Friday, December 7, 2012


Terrain is a massive factor in any game. I don't think players realize just had much terrain can't screw them over. A lot of people play terrain as simple as they can make it. area terrain everywhere. lets slap a hill in the middle, some buildings in the quarters and maybe a fence or two to break up open areas.  4+ cover saves and 5+ cover saves, difficult terrain. simple right!

Well no. Terrain is good but you need to have lots of it and have different kinds of terrain. Impassible, dangerous and mysterious are all needed to keep the game playing properly. having all these variable terrain types really mess with math hammer players. O you took 120 ork Boyz so you can control the whole board, spread out to deny templates and have lootas in the rear to gun down light armour? that'd be hard to do with a bunch of giant rocks all over the board you can't walk on or see through, bet you wish you had brought stormboyz or kommandos to open up another avenue of attack now!\
Obviously this is an extreme example. 

 The problem of people ignoring terrain is even more evident in fantasy. With no way to block routes of march or to force units to reform massive hordes just walk right into combat. without things to block cannons or slow down unit the game devolves into a scrum in the middle.
Good thing we found this convent wide open field! I thought we might have maneuver or something! 
My point is Table tops should be different every game and should be made so sometimes you are at a disadvantage. counting on being able to shoot every turn, spread out to cover the board or always get a cover save is kind of ridiculous. I know it's a problem for tournaments to get enough terrain. But I really think you need to try. Lots of places put out nice pre-fab pieces and I will pay extra for more terrain.

Thursday, December 6, 2012

Drop pod After action report

I've played 10 games with my Drop Pod marines now. I think I have enough experience to objectively look at the army. The army is simple to use. You drop pod as close as possible and kill what ever needs killing. Drop pod lists work a lot better in 6th edition. In 5th people would just Reserve everything and your drop pod assault would be wasted. Not a lot of armies can start entirely in reserve now so there is more than likely going to be a target.

Where I think the problem with Drop pod lists arises is in the survival of the pod after they hit the ground. In most cases you're exposed and are in range of the enemy guns and assault units. In 10 games I never achieved an uncontested drop. I always will take casualties and will always be on the back foot after turn 1. So how do I make my Drop pods more survivable?

I'm going to try to change the list to get more bodies podded in. I think with 5 pods I'd have a lot more punch on the first turn but the points cost is insane! I can't fit in any reliable AA or assault units in at that point at 1500 points. It may be a case that the army is simply to points heavy to run at 1500 points.

I'm going to run a game tomorrow night (hopefully) and see if how well I do with a heavy focus on short range fire fights.

Tuesday, December 4, 2012

Winter War Round up

Well The Winter War has come and gone and it was a bloody good time! I had three great games with awesome guys.

My list consisted of:


Drop-pod Sternguard with 3 Combi-meltas and a Melta gun- 10 man

Drop-pod Sternguard with 3 Combi-meltas and a Melta gun- 10 man

Drop-pod Dev Squad with 3 meltas and a Missile Launcher

5 man scouts sniper rifles

5 man scout camo cloaks, missile launcher sniper rifles

5 man Thunder-hammer Storm shield Terminators.

Storm Talon with cyclon missile launcher

My first Game was against a Grey Knight Player. 2 purifier squads, a land raider, 2 storm ravens and Crowe. I had first turn and it was brutal. My Sternguard broke open his landraider and killed 16 purifiers. He assualted a combat squad in his turn and killed it, but the 4 purifiers got gunned down. during the top of turn one. His storm ravens came on and tried to salvage the game but at this point I was able to spread out and secure all the objectives. My storm talon shot one Raven down, Crowe was inside and survived the crash only to land right in front of my terminators who laid a smack down on him.
My first game was very successful, but this isn't a mark against my oppenant. His army was simply suseptable to drop pod assaults. Maybe if he had combat squaded and spread out, but it's hard to say. 

My second game brought me up against A Tzeentch Daemon list. I knew this would be a make or break game on turn 1 and fortune was on my side. He didn't get his preferred wave, his mishap'd one squad and I didn't loose a whole unit to flamers, I got good scatters on my pods and was in a position to win the entire game then an there. But my dice went south on me. I had to kill 4 flamers, 10 pink horrors and a Lord of Change. I had over 40 shots to do this with. I know the Math wasn't in my favour and it was a long shot but if a storm bolter brought the lord down to the ground rapid firing hellfire bolters could deal enough damage. 
My dice of course failed me at this point. I did no wounds and my terminators were over watched to death. c'est la vie. The rest of the game really doesn't matter. My opponent played a great game and had a hard as nails list. I maxed his sportsmanship because despite the ass kicking I received it was a fun game. 

My last game was against a Necorn foot list. I planned to deep strike on one flank and roll up his line But i deep struck too close my terminators were to far back to properly support the Sternguard. I was barely able to hold my objective( a morale victory at this point) and killed his warlord in a challenge. In all I ended up 13th overall. Not bad for my first tournament in a long time. 

 I really think Daemons need a fundamental change. A lot of people are talking about how you beat daemons: gems like deploy so they can't flame you, torrent them down and other really "useful' tips. The fact is Flamers and Screamers went from good to insane and it is annoying to play against. Out of all the units that could have been updated why pick two of the already useful ones? When you play against daemons they always have the "initiative" and you're forced to react to them. I know the list isn't unbeatable, but it sure as hell isn't fun to play against. Breathe of Chaos is disproportionately powerful to anything else in the game right now, I mean in the CSM book it's a 2 warp charge power or 50 points for the chance to cast it once. But I had a good tournament and am now thinking about my Nightlords and Out of the Basement in January. 

Friday, November 30, 2012

Deathwatch Mission #1

Well my first game of Deathwatch was rather successful. I fumbled the intro but my players got so into the action of second and third act I think they forgot why they were even playing a game!
Kill-team Omega-Maximus-2 (OM2) consisted of 6 marines;
An Imperial Fist Tactical Marine, Raven Guard Assault Marine, Salamander Devastator, Blood Angel Devastator, Iron Hands Tech Marine and an Ultramarine Apothecary,

The Kill-team had a good mix and man was their firepower something to be in awe of!

the Kill-teams mission was simple. Get aboard a rogue trader vessel and look for some illegal weapons. They intercepted the vessel and boarded under the guise of a retiune inspection. The Rogue Trader was pretty surprised when 6 armed space Marines wondered onto his flight deck. He escorted the Kill-team to the cargo hold and dismissed himself and left an aid to assist with the inspection.

As the aid stepped forward he ate a mouthful of fist as the Raven guard punched him out. This is when things got dicey. The Ambush that had be set for the Space Marines tipped off but before they could get their las-cannon into position! The Imperial Fist formed organised a Bolter Assault and kill team opened up! Crew serfs were cut down in droves. The kill team rolled up almost 9 head shots in a row! Noticing the las-cannon being dragged into the position the kill team targeted crew and weapon. The Raven Guard launched himself with his jump pack but fell painfully short of getting onto the gantry the heavy weapon was on. He fell 20 meters but managed to parkour his way to a safe landing. The Salamander and Blood Angel both turned their heavy bolters on the Las-cannon after it barely missed the Imperial Fist.

The ambush was broken and the serfs fled. The Iron Hand took this opportunity to find out what the hell was going on. He hacked into the ships logs and found no data on the cargo, despite the hundreds of containers in front of him. All he knew was there was a timer counting down with only a few hours to go! Deciding being that the smartest thing to do was to look in the container the kill team opened the closest to have a peek at the content; when they found 30+ armed Kroot awakening from Temperale retardation the team calmly closed the door with a couple primed grenades tossed in.
The Kill-team then came to its first party argument. The Imperial Fist wanted to storm the bridge, the RavenG wanted to take the shuttle back to their frigate and blast it. Most of the Kill-team wanted the Rouge Trader for questioning. So they came up with the plan to secure the bridge AND the Shuttle. Once the bridge was secure they would Ram the shuttle into the bridge deck and fly away. Ballsy as all hell; but, the Emperor likes Ballsy! 

The Imperial Fist, Iron Hand and Blood Angel went to attack the bridge, Hopping on an mini-tram for crew movement  they took off down the 4km long ship towards the bridge tower. The Rushing arms-men must have been drunk because No-one saw the Space Marines until the tram was just about at the bridge tower. This squad that did spot the kill team got showered with bolter fire for their trouble!
Meanwhile Raven Guard, Ultramarine and Salamander attacked the Shuttle bay. leading with grenades they scattered the guards. When Ka'dar stepped out to fire his heavy bolter he was rewarded with a jam! Ultramarine and Raven Guard charged in with swords and cut down the guards, Ka'dar followed with his bolt pistol and Combat blade! the shuttle bay was theirs in seconds. 

The Imperial Fist found his squad facing an elevator. Deciding they were clearly walking into a trap, the squad got on top of the elevator for the ride to the bridge deck. When the door opened they tossed grenades into the waiting guards, on grenade bounced harmlessly away, but Iron Hands scored a hit and killed most of the would-be-ambushers. Combat blades and bolters finished them off. The Armoured bridge door loomed. Unable to hack their way in, Iron Hands Grabbed the door with his servo harness and pulled! he managed to eek out enough of a hand hold for Imperial Fist to help pull the door open. When the door was wide enough for them to enter a las-bolt stuck the Imperial fist square in the head. His armour easily reflected the damage and now really pissed Imperial Fist Charged in with combat blade and started to slaughter the bridge crew. Blood Angel and Iron followed. Blood angel wrestled the Rogue Trader to the ground. The bridge crew fled. Looking around they found a void suit for the Trader. Iron Hands then shut down life support. Charges were placed on the Armour glass and with a thunderous explosion, thousands of cracks formed. Outside in the void las-fire and defence turrets could be seen firing.
Raven Guard piloted the Aqueilla  Lander through the defensive fire. a las cannon beam punched through the hull and voided the atmosphere but the Marines power armour made this nothing more than a minor annoyance. Gunning the engines the Lander slammed into the armour glass and rammed in the back of the bridge. Bodies were sucked out into the void Imperial Fists squad boarded the Lander and were barely able to get enough thrust to get out of the ship! The Lander took more damage as it limped out of the fire zone and safety from the dyeing ship!

The mission was based on Gav Thorpes “Mission: Purge.”  I made some changes to make it a single mission in a larger campaign. Thorpe really did a good job writing a story that would start off a Campaign. So now the Kill-team, fresh from an overwhelming successful mission has questions to ask. Why would a rogue trader transport Kroot? What was his destination? Maybe in the next session some of these questions will be answered.

Saturday, November 24, 2012

Death Striking!

The Winter War is only a week away! I'm proud to say that I have selected my Drop Pod Sternguard list. I'm pretty pumped and am looking forward to it. I've played about 4 games with the DPS list and think I won't embarrass myself (to much).

This weekend I'm going to DM my first every Deathwatch game. I have 6 players and Kill Team Omega-Maximus-2  is going to have their hands full! I'm really pleased with the Deathwatch system so far. The Character creation is in depth but leaves a lot of room for imagination. I like the fact Space Marines are beyond awesome right out of the gate. They should be. I really hate RPG's that start characters off as bumbling idiots for the sake of "realism."  This doesn't mean I don't want them to be a challenge, but I just don't want my character(s) to be a little bitch ether.

This is where the challenge of being a DM comes into play. How do you make your players feel powerful and vulnerable at the same time? The answer isn't simple but hopefully I can help.

I make the entire world they are on one giant dangerous place. The settings is the most important area of a RPG and therefore should be something that can kill you dead. Whats more terrifying to a mighty space marine; A group of guardsmen with a las-cannon that can be ambushed, out fought and gunned down; or a tiny bridge over a river of liquid nitrogen. I can make the player roll a agility test for every 5 meters of bridge they cover, maybe if I am luckey one will fall and the entire kill team will have to work to rescue their Battle Brother! That's exciting for the players, a hurdle to over come they probably didn't expect. Something they can ether soldier through or find a work-around.  By making the entire setting dangerous you can make use of every stat and skill they have. You want your players to know that at no time they are safe. But you also want them succeed, you should be making the world dangerous but not at the expense of characters lives. So as a DM practice encounters and hazards! At least run the math. Make sure you aren't going to auto-kill then entire party on the first encounter!

Tuesday, November 20, 2012

Holy goodness!

I think that my game on Friday will go down as one of the best of the year. I played another marine player. He was fairly new but had a pretty awesome 4th company ultramarine army. Three tactical squads with two scout sniper squads made up his troops. Two vindicators as heavies, two storm talons and an attack bike squad rolled as fast attacks. Tigerious was the Warlord choice. I rolled up my drop pod list with an additional las/ plas devastator squad vindicator and terminator to bring my numbers up to 1850.

We played kill points on long table edge and man! This game was bloody! My initial drop pod strike managed to kill both vindicators and a put the hurt on Tigerious causing a wound and knocking his squad down to 3 Marines but my damned vengence rounds killed two of my own Sternguard! His attack bike squad duelled with my las/plas devs and snipers and his mounted tac squads disembarked and really put the hurt on my Sterguard. He wiped out one Combat Squad, killed a man or two in every other combat squad. Tigerious Iron armed himself and charged into my 3 man sternguard squad. St9 blows rained down on my squad but their armour held. barely. At this point I was Sweating bullets. I failed all my reserve rolls (with a re-roll) so I had less than 10 Marines to deal with 23 tactical marines, Rhinos and Tigerious himself! I have to admit I was going to call the game at this point; but the sportsman in me said
"Stick it out, this guy is pretty cool and deserves a hard fought game!"

So I pulled up my socks and committed to finishing. Pedro unleashed Dorns arrow and killed two marines, his Sternguard fired their bolt pistols and got another one. Then Pedro waded into combat and killed 4 more Marines! Tigerous continued to be thwarted by the blessed power armour of the sternguard in combat but my vindicator and one more combat squad were wiped out. My terminators refused to come on the board but my multimetla Devs drop poded in and a storm talon arrived! I had a fighting chance now!

Pedro finished off the tac squad and went after Tigerious. The Challenge was short and Tigerious put up a good fight but ultimately Kantors Power fist won out. With Tigerious down the and his remaining tactical sqauds pinned between Two Devs teams and a very angry Pedro Kantor I think my oppenant put over a valiant last stand. He shot down my storm talon and killed Pedro but I simply had to much fire power left for him to deal with.

It was a great game non-the-less. I think the big lesson i took away is that my Sternguard are going to take disgusting casualties. I really need to make sure they have cover, are spread out and have a proper fire support as soon as they land.

Friday, November 2, 2012

What's good and bad about 6th edition?

I think talking about 6th edition of Warhammer 40,000 is a safe topic now-a-days. It has been almost 5 months since the release and I have had enough games to figure out what I like and what I dislike about it.
I really think the best changes all have to do with assaults. I love how restrictive and difficult launching an assault can be now. Assaults and 5th and 4th seem like they were the no-brainer approach to the game. After all assaulting multiple units or chaining assaults could yield really positive results. If your opponent didn’t have a unit that could fight back effectively they would be mopped up. All of the expensive heavy weapons counted for little when you’re only a sword stroke away. But now the balance has shifted and assaulters are at a disadvantage.  Between overwatch and the inability to assault out of stationary transports (with the obvious exceptions) assaulting is now a costly investment. But it’s still so important! Assaulting a unit on a objective is still the best way to remove them.  Assaults are now in the context they should be; a risky investment to gain an advantage. Pure assault armies can still work, but it's an up hill battle.
It was annoying how some armies like Eldar or Dark Eldar could just fly into my lines and if I killed the killed the transport or now something of my mine would die. It just always struck me that units like Tactical Squads or Fire Warriors couldn’t stop this despite sometimes costing more points. The attacking unit would just win combat, hide in cover and then move onto its next victim. In some cases you could wipe out entire units by doing 1 wound! Now small arms are worth their points and not something you just remember after the big guns have fired. 
              Buildings and fortifications are cool as all hell. I love buildings. I love having a squad in a bastion raining hate and discontent on an approaching foe! I love that that foe can assault my building and there is a close quarters battle. I love blowing buildings up. Having guys jump down and die; having guys jump down and live! If you aren’t playing with building rules you are missing out on an epic portion of the game.

The next thing I love is hull points and the vehicle damage table. Where to even begin! In 5th the more vehicles and the more vehicles killing power you had the better off you were. Need to contest an objective?   Throw a rhino at it! How many victories were snatched away by tank-shocking?  Have many times did people roll 5 glancing hits and get shaken results? Now vehicles are the way they should be. They are sturdy without being hard to kill. They can add a lot to a unit without stealing the spot light. They don’t become glorified cans whenever a single missile glances them. All around vehicles better.
            Probably my biggest disappointment in 6th edition is psychic powers; specifically the buffs in Divination and Biomancy.  I don’t get why I can’t deny them. Of all the powers they are most devastating and there is shit all you can do about them.  Let’s be honest, a 5 or 6 at 24 inchs or so is not that bad. The powers would go off more often than not. It’s just frustrating that all of these powers are good to the point of almost being no brainer to take. But at least the rule book powers are random! Some codices get crazy powers for pittance! 
 I think the best example of buffs is fortune. Re-rolling all saves, everything. You just need to roll under 10! I hate this power. It wasn’t so bad in 5th. A Librarian could have a roll off with the Farseer to deny it and at 24 inchs that roll could roll was important! But now players just get it all the time. I know these powers are old, but that’s hardly an excuse when they have a FAQs and Erratas to change rules literally at a whim.  Maybe it's just me and my unfathomable hate for Eldar but buffs in general, are pretty lame. 

Overall I think 6th is a fantastic change. A lot of life got breathed into the game things changed for the better. I know a lot of people were upset with some of the changes. More than one player has said they hated flyers. But as 6th edition codices come out the edition matures i think we are going to see a rich and colourful edition of Warhammer 40,000.  

Wednesday, October 31, 2012

Order of Battle! 1500 Point Tournament Lists

I have not played in a tournament in over a year now. It just seems like something comes up or I change my mind at the last second. But for $25.00 and a chance to spend a few hours in Calgary how could I pass this up! The plan is simple. Get Zwiss to go to the Cross Iron mills for a day and BAMN! I am free to game my little heart out!

I need to consider what I am going to take for an Army. 1500 points is not a level I traditionally play at. It’s fairly small and I am really feeling the crunch. I am going to play Space Marines. Here are some sample lists concepts:

Drop pod list: Steel Rain
Pedro Kantor
X2 Sternguard 4 combi-meltas 2 lascannons melta bombs
 10 man in a drop pod
X1 tactical squad. Melta multi-melta, Power Sword and melta bombs
Drop pod
X2 5 man Scouts with sniper rifles, camo-cloaks, missile launcher/Heavy bolter and melta bombs
X1 5 man Assault Terminator Squad

This list gives me a good deep striking capacity. The Sternguard with a follow on Tactical and Terminator Squad can be devastating. My reservations from this list come from the possibility of flyers ruining my day and the lack of AP 2. But mid to short range they are dangerous! It also has a pretty good theme going for it. It not to much of a stretch to say that it's Pedro Kantors Retribution strike force. If I bring this I want to play an Ork player for sure!

Bike list: Rapid Assault
Captain: Bike Relic Armour, Relic Blade Storm Shield
Command Squad x4 vets, plasma guns Power weapons, Storm shields
X2 Bike Squads 2 Multi-melta attack bikes with 2 plasma guns and 2 melta guns respectively.
X2 Storm Talons
X2 5 man Sniper scouts

The choice comes down to 28 models vs. 44 in the Drop Pod list. This list is faster and all the fire power is a lot more condense. I took a Captain over Khan because Khan’s hit and run is redundant now and I want to have my entire army able to take advantage of combat tactics. This list also has the advantage of flyers zipping around but really lacks staying power. If my dice go south on me I am straight up screwed. I don’t have the bodies to take a lot of punishment.

I’m going to give both lists a test run over the next few weeks and see what I like more.


Monday, October 29, 2012

Weekend gaming round up

Well what can I say about this weekend? It really was a perfect example of the best and worst kinds of players you can meet in war gaming. I guess I'll start with my game on Friday night. 2000 points at my local GW; I ended up playing a Daemon player and I knew that this was going to be a frustrating experience. Now I have nothing against playing strong lists. I love the game enough I will take 1000 loses as long as both sides are bloody and ridiculous things happen. A Hail-Mary charge with A Space Marine Captain into the open arms of a Bloodthirster is the only way to play this game. But I understand the tournament mentality. You want to put forward the best possible list and compete. I understand that. But what I don't understand is when you completely sacrifice competitiveness for fun.    
At least he let me deploy! 

My opponents list was simple 
2000 Pts - Chaos Daemons Roster

HQ: Lord of Change (1#, 365
   6 Flamers of Tzeentch, 138 pts 
   6 Flamers of Tzeentch, 138 pts 
 Flamers of Tzeentch ( 212 
   8 Flamers of Tzeentch, 212 
      1 Pyrocaster (Character)
 Screamers of Tzeentch (9#, 225 pts)
   9 Screamers of Tzeentch, 225 pts (Jetbike; S: Lamprey's Bite; S: Slashing Attack; S: 
   1 Daemon Prince of Chaos, 270 pts 
Heavy Support: Daemon Prince of Chaos (1#, 270 pts)
Heavy Support: Daemon Prince of Chaos (1#, 270 pts)
Troops: Pink Horrors of Tzeentch 170 pts)
   10 Pink Horrors of Tzeentch, 
Troops: Pink Horrors of Tzeentch 215 pts)
   9 Pink Horrors of Tzeentch, 215 pts 
      1 The Changeling

He plopped this on the table and all I just wanted to walk out. This isn’t fun to play against! This is a list mathematically designed to make him feel good by winning. In a casual environment if you bring this you are an unfathomable asshole. It's rude to assume because you made the tough as nails list to assume other people will do so. If we had paid $60.00 to play I wouldn’t bat an eye at this list. I lost this game on turn 1 when my Librarian perils on casting Null zone. Throw in some blood letters or daemonettes you jag! Make the game exciting!  

I was pretty bummed after this game. But then a player and a gentleman arrived with a steel clad army of undead robots that was exactly what Warhammer armies should be!
It's blurry but this army was awesome!  

This game was so much fun I am still giddy about it. My Crimson Fists against a horde of Necrons! The army wasn’t finished being painted but it looked good with the ice blue details over steel bodies. I can’t remember the army competition as most of the models looked the same but it had a few immortals, warriors. Scarabs and wraiths.
There are a lot of highlights in this game. One 5 man terminator squad made about 45 saves on turns one. All of the we’ll be back rolls were on fire; I just could not keep the Necrons down!

1 in 1,000,000 shot! 
Despite a strong first few turns my line came unglued under the Necron pressure. I committed both combat squads of Terminators to a prolonged melee in the center of the board and ignored the objective. My Captain fought a Necron Overlord for 4 rounds and emerged victorious but with only 1 wound to show for it and an Iron-armed Librarian was picked off by scarabs. I even had a plasma cannon scatter back onto itself!

The guy with the plasma gun killed himself later on. 
 The result was a 4-2 win for the Necrons. But the game was so fun I could hardly care; which is the moral of the story this weekend. The result doesn’t matter when the game is interesting. We both had an even chance right up until the end of the game. His list wasn’t bad; In fact I think his list would have made a very good showing against the daemons from Friday. But it all came down to attitude. He wanted to have a good time and make toy soldiers die.  

So that was my weekend. In other news there is a 1500 point tournament next month in Calgary. I think I am going to attend but I haven’t decided on a list yet. I am going to try and do a second post this week. I have 4 articles drafted but I need to finish them. 

Wednesday, October 17, 2012

Glorious Return! No BS this time!

Line of battle!

I think it’s common for War-gamers to burn out. I know that’s what happened to me. After months and years of playing Fifth edition I just wanted a break! It was a nice reprieve but now I just want to wage war in the grim dark future!
Probably the biggest development is my new-found frugal attitude. I promised my girlfriend (we’ll call her zwiss because she is a person and not a title) that I would massively cut back my spending and work through the pile of bitz and sprues I have lying about.  So since September 1st 2012 I have not purchased a Warhammer model. I will not purchase any new model kits until September 1st 2013 or I finish my entire collection (HA!).  No easy task! But I am making good headway.

My Crimson Fists are massively expanding as new squads and specialists are being painting and added to the army. The addition of storm talons and a bike command squad gave me a lot of tactical flexibility and blistering small arms fire! Unfortunately Pedro’s battle-brothers have been benched for other armies.
Incoming Eldar. Independent fire at will!!!

I started a Daemon army on a whim back in 2009. I never played it, built very little of it and largely pirated bits for whatever I needed. But recently I traded my Orks for another daemon army and have had a blast! Daemons are the kind of army that is just fun when things aren’t going terribly wrong. My first two games saw me blasted off the board before I could even say ‘boo”. But after some practice I managed to bring down a Grey Knight terminator army. It was a little shocking how effective Daemons are at killing Daemon hunters. I am planning on looking into this more later but my Daemons are an after-thought since my chaos army took off!

My Night Lords are getting base coated and have fought their first engagements. I love the new Chaos Marine Codex. It is so full of fun units and crazy combos I pee a little when I think about it! So my to-do list pretty much reads like a Chaos Space Marine list
Paint a Chaos Lord in terminator Armour –Check
Paint x2 CSM squads – half done
Paint x2 Noise Marine Squads – Half done.
Paint CSM Sorcerer- Not even started.
Chaos rhinos –in the mail and have been for two months!
Cultists etc etc.

Aaron Demski-Bowden is wholly to blame for my selection of night lords. His awesome books convinced me to learn to paint lighting on power armour!  I got to meet the man in the beanie in person a couple weeks ago.  I attended the Chestermere Black Library Expo in sunny Chestermere Alberta. It was awesome to meet the Authors and discuss their work!
So that`s the happenings in the Battle-Ranch. This weekend I am hoping for a game on Friday night and will strive to do a battle report; perhaps, on YouTube?
So sit tight until then my brave friends.