Wednesday, September 04, 2013

Tournament Report - Reanimation (1,750pts) at the Outpost

This weekend Matt and I attended Reanimation which was yet another singles tournament at the Outpost. I'm generally a bit wary about their tournaments as they have custom scenarios that, whilst different, aren't always well thought out. That being said they make a welcome change from the rulebook missions and they're getting better each time we go. Not to mention it's always nice to attend a tournament in your home town.
Recognise that dreadknight?
Anyway, I took along my Tau list:

1,749pts of Tau
Ethereal
Commander w/ fusion, plasma, target lock, neuroweb (which I forgot about all day), VRT, Iridium suit
2 Crisis Bodyguard w/ plasma & twin-linked fusion

3x 9 Fire Warriors
9 Fire Warriors in a Devilfish w/ D.pod and spines
2x 10 Kroot w/ hound

Crisis team (2 with pod and twin pod and shas'vre with 2 pods and a PENchip)
Riptide (Ion, fusion, EWO, VT)
Riptide (Ion, fusion, EWO, VT)

3x 6 Pathfinders

Aegis line

Game One - Tau vs. Necrons
My first game saw me facing Chris Scothern and his Necrons. Matt and I had played Chris at the Blood Brothers event earlier this year. Chris was fielding 2 ghost arks with warriors, 3 annihilation barges, veil court with haywire thingies and overlord, destroyer lord with deathmarks in a night scythe and 5 warriors in a night scythe. Normally at this point I'd be sure of defeat but I was pleased to see there were no wraiths and only a couple of flyers. The deathmarks would be a problem for my riptides but otherwise it came down to how lucky I was against AV13.
The mission involved dividing the table into 6 2'x2' sections and worked in a similar way to Cleanse from 4th edition in that you had to have a unit in their unopposed to claim the section. The three sections in my half were worth 2pts and the three sections in his half were worth 4pts each. Clearly the idea being that it prevents people from camping in their home sections for a draw. All units were scoring except flyers and ICs could control a board section but not contest it. Important to remember that for later.
At this point I should say I forgot to take any pictures until after the battle was over so I apologise for that. Anyway, there would be no Seize the Initiative so when Chris won the roll off I deployed pretty conservatively. As ever the aegis line gave away where my fire warriors would be but everything else I spread down the line. 

Chris' first turn was pretty unlucky for him. Basically he failed to get any sixes on his tesla barges so could only manage a single wound on a riptide and a handful of pathfinders. His court mishapped and I got to place them out in the open hoping for a blast from a riptide. Sadly Chris was able to move a barge in front of them. My turn was similarly poor with one riptide failing a nova and then failing to penetrate a barge with an S8 blast but it did wound the overlord. The missile team scored a decent number of hits on a barge thanks to markers but despite tank hunters they could only manage a single glance against AV13.

Chris brought on his flyers and slowly began to chip away at my army. My riptides managed to survive another turn despite weathering a lot of fire. My response was pretty brutal. The crisis team came down and managed to take out a ghost ark with the combination of fire warriors and the devilfish finishing off the warriors inside. The commander immobilised a barge and the one of the riptides was able to destroy another. Frustratingly the other riptide failed to deal with the flyer and the missile pod crisis suits again failed to destroy the barge only managing to strip another hull point. One squad of kroot arrived and hit behind a massive building hoping to be ignored and steal a section.

The deathmarks managed to finish off a riptide whilst the other was charged by the destroyer lord. Sadly I didn't think of using Smash to make me S10 to allow me to strip the final wound from the lord instead I failed to wound against his high toughness. The riptide would pay for it in the next round of combat as he killed himself thanks to mindshackle. Time was running short at this point so we were forced to rush things a little bit. The court walked on from reserve (they'd been delayed by another mishap) killed the commander's bodyguard. The commander was able to finish off a barge but died in combat with the overlord in the following turn. I destroyed one of the flyers but that allowed the warriors to walk on from the board edge and force the kroot to run. The final turn would be crucial. Luckily for me the Necrons failed to kill the missile team thanks to lucky saving throws. 

Chris didn't realise that 50% of a unit had to be in a zone to claim it so he'd moved his deathmarks to far. The fire warriors shot down the destroyer lord, the devilfish contested the section with the court and the kroot regrouped. This meant 4 of the 6 sections were contested whilst I controlled the other two as Chris had forgotten that ICs couldn't contest and my pathfinders had snuck into the middle section. Combined with linebreaker I scored 5 points to Chris' 3 (all from secondaries). Somehow I'd won despite feeling pretty outnumbered and only having killed a third of the Necrons.

Game Two - Tau vs IG/SM
There was one army in particular that I hadn't fancied playing when I looked around the room and that was Jamie Dempster's 5 flyer list. His force consisted of a librarian, 5 scouts, stormtalon, stormraven, CCS, PCS, blob squad, 2 pairs of sabres with lascannons, two veteran chimeras, 2 vendettas and a vulture. The mission we were playing was entitled "Mosh Pit". Basically there was an area marked in the middle (see the white bit on the photos). Kill points could only be scored whilst you had a scoring unit within this central zone, although they were allowed to stay in their transports. We'd be using Vanguard deployment.

I managed to get the first turn and moved my devilfish into the scoring zone as I couldn't resist trying to destroy both chimeras with an S9 nova shot. Despite penetrating I failed to kill either. The missile crisis team fared better managing to blow up the first transport. I also couldn't resist pie-plating the blob squad who were all clustered on a single terrain piece. This went a little better with something like 15 of the guardsmen dying! The response was minimal from the guard with a couple of wounds stripped from the riptides. 
The commander and his bodyguard arrived and after weathering fire from the sabre platroms, they destroyed the other chimera. The kroot arrived on the right flank and gunned down the CCS preventing Jamie from using the astropath for his flyers next turn. Unfortunately this didn't prevent all 5 of them from showing up on Jamie's second turn. The riptides attempted to intercept them but could only force the stormtalon to evade. The vulture easily gunned down a squad of kroot but the other flyers weren't able to kill off the riptides or destroy the devilfish. 

In response the commander used his warlord trait to give his squad skyfire for a turn and bring down the stormraven. Meanwhile the riptides used their non-intercepting weapons to bring down the stormtalon with help from the missile crisis team. The remaining kroot charged one pair of sabres and destroyed them. Sadly the guard flyers were still fully operational though and the vulture wasted no time in gunning down another squad of kroot (does it really need Vector Dancer?). The vendettas were able to finish off one of the riptides but the other clung on for another turn.

Once again time was running short. The commander and his team jump in and out of cover to finish off the veterans. The riptide tried to kill a vendetta but could only destroy one of the lascannons. The sabre platforms brought down the devilfish and the vulture gunned down the occupants. The blob squad was finished off but the librarian remained with a single wound. At the end of my final turn I had a 3-4pt lead but the scenario stated that any units in the "mosh pit" at the end would be worth an additional VP. Needless to say the vendettas hovered and the PCS broke cover to dash in. Combined with the librarian they gave up enough points to score Jamie a draw despite having very few ground units left. Final score 11-11.

Game 3 - Tau vs Eldar/GK
Despite the draw in game two I'd managed to score enough points to put me on table 3. My opponent was somewhat familiar.... Matt. We've never actually played at a tournament but I knew all to well what the list Matt was using was capable of. Needless to say I didn't feel confident. The final mission would be Purge The Alien but with a bonus point for the first unit from each FOC destroyed i.e. the first Fast Attack unit killed would be worth 2 pts but the second would only score 1 pt. 

Matt was fielding Coteaz, some monkeys/servitors/acolytes, two dreadknights (what else?), a spiritseer, two squads of wraithguard with d-scythes in wave serpents and a wraithknight. The large number of template weapons in Matt's list would not be much fun for my fire warrior blob behind the aegis. I just had to hope I could stop them getting there. Luckily I managed to win first turn (I always win roll-offs against Matt). Matt deployed conservatively with his dreadknights out of range of the missile crisis team who can force a lot of saves with Monster Hunter. Instead the team targetted a wave serpent with Tank Hunters and managed to blow it up (with Matt failing to convert a pen into a glance) meaning one unit of wraithguard would be footslogging it. I also wounded the wraithknight but this was soon cancelled out by the spiritseer.

The dreadknights teleported forwards and incinerated the Ethereal's squad from both sides. Through sheer bad luck on Matt's part they only just scored enough wounds to kill the fire warriors leaving the Ethereal unscathed. The wraithknight attempted to instant-kill one of the riptides but failed to roll a 6. 
In my second turn crisis team arrived right in the middle of the board and despite some contention about whether they'd mishapped or not they landed just shy of the wraithknight. Meanwhile the kroot arrived on both flanks with those on the left targetting Coteaz's squad with help from some fire warriors who'd advanced in a devilfish. The missile team was again able to down the other wave serpent but the wraithguard were now close to my lines. The combination of riptides, command team and fire warriors was enough to finish off both dreadknights in a single turn. 

Best. Combat. Ever.
The wraithguard incinerated more fire warriors (this time killing the Ethereal). The spiritseer moved to the other squad (we couldn't find where in the rulebook it says an IC can't leave one squad and join another in the same turn - are we just thinking of 5th or something?). Anyway, the spiritseer and the wraithguard charged the commander but the combat was a draw and the commander was able to use his vectored retro-thrusters to Hit & Run. Meanwhile Coteaz decided to break from his squad and charged down the fire warriors. They weren't able to harm him with Overwatch meaning he got into combat with them unscathed. The Fire Warriors struck first and I was incredibly lucky with my rolls managing to score 5 wounds. I joked that it'd be funny if they killed him and sure enough Matt rolls three 1s on his five dice and Coteaz was embarrasingly taken out by the supposed combat whipping boys. To compound the problems the Wraithknight failed a charge through terrain.

The battle was pretty much one sided from this point onwards. The kroot and devilfish were able to finish off the monkeys (with the last one running). The riptides and missile team combined to kill the wraithknight off in a single turn. The commander and his squad killed off one of the wraithguard squads. Matt now only had the spiritseer and a squad of wraithguard left. The wraithguard were able to use their d-scythes to wipe out the commander and his bodyguard in single gout of eldritch flame. The spiritseer targetted a squad of pathfinders with his destructor power hoping to finish them off in combat. Sadly for him they fled only to regroup in the next turn.

The remainder of my army was now in position to gun down the few remaining Eldar models. My kroot advanced first though to claim Linebreaker. The devilfish and it's detached drones combined to finish off the spiritseer (which always feels like a free kill). The pathfinders managed to lay 9 markerlight hits on the wraithguard to make things very easy. To prolong the agony for Matt I paused to split up my markerlight hits to try to work out the best combination to make certain the wraithguard would die. All it took in the end was the two riptides with their ion accelerators and fusion blasters thanks to the markerlights making them BS5 with Ignores Cover. Had they failed there was still the missile team, two squads of fire warriors and some kroot ready to help out. Talk about redundancy!

Suffice to say Matt didn't really enjoy the experience and I think from the point he lost both dreadknights he wasn't having fun. That'll be 1-0 to me on our tournament matchups then!

Conclusion
The 17-11 victory in the final game against Matt was good enough to get me 3rd place which was a nice surprise. A much better and far more unexpected surprise was that the referees had judged my Tau to be the Best Painted army too! The combination of the two netted me £20 in store credit which, with the 20% tournament discount, allowed me to pre-order the new marine book for £8. Nice! 

I have to stress that whilst the events at the Outpost are pretty competitive the venue doesn't insist on painted models which means my Tau were just well painted in comparsion. I don't for a second think they're up to much in their current state but the referees liked that the army looked cohesive and that the painting was "neat". They obviously didn't look that closely then!!

The army performed pretty well. The main weakness is the over-reliance on the riptides to take down vehicles of all kinds. Of course AV12 or less isn't too much of a problem but the AV13 spam of the Necrons and AV12 flyers in the second game really showed the weakness. For the next tournament I need to look at working in some more anti-tank and perhaps reducing the anti-infantry firepower. Incidentally my list was considered cheesy for having two riptides in it but I think it's more about the synergy between the units that makes it pretty deadly. The riptides actually act as a good distraction from the crisis teams which actually do most of the work.

Monday, September 02, 2013

Blog Wars 6 - Two Months to go! - Comp Discussion Round-up

The sixth Blog War will be held on Saturday 2nd November at the North West Gaming Centre. For those of you who aren't familiar with the event here's a quick run-down.

  • Originally started as an inter-blog event but now open to EVERYONE!
  • 3 games at 1,850pts with 2.5 hours per game
  • Each army MUST include a special character in their primary detachment
  • Imperial Armour units are not allowed
  • Prizes for 1st, 2nd, 3rd, Wooden Spoon, Best Painted Army, Best Painted Special Character
  • Spot prizes throughout the day
  • Free raffle at the end of the day (keep an eye out for the list of what's on offer)
More than half of the tickets have been sold but if you'd like one their £15 each and can be purchased by either using the contact me link or simply clicking on the PayPal button. 

When I started Blog Wars I set out with the intention of running a friendly tournament that welcomed both new players and tournament veterans. At the time some people didn't believe their could be such a thing as a friendly event but I hope I've proved over the last few years that it can be done. I've always tried to find a balance between running a tournament that rewards players for winning their games and preventing people from bringing horrible lists to end up with dull one-sided games.

Unfortunately, there will always be a couple of people at any tournament who bring an ultra-competitive list to make it easy to walk away with the top prize. I recently started a discussion about the concept of "comp". Blog Wars is already somewhat "comped" thanks to the compulsory Special Character. This time I'm also insisting that the SC be within the primary detachment to put people off simply tagging on an allied character. That doesn't mean to say SCs are banned in allied detachments but only an SC chosen from the primary can benefit from the BW special rules for them. I've also banned Imperial Armour units at BW6 as I think they're undercosted for what they can achieve and some people simply can't afford to bring them.

Anyway, in a previous post I put forward the idea that armies at Blog Wars 6 should be further restricted. The idea was that the "spam" that appears in a lot of competitive lists e.g. triple heldrakes, scores of Necron flyers, full squads of missile broadsides, etc. would be prevented. The post generated more comments than any of my previous posts ever had and there was a decent discussion. There were several compelling arguments for and against "comp" so I wanted to address them all here. This will be wordy but I think it's worth reading to understand why I'm doing what I'm doing with Blog Wars.

"Comp is tricky, if a player wants to bring filth they will do even with comp, they'll just find the filthiest army within the comp." - Morrbane

I have to agree with this. You can put restrictions on armies as much as you like but people will always find a way round it. 40K players are notorious for this. 

"....but if I took my Nids (in their current form) or a similar older codex, not being able to take 2 of the same units could be harsh...as they are kind of needed to keep up....How about including list building scores? " - the 6th degree

Essentially what ever you do as a TO be it custom scenarios, comp or whatever, there will always be sine armies that benefit over others. I agree that some less than dirty builds could be prevented that make some of the only decent builds for older codexes unviable. Were I to take my Dark Eldar for example, a single Ravager really isn't going to cut it. List building scores are always going to be subjective. The TO can't score them as it's hard to be impartial (I just plain don't like Necrons for example) and you can't guarantee that the person scoring fully understands their opponent's army. Not to mention you'd score armies that you thought you could beat better than ones you knew would annihilate you.

"A good comp system I've played in limits it to 2 units outside troops, but then has a few other limits, such as a max of 3 flyers and monstrous creatures (combined limit), max no. of av14 vehicles, a limit on vehicles in squadrons." - Rathstar

I have to say I like this idea of limiting it to two units with further limits on flyers etc. However, at a tournament this weekend I took a double riptide Tau list and the general feeling in the room was that this was dirty. The rest of my army was fairly mixed but people focus on what they consider to be cheese. 

"....we do 2k but the restrictions are no double force, FW, or allies. We do this because it limits people from bringing cheesy armies and brings a more fair army list all around...." - Ulises

At sub-2K Blog Wars doesn't have to worry about double FOC. I've said before that I'm really not a fan of the allies system (and outside doubles I rarely field an army from more than one codex). I've also toyed with the idea of banning flyers in the past but I always feel like you're saying "I want to play 5th edition" with things like this. Allies, whether I like them or not, are a big part of 6th edition and to ban them wouldn't sit right with me.

"Try highlander. No more than one of any unit no exceptions" - kong

As some of the responses said this massively limits some books over others. Obviously anything you do in 40K has that effect. There was a recent tournament at a local store where they tried this and I have to say the thought of it put me off. Their version didn't limit dedicated transports and I thought I'd just end up facing either Necron flyers or Eldar wave serpents. This kind of restriction would require custom scenarios too as some armies simply couldn't field enough Troops. I've talked before about why I want to avoid custom scenarios.

"But, by not allowing repeat units, the armies that do show up at blog wars should be more varied and interesting to play with and against than the usual 3 annihilation barges or 47 (ish) high yield broadsides." - Fragnog

This was the main ethos behind comping Blog Wars. Not to necessarily ban certain armies but to encourage more varied and interesting lists. That being said I do think that Blog Wars already has quite a variety. There may only have been 30 players but as I recall we didn't see even two armies that were close to being identical. The same can't be said of other events I've been to.

"Do not punish players, instead reward... Have your top 3 prizes for the best players, but also have awards for the fluffy guy(s), the rookie, etc." - Anon

You sir, make a good point. Far from punishing people for bringing something that is perceived as "cheesy" I should be encouraging people to bring something more interesting. At previous events I've had a "Best Army Theme" prize for the army who I felt best fit with a particular armywide concept. Essentially what I think you're saying is make the prizes for the competitive bit pale in comparison to the prizes for being a nice guy! I like that idea.

"In addition to points for wins, losses and draws (totalling 30 points if you win all your games) there are army scores..... totalling 20. So your army is worth nearly as much as winning all the games." - Matt Calow

The community tends to refer to this as Soft Scoring and I'm not a fan of it in general. A tournament is a competition based on how well you play the game (including writing the army list, understand your opponent's army and how tactical you are), when you start to factor in soft scores you detract from the competition. This is the reason a lot of people are put off attending GW's events. I've been to independents where soft scores are used too and I find it frustrating to win all your games but lose out to someone else who painted unit markings on their models. There's a painting competition and a tournament. Never the twain shall meet in my opinion.

"Consider that, by comping in the style you suggest, you may be forcing people to buy extra units. Most players I know only have a limited pool of units to choose from, and certainly don't own all the options for each FOC for whatever reason." - Creidhnan

This. This is where the debate about comping ends for me (indeed it was the last comment on the post). It's easy for me to sit here with 5 armies which contain pretty much every option from the codex and tell people that they can't bring a particular list. Whatever comp system I come up with would penalise those players with one army and not a lot of options. 

Blog Wars has always welcomed new players to the tournament scene, the idea that I'd be putting off people who can't afford to buy a new army just for my event just isn't right. It's easy to say "this is an expensive hobby" and write off how much it actually costs to buy the necessary new units. 

Conclusion
Ultimately I feel that Blog Wars has a firm identity as a friendly tournament with compulsory special characters and scenarios loosely themed around them. I'm not sure I want to be known for running a heavily comped event. 

Over the course of the discussion in the comments section people were saying about comp penalising one army over others but so does everything in 40K. However, what sealed it for me was the thought that comp affects certain players over others. To use an analogy from elsewhere, think of the Premier League, the top flight teams are always the ones with the most cash to splash around. It's the same in 40K, to keep competitive (especially with the rate at which new books are coming out) you need to own several different armies and have the spare cash to buy the latest powerful unit. I could've easily gone out and bought a ton of the new broadsides to make the HYMP list but I didn't for two reasons. Firstly because I can't afford to drop £270 on three units (before discounts) and secondly because it simply isn't any fun to play. It shouldn't just be about who has the most cash but it is. Like in football, the system is flawed, there's little that can be done about it.

Most of the ultra-competitive lists out there aren't any fun for anyone involved. You can't tell me you enjoy just sitting there pointing to units and rolling dice. My current Tau army may have a lot of firepower but it has to be played well to get the best from it. Net-list armies that are point and shoot aren't fun, simple as that.

I'm never going to be able to prevent people from bringing something cheesy. It's the nature of 40K. There will always be someone. What I would hope is that those attending would write their lists in the spirit of the event. Use Blog Wars as the opportunity to try something fun out that you would never use at another event. Bring that unit the internet tells you is useless and have fun finding out that they were probably right. However, you might be surprised when they achieve more than you expected.

Blog Wars 6 will not be comped any further than it already is. I think it's the best decision for the identity of the event and the enjoyment of the players. Top prize at BW5 was £25, with a £15 ticket Franco essentially made £10 which was probably spent on drinks and travel anyway. I can't imagine he enjoyed his games that much. However, someone (I forget who) showed up, played their games and win or lose, walked away with a Wraithknight from the raffle. Who really won?

Sunday, September 01, 2013

First Impressions of the New Space Marine Models

Let me start by getting something out of the way. I haven't read very many of the rumours about the new Space Marine codex at all. Whilst I am interested in the new book (and indeed I've pre-ordered it), I don't like to read too many of the rumours because it just causes confusion between actual rules and what you thought they were going to be. I'm sure there are very few people more excited about the new book and miniatures than my mate Jamie so you should probably follow his blog for the next few weeks. Anyway, I'll be doing a full review of the codex (as I did for Tau and Eldar) but for now I wanted to talk about the models that were released onto the GW site yesterday. I was at a tournament all day yesterday (more on that shortly) so this is the first chance I've had to properly look at the models.

Centurions
The trend for the recent books has been for a large model such as the Wraithknight, Riptide and Dreadknight. I'm sure Space Marine players were hoping for something similar but personally aside from a copy of the Dreadknight I'm not sure what there could be that could fit in with the aesthetic of the army. Anyway, what SM players got instead were the Centurions. When I first saw these models from the leaked WD pictures I really didn't like them. Their poses looked two-dimensional and I didn't really think they fitted the look of the rest of the range. Now that I've seen more images of them and the 3D spins on the GW site I have to say.... I still don't like them.

There's clearly some design nods to the dreadnought with the power core on the back and the look of the legs and feet. If Space Marine players were hoping for a big dreadnought type model then what they're getting is 5 mini dreadnoughts instead. Undoubtedly we'll see some of these of the table top though as GW are sure to design the rules to make them must haves. Perhaps my opinion of them will change when I see them in the flesh but right now I'm really not sold. It's a pretty hefty price tag too for three models making each one the best part of £16. Not that GW prices should surprise us anymore I suppose.

Hunter/Stalker
From what I have seen of the rumours this will be an anti-air platform. I haven't seen whether it gets both Skyfire and Interceptor but of all of the new models I have to say this is my favourite. It may not be anything particularly exciting but it's probably one of the few that I'd add to my collection. I get the impression that it'll have to be static to do most of it's work from the support pillars down the sides. I'm loving the pivoting weapons on the Stalker.

The reason I think that I like this model is that you can actually picture it doing what it's supposed to do. Obviously it isn't some new, exciting design as it's essentially a rhino with bolt-ons but overall I like what they've done with it.

Reclusiam Command Squad
Bit of a strange combination this one. The typical command squad look to the squad with apothecary, standard bearer, etc. but the new Chaplain model (which to me is very reminiscent of the DV one) has been rolled into the kit. The other releases have had the plastic character as a separate release. Stranger still is that the squad comes with a razorback. This is a new move for GW (apart from some limited run troop and transport combos) and it's one that seems like a money grab to me. I can't see everyone wanting to go down the mechanised route so it seems odd to me that they'd force a transport upon you.

Now, obviously you could buy the command squad and the razorback separately but it seems the Chaplain is only avaialble in that box. Of course you could sell off the tank and command squad but it just seems a strange way of doing things. All of that aside the Chaplain is a stunning example of what GW can achieve in plastic these days. Of course we've seen scrolls and the like before but I have to say I'm a big fan of the new Chaplain and I'm pleased to see them continuing their theme of plastic characters with scenic bases.

Tactical Squad
It'd take a massive power armour fan-boy (looking at you here Jamie) to notice much of a difference between the new tactical squad kit and the old one. There's a few new knees here and a torso two there but the biggest change is the weaponry. Obviously there's enough bolters to go around but the kit also contains the grav weapons that have made their move into regular 40K. The hobbyist in me is always pleased to see a kit contain what appears to be every possible wargear option.

Perhaps they've done it on a kit before and I've missed it but I also like how they've done the combi weapons. On the face of it you're limited because you can only make one of four combinations but just from looking at the bolter bit you can see you'd easily be able to carve done a regular bolter to make all four options from the same kit to give to your older models.

It remains to be seen if tactical squads will be any more use than they have been in previous incarnations of the book. I'm not hopeful to be honest.

Sternguard & Vanguard
Sternguard are often a feature of a Space Marine army and it's great to see a full multi-part plastic kit for them. Vanguard aren't quite as popular normally but it depends on whether they let them assault from reserve in the new book. Both kits are packed with options to make the five models in the box and give you plenty of bits for converting other models. Of the two kits I prefer the Vanguard but that's probably just because I've always liked the look of jump packers.


The Sternguard kit has been given the grav weapon options too. However, here the combi weapons are the more traditional single part as opposed to the built it yourself tactical squad version. This is obviously because you can have more combi weapons in a sternguard squad. You actually get two of each combi-weapon too so I can see a burgeoning bits market from this kit alone.

Captain and Librarian
Here are the obligatory new finecast models then... but wait they're actually plastic. This must be the first all plastic release that GW has done for a long time. Personally I think it's fantastic for the hobby and I'm sure Space Marine players will be pleased that there's less Finecast around than before.


On the models themselves though, the Captain is (presumably deliberately) very reminiscent of the previous incarnations of the model with gun rested against the hip and sword outstretched. Irritatingly the gun supplied is a grav weapon with no apparent options. The position of it could make it a ball ache to convert to anything else too. Still there are lots of nice details on the model, again showcasing what they can do in plastic now.


The librarian is clearly taking his cues from Njal Stormcaller with his pose and staff but wait...what the hell is that thing on his shoulder?!!? Seriously it's horrible. It must be what happens when a Space Marine gets bored between battles and impregnates a servo skull! Thankfully it appears to be an optional extra so won't require any carving to remove but I can't begin to imagine what they were thinking! Otherwise it's a nice model and one that I'd almost certainly want in my army if I were to start one.

Conclusion
So there you have it. That's what Space Marine players can look forward to next weekend. I imagine the biggest seller for those who already have an army will be the Stalker/Hunter kit to add some much needed anti-air. Space Marines may well be one of few armies that can deal with flyers without the need for allies. The rules will be what makes or breaks the Centurion kit as I haven't heard many people saying that they're stunning models.

On a final note, at the end of this release GW have snuck in some new spray paints. You can now get Fenris Grey (Space Wolves), Mephiston Red (Blood Angels), Caliban Green (Dark Angels) and of course Macragge Blue (Ultramarines). It was a great shame when GW discontinued their old sprays so I for one and pleased they've brought them back again. I wonder how many people will use them though as companies like Army Painter have already taken a chunk of the market. Funnily enough I just bought a can of red from them before I knew GW were doing this. For those gamers out there who, like me, want to get their miniatures painted up quickly it's a great time saver. You could, however, argue that to paint a whole army you might be better off investing in an airbrush.

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