Fridays (that would be -6 GM).
DiceLikeTunder recorded and released their 100th
episode while this Issue was near completion. Quite an
achievement! Here’s our little shoutout from a small corner of
the 40k community: Congrats, crew of DL, and keep themcoming!
Overview:Hosts- Mack (ret), Rich, Dan, Dave, Jon,
Chris.
Release Schedule- Every week
Game Systems- 40k, with a few episodes
devoted to Dark Heresy and Battletech
This... Is the End
Now we reach the cream of the crop, from their rst episode
Worlds End Radio [WER] have had a polished presentation
that some well established podcasts are still striving for. Tey
have kept a professional, quality tone to their podcast from
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episodes one to sixty. Hosted by Australians Luke Retallack
and JJ Layeld it comes from Perth Australia, the other end
of the country than Podhammer, literally at the end of the
world. In their episodes they cover 40k and all other Games
Workshop games from Lord of the Rings and WFB to
Necromunda and especially Blood Bowl. Tey have a great
balance between their sections and if you’re looking to expand
your hobby horizons this is the podcast for you. Both of the
hosts are very experienced tournament players and organisers
hosting the WestGamer Forum Ultimate ournaments for
40k and WFB for the past few years. Teir coverage rotates
between al l of the systems depending on what’s new and what’s
interesting them this week. Tey also have bonus shows out
of their usual numerical sequence including the World’s EndMailbag where they held an entire show dedicated to listener
questions. Back in the normal sequence of things some of their
other topics are as diverse as “Working with Resin”, “How to
Participate in and Run a Gaming Club”, “Te Psychology of
Te Game”, Teming Armies” and Te Lore of the Hobby. All
in all Worlds End Radio is leading the Way in 40k and mixed
system podcasting, and it’s lifting the hobby up with it.
Overview:Hosts- Luke, JJ
Release Schedule- Every two weeks
Game Systems- 40k, Fantasy and the
Specialist Games (a passion for Blood Bowl)
An Unlikely Alliance
Within the podcasting community two groups have formed,
the Wargamer Radio Network is the old guard of seasonedpodcasts including Podhammer, 40k Radio, Worlds End
Radio and D6 Generation. It has been around for a while and
you’ll hear regular cross promotion on all of the shows. I can
say denitely for three of these shows that they are a quality
group and all well worth a listen.
Te other group that has only arrived in the last month
or so is the Hobbyalk Network; made up of many younger
podcasts it includes the Warbanner Podcast, Dice Like
Tunder and the Imperial VoxCast. Tey have brought some
fresh insights to the scene and this division is a great step
showing that the podcasting scene has a depth and variety that
will only continue to grow over time.
Our New Media.
So all in all there are a huge variety of shows to suit every
hobbyist’s preference. Personally I enjoy the podcasts as I paint
models and from them I have learned a lot about tactics and
other ways to enjoy the hobby.
See you in Te Void
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& What Is Math-Hammer?
I’m going to use Math-hammer as a term to describe the
rudimentary application of statistics to 40k in an attemptto gure out the outcome of a discrete round of harming the
other guy.
Math-hammer usually takes the form of something like this:
Number of shots * chance to hit * chance to wound *
failed saves = Number of casualties.
Let’s put this neat little model into action: I re my 10
Dire Avengers into your Imperial Guardsmen that are in cover.
Te pertinent facts are:
1 Dire Avengers are BS42 Teir guns are 2-shot, S4, AP5 jobs
3 Guardsmen have 3, and a 4+ cover save.
Let’s turn that crank with the following data:
Number of shots = (10*2) 20
Chance to hit (at BS4) = 2/3
Math-Hammer
Rob Rivard
Chance to wound (S4 vs T3) = 2/3
Failed saves (4+ cover) = 1/2
Ergo: 20 * (2/3) * (2/3) * (1/2) =...
20*(2/3) = 13.333 hits * (2/3) = 8.8886
wounds * (1/2) = 4.44 Casualties.
Hooray! We just killed some Guardsmen!
Except Not
So, what’s the problem with this model? Tere are a few:
namely, the dice, the laws of statistics, and template weapons.
The Dice
Dice are not necessarily impartial random-number generators.Some people suggest that Chessex dice (the default, little
rounded-corner boggarts) lean towards the 1 a little bit. Tere
are also some nasty tricks you can do to manipulate dice. My
personal bias involves just playing with the Chessex dice, and
the hell with the bad rolls you get. Actively trying to rig your
rolls is a punk thing to do, and should realistically get you
kicked in the dice bag.
Te bottom line is that the dice do not always behave in a
perfectly predictable manner, but we can still make some basicassumptions about how they’ll act any given time we roll them.
Laws of Statistics Tink about most the times you roll dice in 40k. Maybe it’s
an ordnance shot or blast weapon; then it’s 2d6 and the scatter
dice (...just RY running some math-hammer for scatter. It’s
You
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1 Know the limits of the stats You need 30 rolls to get an accurate ‘sample size’; if it’s below
that than you’re not really guaranteed an ‘average’ result
2 Know the limits of the diceDice are not perfect random-number generators, either through
manufacturing processes or human interference a la practiced
rolling.
3 It’s Still MathMath, when done right and mindful of its problems, is SILL
a reasonably reliable when you follow the steps.
-At least, math is a reliable tool given an understanding of the tool. It’s like a computer: it can only do what you tell it to
do, how you tell it to do.
4 Know what the ‘Average’ means-Te ‘average’ result is the midway point, which means that IF
you roll enough dice, HIS is what happens about 50% of the
time.
-What you’re really dealing with is a Normal Distr ibution
(aka bell-shaped curve)*. You’re hoping that your dice wil l landsomewhere in the middle, but it is still entirely possible to see
a given set of rolls fall way the hell away from average (hey, it’s
possible to see 5 1’s, [0.01% chance, theoretical ly] and you have
the same chance of seeing ve 6’s in a row as well)
5 Know that Things Can Still Go Wrong-Te dice are still fully capable of throwing complete outliers
at you. We call this ‘the wheels coming o’, when you re ve
bolters into a single guardsman in the open, and he still l ives, for
example. (Worse still, he k ills 2 guys on the charge, and lives.)
-In other words, you care about math, but math doesn’t
give a ip about you, and can screw either of you over, or both
of you, or neither of you. Crap happens. Deal w ith it.
6 Realize the limits of Math-Hammer Tere are things Math-hammer simply will not do, and they are:
• ell you WHERE to move• ell you what your opponent will do
• Gauge range
• ell you how many of your infantry will
actually be in range of your target
• ell you a blessed thing about how many people you
actually will hit with a template-based weapon
Math-Hammer CAN give you an idea on:
• How much re you need to kill a target• How much re you need to force a morale check
• Whether or not you might make assault (remember,
you just need base-to-base with ONE guy)
• Te chances of immobilizing yourself in terrain
• Te chances of you winning/ losing an
assault, and potential morale results
Conclusion
Math-hammer is a tool. No more, no less. It’s not perfect, but
it’s a workable enough basis for making decisions about dice in
the game. As such, I suggest a working knowledge of it, since
this IS a dice game, and Math-hammer DOES tell us a little
how the dice work. It’s a more reliable basis than all the little
pre-concieved notions that your brain tends to have.
Any kind of theory makes assumptions. Te more you
know about the assumptions, the more use you can get out of
the theory. At the end of the day, theory itself is a tool. Teory
simplies the world, loses some resolution, and usually gives
you a (reasonably reliable) method of making decisions and/orlearning about an aspect of life, the universe, and everything.
Math-hammer just gives you a rough idea of what can
happen when you throw the dice, and that’s better than
nothing, in my book. Tere are days where the average will
happen every single roll, there are days where the dice will roll
sub-par on a game level for you, but in the end, across enough
games, the dice wi ll roll average.**
*Disclamer: I’m being a little lazy here and linking to
Wikipedia. Note that since Wikipedia is open to anyone who wants to edit it, anyone can (and in some cases, has) tweaked
the data in an incorrect manner. If you really, truly want solid
info, wikipedia is a good start, but then you’d better check out
the sources they’ve listed in the article, and move from there.
**Unless you’re a bloody dice cheat. Or the other guy is.
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P a i n t i n
g
Conventional painting tutorials are generally very bland
and monotonous. ey attempt to show you the method
of painting (which, of course, has its own merit) but most
fail to explain why steps were chosen and why things were
painted the way they were. Everyone has their own painting
style and instead of just showing you how I paint my Space
Hulk Terminators, I’ll explain why I chose the paints and
techniques I did in an attempt to give you a new point of
view when tackling a new mini. First I must note that thistechnique was developed to be quick and conducive to bulk
painting (thus the inks and washes). Anyways, lets begin!
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1 3
STEP 1Step one involved a simple base coat of Mechrite Red slightly
watered down. Watering down your paints, especially
foundation paints, is incredibly important because otherwise
they will be very thick and ruin details on your model. Granted
my method doesn’t really make the most of the incredible
details on the models, I stil l urge you to water down your paints
slightly. I chose Mechrite because, like all the foundation
paints, it provides a very solid base color and only requires one
coat.
in some Matte Medium. I failed to do this on one of the later
steps and you’ll be able to see what happens when you don’t.
I chose a Brown Ink over, say, Black because Browns tend to
deepen Reds more whereas Blacks tend to just dull models
down.
STEP 3Step three involved a drybrush of 50/50 Mechrite Red to Blood
Red. Tis simply serves as a primary highlight.
2
STEP 2Step two I used some Brown
Caligraphy Ink and washed
it over the model. Caligraphy
Ink, unlike normal hobby
inks, is not water proof.
Tis means if you get water
on the model, the ink will
begin to run. On that same
token, these inks were free because I found them sitting in my
basement so I made the most of them. If you have Caligraphy
inks you can counter-act the fact that it’s water-proof by mixing
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4 6
STEP 4Step four is a secondary highlight of a straight Blood Red
drybrush. At this point the brightness of the Blood Red is
meant to accentuate the edges and provide a nice contrast with
the browns in the recesses. Te armor begins to come together
at this point.
STEP 6Step six is a nal highlight and is a very light drybrush of 60/40
Blood Red to Fiery Orange. Tis nal highlight provides a
noticeable contrast between itself and not only the recesses but
the red of the armor itself. I wanted the models to be noticeable
and eye-catching on the Space Hulk board so this highlight
serves to do just that.
5
STEP 5Step ve is a Baal red Wash. I do this to to not only blend the
highlights together but also to emphasise the reds in the model.
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7 9
STEP 7Now here, step seven, is
where I screwed up. I apply
Red Caligraphy Ink here in
order to deepen the reds and
give the model a slight gloss.
However, I failed to mix in
any Matte Medium and as
you will end up seeing in step
nine, the red starts to show through a bit.
little to make them more subtle (and thus increasing the appeal
of the red armor on the table). Next I drybrushed any gold
surface over with Shining Gold (for obvious reasons) and then
a very light highlight drybrush of 2:1 Shining Gold to Mithril
Silver. Tis just accentuates to ex treme edges producing a more
vibrant gold color. Te Purity Seals were simply painted in
Bleached Bone with a highlight of 50/50 Bleached Bone toSkull White. I then used Black to draw small writing on the
seals. Finally, over all of the gold and parchment surfaces, I
applied a Gryphonne Sepia wash to them. Tis, like the Bestial
Brown undercoat, serves to tie the dierent details together
(and also adds a nice weathering eect to the parchment).
8
STEP 8Here’s where the detailing begins: step eight. I decided to paint
any metallic silver parts rst as that seemed to be the most
prominent color on the model other than red (obviously). I used
Boltgun Metal for this, but Chainmail would suce as well.
STEP 9Step nine involved base coating any gold or parchment colored
surface with Bestial Brown. I decided on Bestial as it is,
more or less, a bridge between Snakebite Leather (good for
golds) and Graveyard Earth (good for parchments). I decided
on using this middle-road color in order to maintain some
uniformity over the model and helping to blend the detai ls in a
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STEP 10 Te nal step is to highlight the gun with grey (I did a
line highlight of Codex Grey with another Fortress Grey
highlight just to make the gun ‘pop’ a bit more) and paint thelenses. What I did (for the eyes) was base coat Dark Angels
Green, highlight 50/50 Dark Angels to Scorpion Green and
nished the highlight o with a straight Scorpion green line in
the front of the lens. o top it o I placed a small Skull White
dot in the rear of the eye to simulate a reecting eect that
optics would have.
And that’s about it. I’ll be doing a similar tutorial for
my genestealers which can be found on my blog erran Forge
(http://terranforge.blogspot.com/). Happy Gaming!
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BasicBrushTechniques
Roman ak a jar
This article should be considered as a basic equipment
and is only concerned with the theor y and a few practical
steps of the most common techniques known to me. It is not
checked for completeness and only shows my personal view
on the things I have learned from others.
Tere are dierent ways to paint a gure. From brushing
to washing, inking to multi-layering, there are probably already countless dierent denitions for each technique. I am trying
to clarify a bit; I hope I manage it in a purely theoretical form.
Also, this is just an overview. Plans for talking deeper
about it are done – it will arrive in the future, like most plans
do, so please be patient :) [Check www.massivevoodoo.
blogspot.com for more articles and helpful posts. -C]
1. Dry Brushing
Applications: Figures, terrain, bases, etc. – especially for
applying lighter colors over a darker color.
Colors: All colors except special Inks.
Advantage: Simple technique which is quick, can deliver
good results even in the new painter, and with a little practicecan also provide very good results. Might help painting a large
number of models in a manageable time.
Disadvantage: Often, this technique is applied in an
uncontrolled manner, which usually leads to “messy” results
and could result in the overall impression of a gure strongly
going downwards.
When you drybrush, a bristle brush is usually an advantage.
You can also drybrush with a slightly larger ne hair brush, but
this usually leads to a very rapid wear of the brush.
The “brushing operation” in theory A tiny color amount is carried on the brush, then this “dried”
on a cloth or tissue to get rid from the main amount of the color
and the color left on it is “powdery”. Now then brush as desired
– from top to bottom or from left to right, etc. Te “dusty”
pigments are deposited on the highlights of the gure / model
/ terrain and allow it to stand out. Tis can be done in several
steps from dark to bright.
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Basecoated:
Dark Undercoat (would have been better to basecoat in black, haha):
Variants: If there is a dry brush, there must be a “wet”
brush, right? It should be mentioned that there are dierent
variants of how to start a brush session. Te dry brush is
certainly the easiest way. If the color is diluted with water, the
brush result will not be so dusty, more a fading touch of color
– also try to catch the upper parts and areas of your model as
described above – but be sure the “drying on the tissue” step
needs some more time and attention to avoid getting the color
everywhere around.
2. Washing / Inking
Applications: Washing / Inking is usually used to
dierentiate wells quickly from higher points of the miniature.It also works well in combination with dry brushing before and
sometimes after the washing.
Colors: Special Inks / Inks by various manufacturers.
Advantage: Fast results, gives more depth to a model,
quick and good for painting a large amount of models or to
nd a basic idea of where to go.
Disadvantage: Inks are often glossy, even after drying.
Te colors may run if not applied in the correct areas.
The “Ink-/Washing” operation in thetheory Get some of the color up via the brush. As Inks are often very
uid, extra ink should be drawn o on a cloth before it goes
to the miniature. Also, a dilution with water is possible to
mitigate the intensity of the ink. When you order, make sure
Drybrushed with a lighter tone:
that the ink is specically brought to the point where it should
be. Also you can put it as a thin layer over an existing basecoat
to bring dierent color over it.
It says “Not wet!”
Bright undercoat:
Leads to:
Variants: Washing is also possible with “normal” colors.
Here one often speaks of glazing – such as glazing in the
shadows – In the end you make – through dilution with water– a color like a Ink from its way of use / one that does not shine
after drying. Glazes are also often used for more sophisticated
techniques – but this is further below.
Washing/Inking is often used in conjunction with
metallic paints to give you a subsequent staining or a structure
by underscoring the modeled wells.
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4. Shading
Applications: A preferred technique for sounding
subsequently stained bodies to be consu lted or more the reversestyle of Layering.
Colors: All colors available.
Advantage: Subsequent follow-up would allow the
development of ner dierences in color.
Disadvantage: Just enjoy exercising. Strongly dependent
on the value of the painter’s experience in dealing with glazes.
So a brush is like a guitar – it is built to paint.
The Shading operation in theory: When Shading a complete character you start with a very light
foundation and pulls them through with wispy glazes and
stains in the dark. Here, you brush towards the shade sites.
It says from bright to dark:
3. Layering
Applications: Most common method of painting.
Colors:All colors possible – use of Inks and Washes (gloss
and opacity, barely take care!)
Advantage: Good eect – easy to learn, results in nice
looking miniatures.
Disadvantage: Hardly any! A specialized form of this,
the so-called “Blending”, or making clean color transitions
from light to dark, is the basic of high quality painting.
Highlighting operation in theory:Highlighting starts on a dark base and the process starts by the
addition of an ever-brightening tone to the distinctive features
(highlight points of a model).
It says from dark to bright:
Variants: Trough strongly diluted paints you can also
highlight with glazes. Te transitions are softer and gentler
and form a more harmonious overall picture in the end.
Variants: Tis technique is particularly well in my eyes
subsequently to incorporate areas of color, a certain tension
by being carefully retouched with a subtle color ow. Te
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subsequent Shading often helps me to work wild and work out
my shadow areas. Highlighting afterwards is good advice to
re-identify the points of light afterwards similar to accentuate
and shade with middle tones during the operation to make
transitions softer.
5. The “edge-accentuation”
Applications: Similar to the accentuation while Layering
– raised edges of the gure get more attention.
Colors: All colors possible, except inks are not good for
this.
Advantage: Emphasizes the edges; you can set nal focus
areas, or the ways the eye is moved to the focus.Disadvantage: Hardly any! It is on professional
application under inclusion of light and shadow as a basis of
professional painting. If applied quickly and/or with no use of
light and shadow, miniatures can often look unclean.
The “edge-accentuation” in theory When accentuate all exist ing edges are usually tightened on the
model. Tis means that the clarity of contours of the model is
more impressive and easier to catch. Te color is added w ith thebrush and pulled over the edge. Here the fault often happens
that you might work the tip of the brush while drawing the
accent – this usually leads to shaky results. But one uses the
surface of the brush and moves it around in a 45 ° angle over
the edge so the result is – after a little practice – clean and ne.
Variants: o use this technique at a high level, long
practice is probably necessary – I do not mean the technology
itself, but the combination of dierent techniques and
knowledge of color and its authority can apply ha rmony (color
theory) and the knowledge and clear light situation on a gure.
Conclusion
You can hardly call any of the above-mentioned techniquesas the way there has to be dealt with. Each technique has
its justication of existence, as they specically targeted for
specic applications and desired results. Also, dierent people
like dierent things, so it is up to you to nd out what is your
thing by practice and experience.
Striving for the most ideal one, the gap between the
dierent techniques may be combining the advantages of
each. Tis requires practice and is for sure depending from
your own personal experience – what i am saying here is for
sure not the holy grail. Trough experiments developed from
the above “basic techniques” and other forms, such as the
so called “Wetblending” or “Feathering” or any other words
and descriptions found out there in the WWW, remember
everything is just a matter of bravery to do experiments and
learn through them.
So far from me – I am also practicing once again ... And
remember – Te Way of the gure painter must not be dicu lt
one – just keep on Happy Painting!
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H o m
e b r e
w
Welcome to Loyal Traitors, A Soul Drinkers Army List. is home brew codex has been
designed to allow you to play a Warhammer 40,000 game or campaign as the SoulDrinkers. While it is not necessary to read the Black Library novels written by Ben Counter
to play the Soul Drinkers, we heartily recommend it.
We assume you are familiar with a large majority, if not all, of the rules in Warhammer
40K 5th Edition rule book and Codex: Space Marines and Codex: Chaos Space Marines. It also
is assumed, unless written otherwise, that all rules pertaining to game mechanics, game length
and force organization are used.
Te inherent limitation for writing this home brew codex is the Movie Marine principle.
Most everything written in a novel is designed to be cinematically entertaining and we all know
that not every game is so played. Great care has been taken to pull the essence of the SoulDrinkers from the Black Library novels and translate that into table top play.
Undoubtedly, you will have questions on how certain codex mechanics work especially
when drawing your force from three sources. We have attempted to iron out these diculties for
you. Should you have any questions, feel free to email us ([email protected]) with
any of your questions. We are also open to suggestions or changes for better play.
We hope you have as much playing the Soul Drinkers as we did writing and play testing them.
Tanks to: C-Swizzy,
D-Skizzy, J-Nizzy, Sidetrack
Nick, Beeny13, Dezzo
and a whole host of other
people who gave invaluable
insight and advice on this
project. Tanks also to RonSaikowski of fromthewarp.
blogspot.com for the
wonderful image of his
Sarpedon model and Ed aka
Tantos for the image of his
spot-on ellos model. Final
thanks to Morgan from the
Astro-Mag who graciously
donated additional art from
his massive stock pile.
Special thanks go to BenCounter for writing the Soul
Drinker novels and to Black
Library for publishing them.
A Dice Like Tunder
Production, 2010.
Tis document is intended
for use with the Warhammer
40,000 5th Edition rule set
and, optionally, the Fluid
40K game system.
You can learn more about
Warhammer 40,000 at
www.games-workshop.com.
Fluid 40K can be found at
www.dicelikethunder.com.
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FORCE ORGANIZATION
Te Soul Drinkers have the following army list options. All dedicated transports must be taken
from the codex the unit it is purchased for comes from.
HEADQUARTERS, 1-2
Unit: Reference:
0-1 Sarpedon See the following pages.
0-1 Chaplain Iktinos See the following pages.
0-1 Captain Karraidin See the following pages.
0-1 Captain Pg. 132, Codex: Space Marines
0-2 Librarian Pg. 133, Codex: Space Marines
0-1 Master of the Forge Pg. 133, Codex: Space Marines
What you need to play:• Warhammer 40,000 5th
Edition rule book
• Codex: Space Marines
• Codex: Chaos Space Marines
• Loyalist raitors: a Soul
Drinkers adventure
• A table 6’ x 4’ or larger (depending
on how many points you play)
• Fluid 40K (optional)
• DL Missions Book (optional)
• Dice and tape measure
ELITES, 0-2
Unit: Reference:
0-2 Sternguard Veteran Pg. 125, Codex: Space Marines
0-2 Chosen Chaos Space Marines* Pg. 94, Codex: Chaos Space Marines
0-1 Possessed Chaos Space Marines* Pg. 95, Codex: Chaos Space Marines
TROOPS, 2-6
Unit: Reference:
2-4 actical Squad† Pg. 134, Codex: Space Marines
0-2 Chaos Space Marines* Pg. 96, Codex: Chaos Space Marines
0-1 Scout Squad Pg. 134, Codex: Space Marines
FAST ATTACK, 0-3
Unit: Reference:0-1 Chaos Space Marine Bike Squad* Pg. 99, Codex: Chaos Space Marines
0-2 Assault Squad Pg. 139, Codex: Space Marines
0-1 Chaos Raptors*† Pg. 99, Codex: Chaos Space Marines
HEAVY SUPPORT, 0-3
Unit: Reference:
0-2 Chaos Havocs Pg. 100, Codex: Chaos Space Marines
0-1 Vindicator Pg. 143, Codex: Space Marines
0-1 Whirlwind Pg. 143, Codex: Space Marines
* Tese units may not purchase the Mark of Nurgle.
† Tis unit has a character upgrade.
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SPECIAL RULES
Loyal Unto Death
By taking two of the three unique Headquarters choices listed below, your entire force becomesStubborn with the exception of those units who already are Fearless.
Cold & Fast, Soul Drinkers!Drop Pods may be purchased for 25 pts apiece (for those units who can use it as a dedicated
transport) with upgrades taken at the normal price listed in Codex: Space Marines.
And They Shall Know No Fear As described in Codex: Space Marines and applicable to all units in your force.
Combat TacticsAs described in Codex: Space Marines and applicable to all units in your force.
We Stand Alone Te Soul Drinkers are branded Excommunicate raitoris by the Imperium. Tey may not take
any Imperial allies but wil l ght in separate actions that benet Imperial citizens that require aid.
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SPECIAL CHARACTERS
Sarpedon, Librarian Chapter Master 180 points WS BS S T W I A Ld Sv
5 4 5 5 3 5 2 10 3+
Composition: 1 (Unique), Infantry
Wargear: Power Armor, Bolt Pistol, Frag/Krak grenades, Force Sta, Psychic Hood
Special Rules: Independent Character, Psyker, Orbital Bombardment, Mutant
Mutant: As Sarpedon has been mutated by the warp to be half Space Marine and half giant
arachnid with further bionic upgrades, he has a 4+ Invulnerable save. In addition, Sarpedon may
use two psychic powers per turn.
Powers: Machine Curse (Codex: Space Marines), Warptime (Codex: Chaos Space Marines),
Te Hell
The Hell: Te Hell is a special psychic power that visits horrifying visions of doom and
destruction upon all who see it. Whi le fellow Soul Drinkers have seen this power in action many
times, they are not immune to it. Tis power is used only by Sarpedon and only in the movement
phase.
Te Hell is a psychic shooting attack that eects D6 enemy units within 18” of Sarpedon,
starting with the closest unit. Each unit eected by this power must pass a Leadership test (not
a Morale test) or be Pinned. Models in close combat are not immune and, should they fail their
Leadership test, will have their Initiative reduced by 1 instead of being pinned.
Should Sarpedon fail his psychic test, all friendly units in range must test to see if they
succumb to Te Hell.
Should Sarpedon roll double 1s for his psychic test he suers from Perils of the Warp and
d6 enemy units within range are automatically Pinned or have their Initiative reduced by 1
regardless of special rules like Fearless or Mob Rule.
Conversion: Our Sarpedon model was graciously donated to us by Chaos Dave. According
to Dave, he took a pewter spider model and then green stued the upper torso of a 3rd edition
metal Librarian onto it. He then added ‘bionic looking stu’ to a leg. o complete it, he used a
home made Dreadnought sized base with sand ocking.
We’re not sure what else we can use this for, but the thing looks awesome!
t Sharpdeon by Ron from From Te Warp
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Chaplain Iktinos, Master of Sanctity 160 points WS BS S T W I A Ld Sv
5 5 4 5 3 5 3 10 3+
Composition: 1 (Unique), Infantry
Wargear: Power Armor, Crozius Arcanum, Rosarius, Frag/Krak grenades, Harbinger
Harbinger: A modied, heavy caliber bolt pistol with the following stat line.
Range: 12” Str: 4 AP: 4 Assault 3, Pistol
Special Rules: Independent Character, Liturgies of Battle, Honor of the Chapter
Retinue: Chaplain Iktinos is a shepherd for Soul Drinkers who no longer have a squad to
return to. Tough he has secret ambitions for the path of the chapter, he and his ock are seen
as an unmovable rock on the battleeld. As such, a purchased actical Squad or Chaos Marine
Squad may be chosen as his body guard with both Iktinos and the attached squad gaining the
Counter Attack special rule. If the retinue squad does not select a heavy weapon, it may instead
take a second assault weapon of equal or lesser point cost to one already selected, at no additional
cost.
Conversion: Our Chaplain Iktinos is a mongrel of two model kits. We took a metal Grey
Knight model and removed the arm holding the Nemesis Force Weapon. We then added an
arm stub with a miniature neodyne magnet tip. For play with the Soul Drinkers, a hand holding
a Crozius Arcanum is magnetized into place. When Chaplain Iktinos is not going to battle as
himself, he removes his Crozius Arcanum and instead magneti zes in place a Power Fist so he candouble as Chapter Master Pedro Kantor for other games.
Captain Karraidin, Master of Initiates 180 points WS BS S T W I A Ld Sv
6 4 4 5 3 5 3 10 2+
Composition: 1 (Unique), Infantry
Wargear: erminator Armor, Storm Shield, Tunder Hammer, Storm Bolter
Master of Initiates: As the senior captain of the Soul Drinkers, Karraidin has taken
it upon himself to train the chapter’s initiates and all initiates gain from his leadership in battle.
When a Scout Squad is taken in the same force as Karraidin, they gain +1 BS and the Stealth
special rule. Captain Karraidin may not take a Command Squad.
Conversion: Tis model lls the role of three dierent codex entries for us. Originally a
erminator from the Assault on Black Reach set, we assured him that he would never wield a
Power Fist or Power Sword again. Instead we gave him a Storm Shield and Tunder Hammer.
With some attention to the details on his shield, Captain Karraidin can now double for Captain
Darnath Lysander (or Anus McFearsome for Richard) or just a regular Tunder Hammer and
Storm Shield wield ing erminator.
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Veteran Sergeant Luko 50 pointsIf two actical Squads are purchased, then you may purchase Luko to replace a Sergeant in one
of the squads.
WS BS S T W I A Ld Sv
5 4 4 4 1 5 2 10 3+
Wargear: Power Armor, Frag and krak grenades, Dual Lightning Claws with built in
Storm Bolter
Special Rules: actical Formation, Chalice Standard, Fall In!
Tactical Formation: A squad with Veteran Sergeant Luko may purchase an addit ional
15 actical Marines rather than the normal 5. A Squad with 20 models may purchase an
additional Heavy and Speci al Weapon at the normal cost. A actical Squad with 20 models may
still make use of its Combat actics speci al rule; split ting into 2 squads of 10 models instead of 5.
Chalice Standard: Any Soul Drinker unit with a model within 6” of Veteran Sergeant
Luko may reroll failed Morale and Pinning tests.
Fall In! Should the Soul Drinkers ever nd themselves without leadership on the battleeld,
Veteran Sergeant Luko is reluctantly ready to guide his battle brothers.
If all Headquarters choices in your force should be permanently removed from the table,
Luko gains one extra wound and attack to his stat line. In addition, the Chalice Standard’s range
extends to 12”.
Conversion: Veteran Sergeant Luko is a simple conversion. We took a Black emplar
pewter model with twin lightning claws and a cape then added a banner pole to his back pack.
Assault Sergeant Tellos 65 poin(cost of Aspiring Champion upgrade included)
Te Chaos Raptor Squad with a Mark of Khorne may instead upgrade one Raptor to ellos vice
an Aspiring Champion.
WS BS S T W I A Ld Sv
6 - 5 4 2 4 2+d3 9 3+
Wargear: Power Armor, Chain Sword, Chain Blade of Blood, Jump Pack
Chain Blade of Blood ellos suered serious wounds during an engagement with
a echpriest leaving him without hands and could not accept he would never see battle again.
As ellos sank into depression over this and was subverted to Khorne, he took to roaming the
battle barge in secret. He was eventually found with a chain swords jammed into the stump of
his wrists.
In addition to the two chain sword attacks from his left arm, ellos makes d3 attacks with
his right arm and all close combat attacks gain Rending. Any to hit rolls of 1 instead strike his
allies in close combat and are resolved as normal.
Special Rules: Feel No Pain, Fearless, Devoted of Khorne, Blood Frenzy
Follower of Khorne ellos has the Mark of Khorne and is already accounted for in
his prole. In addition, the Chaos Raptor Squad with ellos counts as being equipped with an
Icon of Khorne.
Blood Frenzy ellos and his squad are so blood crazed they will do anything to get closer
to the nearest enemy. At the end of any round of shooting in which they take a wound, roll a d6moving ellos and his squad that many inches towards the closest enemy unit.
Conversion: In the various Soul Drinkers novels by Ben Counter, he is described as
having translucent skin with bulging muscles everywhere. We settled on a Possessed Chaos
Space Marine model that showed the most mutation then removed his hands and green stued
in chain swords.
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Why on Terra would someone try to write their own
“Homebrew” codex? We’ve always been told thatsuch a feat is absolute heresy and should never be attempted
by mere mortals. After all if GW can make such horrible
codexes what makes anyone believe that a mere hobbyist can
write a better one.
Tat last statement isn’t completely true. GW actually
makes very good codexes. Te “homebrew” codex could and
should never replace an existing codex but it does have its place
in the 40K game world. A minor but essential place for the
advanced wargame hobbyist.
Tere are a few occasions when a “homebrew” codex can
and should be used as a supplement to existing codexes. Te
primary reason is when a current codex is so woefully out
of date from 3rd edition and is lled with redundant rules,
wargear and concepts that it screams for an update. GW is
in the process of updating all of their older codex’s but until
also be so old that codex creep has left it behind and now it’s in
drastic need of a redux (like the Necron codex). Many of those
older codexes were written with 3rd edition rules and tactics in
mind and now what once was an army limitation to maintain
balance has become a crippling handicap. An example isthe Daemonhunters lack of transport vehicles. Grey Knights
are competitively priced in points compared their abilities but
to be used eectively in 5th edition they need to be mounted in
a transport. Unfortunately the only transport option for Grey
Knights to use the Land Raider which will force a reduction
on model count in an already high model point cost army.
Te reason for that was to deny the “Rhino Rush” tactic that
was so popular in 3rd edition from an army with such potent
close combat ability. Te viability of that old tactic has beensignicantly reduced but the limitation on the Grey Knights
remained.
So if an aged codex is a reason for a player to rewrite a
codex and give it a “homebrew” revision, which ones should it
apply to? Te obvious answer would be any codex that hasn’t
been written with the current 5th edition rules. Te longer it’s
been out of date the more of a justication a homebrew codex
writer has. Even the competitive Dark Elder codex should be
open to some minor revisions to bring its 3rd edition rules in
line with the current 5th edition rules.
But what about the underpowered codex that's weak and
uncompetitive? Once again the Necron codex surfaces as a
codex that screams for a revision. Other codexes such as the
Dark Angels and Daemonhunters could only be helped by a
codex revision. Tis doesn't mean that all older codexes are
The“Homebrew”
Dan Duran
they complete the process it’s inevitable that some will have to
wait. Fluid 40K by the Dice Like Tunder Podcast was an early attempt by hobbyists to use minor revisions to certain rules to
bring the older codex up to date with the current rule set. o a
large degree it succeeded. Speaking as one of the writers, I’m
as pleased with the result as I am to see GW make it redundant
with every newly revised codex.
What inspired us to commit such a travesty against the
game? While some of the older codex’s may still be competitive
(Dark Eldar come to mind) many are simply too aged. Within
them you’ll nd outdated rules, wargear and codex writing
styles. Tere is also the question of codex consistency, why are
there so many dierent versions of Land Raiders and Force
Weapons? Why does a vehicle in one codex cost a certain point
value while in another codex the identica l vehicle is a completely
dierent point cost? Why does Machine Spirit work dierently
from one Space Marine codex to another? Tese codexes may
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uncompetitive. Recent tournament results will prove that
these older underpowered codexes can and sometimes do win
tournaments against the current crop of codexes. While this
does lend argument against changing a codex is doesn't prove
it. A talented player can win with an underpowered codex vrsa poorly run newer codex. Te older codex such as Dark Eldar,
au, Daemonhunters and Necrons tend to be run by older
more veteran players with a bit more skill than the average
player. Tey know how to win with any army. Tat alone can
more than make up for a perceived codex’s lack of power. My
own personal counter argument is that no codex should require
an inordinate amount of player skill to have a chance of being
competitive vrs an opponent of average skill. All codex’s,
despite their age, should be balanced in relation to each other. When determining which codex’s are “underpowered” I
would recommend avoiding any individual player’s opinion. oo
often that is based completely upon their playing ability and self
bias and not the true capability of the codex. A website resource
I recommend for this is http://www.gosfordgamers.net/AR/
YD_Armies.htm . Although its statistics are based upon
the tournament results in Australia the army rankings can be
applied anywhere. Te critical chart is where the armies are listed
by their Podium Ratio. Podium Ratio is a comparison of the
percentage of times an army places in the top 3 of a tournament
divided by the percentage of its appearances in tournaments. A
score of 1 would be statistically average. Of the current codex’s
only the Eldar achieved that score. Te highest scoring army
was the Dark Eldar who achieved a podium nish 13 times out
of 60 tournament appearances for a podium ratio of 2.49. At
the complete opposite were the Dark Angels who achieved a
podium nish only once out of 77 tournament appearances for a
podium ratio of 0.15. Does that mean that a Dark Elder army is
16+ times more likely to place in the top 3 of a tournament than
the Dark Angels? Sadly, the statistics say yes.A “homebrew” codex should never ever be used to give a
player of lesser skill an advantage because they can’t otherwise
win. If your codex has a podium ratio that puts it in the bottom
tier of winning armies then you may have an excuse to make
a “homebrew” codex. If it’s not then you need to learn to play
your chosen army better. Tat statement may sound abrupt and
rude but it’s also very true.
But what if the current GW codex library doesn't fulll
a player’s individual thematic taste? With the abundanceof quality Black Library ction it’s natural that players will
attempt to build army lists based on what they’re read in the
various novels. Any fan of the Gaunts Ghosts series by Dan
Abnett will feel the urge to build an Imperial Guard list that
accurately represents the look and feel of the army they’ve read
about. Te problem is that doing so forces a player to give up
half of what’s good in the Imperial Guard codex, vehicles. It’s
a severe restriction in mobility and repower that often times
leaves an all infantry army lacking. In addition leaving the
vehicles on the shelf still leaves an Imperial Guard player with
an army that still doesn’t represent the feel of the anith 1st.
For the most part I say, “ough breaks buddy. Tat’s the
army you chose to run so play what you built. Your codex is
brand new.” On the other hand I do feel that a few minor
revisions could modify the codex to allow an all infantry army
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to remain competitive and still recapture the look and feel of
the ctional Gaunts Ghosts? Allowing Veteran Squads to be
taken in IG Infantry platoons will help. Tat would give them
access to the regiments signature camo cloaks and represent
the more accurate shooting they are known for. Te same could be said for the Dark Angels Deathwing.
While it’s not a crippled list it does seem to fare poorly in
comparison to other Space Marine codexes. Many of the
Dark Angels wargear upgrades are completely out of date,
underpowered or overcosted when compared to the standard
Space Marine codex. Would it break the game to allow the
Dark Angels to use the wargear rules and upgrade points costs
from the Space Marine codex? In light of their tournament
results I’d say no.From a pure u perspective all Space Marine chapters have
a 1st company Deathwing. Why should the Deathwing concept
be limited it to just the Dark Angels? Why not an Ultramarine
Deathwing? Aren’t they the ones who fought the yranids in the
polar fortress during the Battle of Magragge? Tey exist in all
Space Marine Chapters so why not allow all Space Marine players
the option of running a legal Deathwing? GW set precedence
when they established in the most recent codex that a Captain
on a bike would allow Space Marine bikes to be taken as troops.
Wouldn’t it also be fair if a Captain in erminator armor allowed
erminator squads to be taken as troops?
Shouldn’t a Chaos Marine who’s dedicated his life to one
of the specic Chaos gods be able to summon Daemons under
the inuence of that particular Chaos god? o many of the
veteran Chaos Marine players the entire concept of a “generic”
daemon is absurd. Nothing is generic about chaos. When a
Chaos Marine player with an army of Noise Marines summons
daemons it just seems far more appropriate to allow him to
summon Daemonettes if he’s willing to pay the point cost.
None of these examples are game breaking. All use theestablished rules and points set out by GW. Tey shift a few
things around a bit between similar codex’s and the FOC but
all of it is still found in a legal codex.
So now we’ve got our reason for writing a “homebrew”
codex. Te last question is, could we do it and make a respectable
result? GW is full of professional game designers with years
of experience, a budget, hordes of playtesters and background
ction to draw inspiration from. A home hobbyist can’t compete
on the same level as GW as an amateur athlete can’t compete with professional athletes in sports. Of course the inability to
compete with pro athletes doesn’t stop people from having fun
playing a game with their friends at the park. So why should it
stop you and I from making a “homebrew” codex for no other
reason than pure enjoyment of the 40K hobby.
If the primary issue for you is the fact that you play an old
and out of date codex that’s nearly as old as you are then Fluid
40K is a good start. It’s been playtested and revised numerous
times and it serves the purpose it was designed to do, update
the older codexes to 5th edition rules. We did all the work and
playtesting. It’s been updated regularly for the past year to deal
with issues that come up and mistakes we’ve made.
Unfortunately Fluid 40K was only designed to address the
issue of out of date rules, wargear and rule consistency. It never
attempted to address over/under point costed units or wargear.
Neither did it make any changes to the force organization
chart. We didn’t believe that it was appropriate to address
those issues. Te beauty of Fluid 40K was its simplicity and
limited scope. Like I said before, old and out of date does not
mean weak and underpowered. Dark Elder tournament resultsprove that older codex’s can still be competitive.
Homebrewing a codex for army theme is dierent. It does
break the rules even when held to a minimum by the simple
and minor changes in the examples given previously. All of
those are perfectly good ideas that are either impossible or
uncompetitive with the current codex selection.
I rmly believe that anyone with an active imagination
and an idea in mind can come up with a very good army theme
and build a balanced “homebrew” codex out of it. It is true thatoccasionally someone will fall into the trap of making an army
with every possible advantage and no applicable weaknesses
and label that monstrosity a “homebrew” codex. Unfortunately
too many players believe that example is what a “homebrew”
is all about and refuse to accept an opponent who uses one.
Whatever their reason it is their choice not to accept it. But I
would like to encourage everyone for the fun of the game and
friendly game play to be willing to accept an opponent with a
“homebrew” codex now and then. Tey can be fun to create
and memorable to battle against.
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F
i c t i o
n raining was dicult. I wasn’t used to the food, the drills, and
working on less sleep than usual. I didn’t know how to eld strip a
lasgun until my brother showed me, painstakingly taking the time,
ignoring the jeers and taunts thrown at me by the rest of the com-pany. He made sure I could disassemble and reassemble it blind-
folded in less than a minute.
A better teacher than the useless commissar ever was.
I think I hate myself more than Cadia. I thought I’d be watching
my brother’s back while we stormed the trenches, killed the heretics
and winning glory, right? Fecking lie. I got him killed. In the mid-
dle of a reght against Chaos marines, I was rounding a corner
blind, not bothering to check. I smacked into something, looked up,
and froze when I saw it was one of the corrupted Astartes. Te bar-rel of the marine’s bolter was staring me straight down and then…
I remember being tossed. I hit a wall, the crack of a single round
ring exploded in my ears, red mist lled the air. When I groggily
came to, the Chaos marine was gone. I found I was still alive, and
the remains of my brother littered the ground.
I hate Cadia. I hate my commissar. I hate the Chaos taint we’re
ghting against. And I hate ghting for the God-Emperor. We
surge out of the trench as the commissar gives the order. I come
to the conclusion I’m not ghting for any of these people or theirprinciples. I’m just ghting for revenge.
I’m ghting for my brother.
I H A E C A D I A
Anne Marie
I hate Cadia.
I hate it t he same wa y t he commissar hates a l l of us
, y e l ling into eac h
of o ur f aces as he stomps up and do wn t he trenc h li
k e he o wns it, e ven
if he didn ’t dig it. It ’s raining, it ’s co ld, and I wis h he
wo u ld trip in t he
m ud so he co u ld j ust s h ut up. He ’s gi ving one of his
lect ures again
a bo ut w h y we s ho u ld die f or t he g lor y of t he God-E
mperor, Man k ind,
us being bra ve Cadians, and a l l t hat propaganda. If h
e ’s so bra ve t hen
he s ho u ld be leading t he ne xt c harge and not ho l leri
ng be hind us.
I don ’t sa y an y of t his o ut lo ud. I don ’t want to die.
Cadia, t he wor ld t hat ’s been eaten up and spat o ut again so man y
times t hat e ven t he weeds in t he par k don ’t gro w an
y more. It ’s t he on l y
p lanet t hat, co u ld I a void it, I wo u ld. Ironica l l y , I wa
s born and raised
here b ut hate m y home wor ld. I can ’t lea ve it beca use
I ’m part of t he
417t h Cadian “ He l l bringers”, and desertion is f ro wn
ed upon, f o l lo wed
b y a s hot to t he head.
I hate t he Imperia l G uard. Te on l y reason I joined
was beca use m y
brot her signed t he papers. Fo l lo wing in t he f ami l y f o
otsteps, he said,
ma k ing himse lf a f t h generation Cadian S hoc k troo
per. I didn ’t ha ve
to f o l lo w his e xamp le. I co u ld ha ve j ust
gro wn up to be norma l, or
w hat passes f or norma l on Cadia, and he lped o ut at t he f ami l y s hop or
entered an administrati ve jo b. B ut t hen w ho ’d be wa
tc hing m y brot h-
er ’s bac k in t he midd le of a g ung ht? I co u ldn ’t tr us
t t hat to an y gr unt,
so I manned up and signed t he papers as we l l.
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Captain KellenGoing into the game I was worried about playing against the
Orks. Te list I was using had little to stop a horde type army
or some sort of ‘unit of death’. I knew he had Nobs but didn’t
know how he would be delivering them exactly since I didn’t
pay attention to earlier games. Loota’s would be ring every
turn but I felt that stopping his advance would be the key to at
least pull o the draw. If he got to my lines I was through due
to low numbers of models.
I play the Dark Angels and the older codex already puts
you behind the power curve but I had been dealing with that for some time. wo small bike
units with dual meltaguns would be sacriced as I had all day long, a couple of attack bikes
with multimeltas , and two speeders with multimeltas would be the units to stop the advance
of vehicle borne Orks. I gured my dreadnought would shoot at the Lootas or vehicles as they
appeared.
Now the mission was capture and control which means it’s tough to win and usually ends
in a draw. I gured I would just camp out on my objective with my vehicles and ‘feed’ the green
machine. I set up rst and waited for the ‘seize the initiative’ roll.
Set up rst, use an outdated codex, and then… go second. Artsoldier35 (rin) won the rst
battle of the match! It did not bode well.
Artsolider35Being fairly new to the game (a little over a year of actual
playing experience) I looked at the Rumble in Richmond as
more of a social event rather than a tournament. It was a chance
to get to know some of the other Astronomican members and
maybe glean some playing strategy/experience from them. o
date my strategy had been a plain and simple Ork way of doing
things: run everything across the board and kill as much as I
could. Tis usually left me depleted and on the losing end of
whatever battle I was engaged in.
Te day had gone pretty good at the store Captain Kellen frequents, For Te Win, and the
four of us were now back at CK’s house. I had already played both Consadine and Pherion at
the store and only needed to play one last game against CK. 2K points, Capture and Control,
Spearhead. Tis type of talk wasn’t familiar enough to me to make me any more or less nervous
than I already was.
I really started to worry when I saw al l the tanks CK was putting on the board. I wondered if
he had ANY troops at all in his l ist. I knew I had to keep control of my objective and maybe contest
his at the worst. I put my dekoptas in reserve to bring them in later in the game and maybe turbo
boost them in to contest his objective at the last moment. It was then a matter of working out how
to use the rest of my army to my best advantage.
I had learned in my previous games with Consadine and Pherion that my Lootas would be big
threats to my enemy from turn one if I placed them right and with the board set up the way it was,
it played right into my hands. I quickly placed two squads of Lootas in buildings on either side of my objective giving them clear shooting lanes across the board over the open middle courtyard. My
order of prioirty for them would be the Dreadnaught, then the speeders, nally the Rhinos. With
my roops in Battlewagons and rukks, I decided that I would send one each up one side of the
board and the other side of the board. Finally, I would keep one rukk loaded with Shoota Boyz
next to my objective just in case something got through. I was ready to rumble!
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Art
MovementArt made a very good roll, and stole the initiative
from Kellen. Te rst move was lots of trucks
barreling forward!
ShootingLootas at Dreadnaught – Cant Move or Shoot
ruck at Bikes – 2 casualties
Humer at Bikes – 2 casualties
T
U R N
1
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T U R N
1 C O N T .
Kellen
MovementAgain, really just tanks moving forward. Bikes even
further! Tey got a scout move, and then this turn
they got to move again.
ShootingBikes at Big Cannon Wagon (melta gun) – Weapon
Destroyed (Cannon)
Predator at Hummer – Weapon Destroyed (Big
Shoota)
Rhino at Hummer – 2 Imobile Results = Destroyed!
Predator at Lootas – No wounds
Speeder at Def Rolla Wagon – No damage
Speeder at Def Rolla Wagon – No damage
Attack Bike at Def Rolla Wagon – No damage
(starting to feel sorry for Kellen!)
Attack Bike at Def Roll a Wagon – No damage (Poor
Kellen!)
Bikes at Def Rolla Wagon – No damage ()
Sammael (further known as Sammy) at Lottas – 2
die, fail leadership, ran o board! Bout time Kellengot some luck this turn!
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Art
MovementDef Rolla rolls through an attack bike, a squad of
three bikes, and Sammy! Four hits on each unit, but
none die. Sammy rolled a dodge for the ram.
Bunch of orcs also disembarked from the other truck.
ShootingBattle Wagon at Attack Bike – 1 wound
Lootas at Dreadnaught – Destroyed!
Nobs at Preadator – No damage
AssaultBasic Orcs at the Attack Bike – Bike dies, and one
orc dies.
Basic Orcs at a Land Speeder – Cant move or shoot
Nobs at the Predator – Destroyed! No wounds from
the explosion though.
T U R N
2
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T U
R N
2
C O N T .
Kellen
MovementLots of re power focusing on the Nobs and the Def
Rolla this turn. Most of Kellen’s vehicles re-arranged
for good line of sight.
ShootingBikes at ruck – Weapon Destroyed
Speeder at ruck – Destroyed! Kills two orcs.
Bikes at Def Rolla – Destroyed! wo occupants killed
Bikes at ruck – Imobolized
Rhino and Disembarked Squad at Nobs – No wounds
Rhino and Squad Inside at Nobs – 3 wounds
Razorback at Nobs – 1 wound
Razorback at Nobs – 1 wound
Predator at Nobs – no wounds
Sammy at Nobs – 3 rending, but all passed invuln
AssaultBike at Burners! – 2 burners die, and one bike dies.
Burners fail leadership and are fun down!
Orcs ght Land speeder – Wrecked
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T U R N
3 Art
MovementReserves: De Koptas come on from Kellen’s board
edge.
ShootingDe Koptas at Razor Back – Wrecked!
Ocs at Attack Bike – No wounds
Lootas at Land Speeder – Wrecked!
AssaultOrcs on Attack Bike – 1 orc dies, two bikes die
Orcs at Sammy – Destroyed! (poor Sammy) One orc
dies in the explosion (Sammy’s retribution!)
Nobs at Predator – Destroyed! 3 orcs from the basic
squad and two nobs take wounds!
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T U
R N
3
C O N T .
Kellen
MovementAgain, manuvering to put los of re power into those
nobs! Also leveling some repower at those Def
Koptas
ShootingVets at Nobs – 2 wounds
ac Squad at Koptas – 2 wounds
ac Squad at Koptas – 1 Wound
Razorback at Nobs – No Wounds
Vets at Nobs – No wounds
Bike at ruck – Destroyed! wo orcs die!
AssaultVets on Basic Orcs – Six orcs die, 2 vets die – Orcs
fail leadership and are run down.
Vets on Nobs – Warboss eats 4 lightning claws. 2
more wounds. Five vets die and are run down.
Bikes on Orcs – Bike dies
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T U
R N
4 Art
MovementSecond set of Koptas come in on the wrong side
of the board. WAGHHHHHHHHHHHH!
Unsucessfully....
ShootingNon signigant enough for me to remember!
AssaultNobs on Rhino – Wrecked
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T U
R N
4
C O N T .
Kellen
MovementAt this point I think Kellen has realized that he’s got
to at least slow down those Nobs!
ShootingRhino at Nobs – No wounds
Razorback at Nobs – No wounds
AssaultVets on Nobs! – Pain boy falls to the pain! Seven
marines go down.
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T U
R N
5
C O N T .
Kellen
Shooting ac Squad at Nobs – No Wounds
Razorback at Nobs – 1 Wound
Bikes at Nobs – No Wounds
AssaultBikes at Nobs – Te assault and Pile in moved the
Nobs away from the objective, bu unfortunatly the
bikes died and the nobs were able to move back to
contest the objective.
Game Ends! Art has one objective, and the other is
contested! Great game guys.
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Captain KellenFive turns ending with the kitchen sink being thrown at… me.
I jest.
Artsoldier35 did what he had to do and I failed to slow
his advance to my objective. One mistake of note was not
getting further out of my ‘castle’ position and stalling his
advance earlier. A second mistake was not throwing both my
veteran squads at the Nobs when I had the chance. Ignoring
the Loota’s wasn’t smart either.
Many times, including this one, I get frustrated because
I don’t play well and using the Dark Angel codex adds to it. Nothing Artsoldier35 did was over
the top and he was a gracious sportsman. It’s tough, really tough when you know the playing
eld isn’t even when it comes the rules, you want to play well and then ‘whamo!’, things don’t go
as planned in a hard way.
We’ve decided that a rematch this winter is in order. A ale of a Winter Rumble is coming…
cLO Sin g
thou GH Ts Artsolider35So, some lessons I learned from this game and the weekend
with regards to my army. Lootas are very good in their support
role. Tey also help in that you can still put some hurt on your
opponent before your boyz can get stuck in. Diversifying your
Nobz is critical. Anyone who doesn’t is missing a very good
opportunity to get more of your Nobz across the board. I really
need to plan how I use my troops better as I lost to Pherion
because I didn’t have any troops near an objective even though
I nearly tabled him.
Te weekend was a blast and I am so looking forward to going back for more fun. I think I
will be the only one bringing the same army so I will get some new experiences. Also, if you are
on the east coast and can make it to Richmond next time around, you too could get your army
stomped by WAAAUGH ChompGobb!
Battle Report