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Thursday, 4 June 2015

Elves in SPAAACE!!!: Codex Eldar Craftworlds Review Part 1

The Eldar used to hold the galaxy in their grip, but the decadence and pride of their race brought a terrible doom. Now they fight an endless battle against the dying of the light. Their peerless technology, supernatural skills, and piercing foresight are the only things standing between them and extinction. Seers, warriors, and civilians alike go to war in the glorious heraldry of the creaftworlds, outclassing the savages of the lesser races with dazzling displays of martial supremacy. Time is running out for the Eldar, but they fight on, determined to blaze brightly once more before the darkness of oblivion claims them forever.



Hello again faithful readers! It's been about a month since the new Eldar codex came out, and I've had the chance to play a few games with the new book. So, this is going to be a big one, as there are a lot of units and stuff to go over, so it will be at least 3 parts, maybe 4. The first part will be going over the units and all their changes. Let's get down to it.

Eldrad Ulthran - High Farseer of Ulthwé



Eldrad Ulthran, High Farseer of Craftworld Ulthwé, has lived for over ten thousand years. In that time he has guided his people, riding out the Fall of the Eldar and the rise of the Imperium. The ripples of causality he sets in motion have changed the face of the galaxy, though many are hidden severed strands of fate. It was Eldrad who prevented the Hrud infestation of proud Saim-Hann that would have otherwise have reduced it to rotting mulch, who thwarted the malefic works of the Necron dynasties, and who stopped the Days of Blood from coming to pass. His psychic might has broken Titans, boiled the blood of Daemons and slain kings and heroes without number. The millennia have taken their toll, and Eldrad's body is slowly turning to psychic crystal. Yet he cannot rest. As the fate of the galaxy teeters on the brink, the hard-won experiences of the past  show that the lesser races will only hasten the rising threat of Chaos. If the Eldar are to weather the coming storm, their greatest Farseer must fight on with every weapon and strategy at his disposal.

Eldrad is perhaps one of the most iconic units of the Eldar, and he's pretty good. He comes with the standard Farseer loadout and statline, except for he's T4, thanks to his crystaline body. He also gets a couple of unique items that grant him a 3++ and an AP3 force staff that on a 5+ can generate a Warp Charge after casting a power. He's also a level 4 psyker who can take powers from Sanctic Daemonology, Divination, Telepathy, or the Runes of fate. Any of these choices is pretty good, so it really depends on your army composition. Overall, for his points, he's pretty good, so I think he'd be a good addition to most armies.

Prince Yriel - Autarch of Iyanden



Prince Yriel is arrogant and deadly in equal measure. Whether as High Admiral of Iyanden's grand fleet, commander of the Eldritch Raiders, or master of the battlefield, he leads his warriors from the front, diving into the fray with a wry smile on his lips. Some mistake Yriel's bravery for recklessness, but the prince cuts such fools down without a second thought. It was Yriel and his Eldritch Raiders that saved Iyanden at the last moment from the rapcious hordes of Hive Fleet Kraken, the Corsairs' timely return from exile turning back the Tyranids before they could destroy the craftworld altogether. The tipping point came when Yriel took up the Spear od Twilight - an incredibly powerful but cursed relic - and slew the synapse beast leading the invasion, a creature that could not be harmed by mortal weaponry. Since that day the prince has rejoined his craftworld His destiny has become inextricably intertwined with that if Iyanden, and the fate of the Eldar themselves.

As Eldrad is the super version of a Farseer, so is Yriel a suped-up Autarch. He has the same stat line except he gets an extra wound and attack, which isn't bad, but he is still only toughness 3, so he's prone to being instant-killed. He gets a 3+/4++, but his Cursed rule means that in combat he must re-roll all saving throws of 6, making him that much easier to kill. On the other hand his Spear of Twilight is pretty good. Ap 3 with Fleshbane and Armourbane means that he can threaten most targets, including vehicles, but really it would have been nice to see Ap 2 on it, considering how bad the Cursed rule is. He also has a special attack called the Eye of Wrath, which once a game centers a large blast over Yriel during his initiative step and anything under the template (friend or foe, but not Yriel himself) suffer a S 6 Ap3 hit. It would be awesome if it didn't affect friendlies, but as it is, it just means that you'll be killing all your buddies. Useful in a last stand situation, but not great. Overall, he's one of the poorer choices in the codex. I wouldn't bother other than just for fluffy games.

Illic Nightspear - The Walker of the Hidden Path



Illic Nightspear of Alaitoc has wandered the Path of the Outcast for thousands of years, slaying monsters and men alike as he seeks out the paths that span the stars. Legends fall like footprints in his wake - that he fights the rise of the Necrons, that he searches for the lost Seerstones, and that he seeks to transcend the mortal plane altogether. Such is Nightspear's knowledge of the webway it is said he can arrive unheralded upon any planet, stepping through ancient portals as easily as he draws breath. Over the centuries, Illic's knowledge of that twilight realm have saved many craftworlds from calamity. He has guided countless warhosts through its winding paths to do battle on far-off worlds, always arriving from an unseen quarter to turn the tide of war. Though Illic prefers to fight alone, he has garnered a great following, especially amongst the Pathfinders of his craftworld. His worth to the Eldar does not end with his guidance through the labyrinth dimension, for his accuracy with a long rifle is unmatched in all the galaxy.

Illic Nightspear is basically the Phoenix Lord for Rangers. Unfortunately, that means he kinda sucks, because Rangers suck. That being said, he's not all that expensive and brings some interesting things to the table. He's actually got an Autarch's stat line, but with an incredible BS of 9, meaning you're basically always going to hit. He comes stock with a 5+, but no invuln, which is a really crappy deal for any special character in my opinion. he also has a Power Sword and Shuriken Pistol, so with his WS and I of 6, he's not even too bad in combat. His main use however, is his special rules. He has infiltrate, but can do so anywhere on the board, regardless of enemy placement, and if he's with a unit of Rangers they get to come along. In addition, all of his shots and all the shots of any Rangers he's with are precision shots. That's pretty good for picking out icons and special weapons, but unfortunately, he has nothing that eliminated or reduces Look Out Sir! rolls, which is sort of stupid for a super alien sniper. He also comes with an AP 2 48" range Sniper Rifle that inflicts instant death or a penetrating hit on a roll of 6 to wound/penetrate, which while circumstantial, can be pretty sweet. Again, not the best, but if you're running a Ranger heavy army, not a terrible choice.

Asurmen - The Hand of Asuryan



Asurmen is the first and greatest of the Phoenix Lords, and his teachings led to the creation of the Aspect Warriors, by whose valour the Eldar race is kept alive. During the time of the Fall, Asurmen abandonned his home world and led his disciples to a barren planet, eventually named Asur in honour of its claimant. There, he founded the Aspects of Khaine, and his brightest pupils became the legendary Phoenix Lords. Just as the Avatar at a craftworld's heart embodies the bloodthirsty deity Khaine, Asurmen is the warrior ideal of the Eldar made real. He is a demigod of battle whose legend spans across the stars, for Asuryan has given him the ability to cheat death forever, and kings, Daemons, and star gods alike have fallen to his blade. Though Asurmen vanished millennia ago, there persist reports of him battling the agents of the Great Enemy from the Eye of Terror to the Eastern Fringe. Some even whisper that in these, the darkest of days, Asurmen has returned to lead his people to war once more.

Asurmen is the first Phoenix Lord, and he is really a beast. All Phoenix Lords have an impressive stat line (7 WS,BS and I, 4 S, T, and A, 3 W and Ld 10 with a 2+ save), plus Fearless, and Eternal Warrior, but he is the only one to have an invulnerable save (a 4++, which becomes 3++ in combat). He also comes with a twin-linked Avenger Shuriken Catapult and a +1 S Diresword, which is awesome. He also gets all the stuff that a Dire Avenger gets, which is nice. He also gets to hav D3 Warlord Traits from the Craftworld Eldar table if he's your Warlord, which is ok, but really nothing to write home about. I think that he's worth the points, but I wouldn't actually use him alongside Dire Avengers. Put him with Banshees or Scorpions instead to help them pack a bit more punch, and tank some hits with his good armour and invuln saves.

Jain Zar - The Storm of Silence



A whirlwind of silvered blades, Jain Zar is as deadly a fighter as the Eldar race has ever seen. She is the matriarch of the Howling Banshees, and a fierce heroine to all who follow in her teachings - in every Howling Banshee shrine across the galaxy, the candles of night are kept burning for her return. First to learn the arts of the warrior under Asurmen, Jain Zar was a passionate Eldar swordmaiden famous for her speed and ferocity. Once her training was complete and she donned the mantle of the Phoenix Lord, she was transformed into the Storm of Silence. Since that day she has traveled the webway extensively, teaching the art of the Scream that Steals and the Ending Blade. Jain Zar's weapons are vicious even for an Exarch of the Howling Banshees - the Blade of Destruction, is a long-bladed polearm with which she delivers deadly lightening strikes with ease. Meanwhile, the Silent Death scythes through the foe before they can even get close, lopping off heads and then quickly returning to her waiting hand.

Jain Zar is another close combat monster, though her thing is all about gutting the enemy before they can strike back. She's got all of the Howling Banshee rules, with a couple of changes. Firstly, Her Banshee mask, in addition to causing Fear and denying Overwatch (amazing already), also causes any enemy units within 6" to subtract 5(!) from their WS and I to a minimum of 1. My god. Basically, this means that nothing ever hits her or her unit on anything better than a 5+ (except Khârn) and everyone is going after her and any Exarchs with her. In addition, she has some pretty good Wargear. Silent Death is a 12" S user Ap2 Assault 4 weapon, and the Blade of Destruction is S user Ap 2 Shred. Unfortunately, she doesn't get an extra attack for two close combat weapons, but she's hitting on 3's and with Shred it really helps her reliability. On top of all this, her special rule is called Disarming Strike and allows you to sacrifice an attack in a challenge to take away one of her opponent's weapons that phase. This is amazing against so many things that you could be fighting, but is especially good against anyone with a Daemon Weapon, as you're essentially removing attacks. Lastly, her Warlord trait means that if she Joins a unit of Banshees, they all get to add 6" to their run and charge moves, making them incredibly fast even when footslogging. Well worth the points in any list that is going to be melee-centric.

Karandras - The Shadow Hunter



The eternal master of the Striking Scorpions, Karandras has become synonymous with the slinking shadows that presage a sudden and violent death. His armoured body  may lay hidden and dormant for many decades, lurking in the twilight between worlds until the Eldar need his intervention. Just as all seems lost, the Shadow Hunter will burst from legend, his ritual weapons ready to destroy the foe. When he emerges from the darkness, he darts into the midst of the enemy in a blur of emerald armour. First comes the white-hot burst of the Scorpion's Bite, a mandiblaster powerful enough to penetrate the Terminator armour of the Adeptus Astartes. Then comes the main attack as Karandras somersaults into the fray. His energised gauntlet spits a hail of shurikens before its pincer grip crushes bone. Roaring like a predator-beast in his off hand is a biting blade of immense size, its razored teeth chewing the flesh of all those within reach. So does the Phoenix Lord mercilessly slaughter his foes by the dozen before fading into shadow once more.

Karandras is the Striking Scorpion character, and while probably not as great as Jain Zar, he's still a solid character in his own right. He gets the stuff a Striking Scorpion would, though for whatever reason doesn't get the exarch power, which would have taken him from decent to amazing. He is, however, the only Phoenix Lord to have two close combat weapons, and they're pretty great weapons. The first is his Scorpion Chainsword (+1S Ap6), which is ok, but the second is a Scorpion's Claw which houses a Shuriken Catapult. The Claw itself is essentially a Power Fist, but for one huge advantage. It strikes at his initiative of 7, meaning he's instant-killing your characters before they get to even attack. Crazy. In addition, he has a special mandiblaster that wounds on a 2+ (4+ against gargantuan creatures) and ignores armour saves. Yikes. This means that on the charge he has an auto-hit at I 10 that wounds on a 2+, and 6 S 8 Ap 2 attacks at I 7. He can basically beast an entire squad all on his own. He also gets a rule that allows him and a unit of Scorpions to be held in reserve and outflank on turn 2 and come in from any table edge. This would be amazing if they could assault the turn they arrive, but as it is, you may be better off just infiltrating for a probable turn 2 assault. A good choice if you want a good beatstick character.

Fuegan - The Burning Lance



Reborn in fire a dozen times since his inception as a Phoenix Lord, Fuegan the Burning Lance is a figure who generates both terror and inspiration. Though his disciples are many, Fuegan's quest is not to ensure the Eldar's rise from the ashes through patient instruction and cautious strategy. Instead, his plan is to cause so much destruction that he becomes one with the very concept, binding the Dragon of myth to his will. In his footsteps, entire worlds are set ablaze. His gaze is flame, and those who earn his wrath are swiftly reduced to ash and smoke. No matter the Exarch that dons his ritual armour, Fuegan always dedicates himself utterly to the systematic persecution of the Eldar race's enemies, pitilessly burning the champions of the lesser races from the tapestry of history. To wound him is merely to fuel the fires of his anger. Such is the unquenchable wrath of the Burning Lance that legend has it at the Rhana Dandra, Fueagan will be the last to fall - and in falling, the last flame of hope for the Eldar will be extinguished.

Fuegan is the most expensive Phoenix Lord (alongside Asurmen) and also the only one with a different profile (S 5 instead of 4). He is also a total wrecking ball when it comes to dealing with vehicles, fortifications, or heavy infantry. He comes stock with a Firepike (18" meltagun) and Meltabombs, meaning he's dealing with any vehicle he looks at, as well as the Fire Axe. An Ap 1 melee weapon with Armourbane. He also has a slew of special rules to help him on his quest to wreck your shit. Firstly, he gets Feel no Pain, which is nice, since he has no invuln. Second, he gets Crack Shot, the Fire Dragon Exarch power which allows him to re-roll one failed To Hit, To Wound, or Armour Penetration roll a turn, (and there is nothing saying that this doesn't apply to melee... so that makes the Fire Axe all the better). Lastly, he has Unquenchable Resolve. This increases his Strength and Attacks by 1 for each wound he takes, which last the whole game. Ideally, you'll take 2 wounds immediately, and then no more ever again so that you can walk around with a S 7 butcher with 6 Attacks, but more likely you'll just get increasingly stronger here and there. As cool as Fuegan is though, I'm not so sure I would bother most of the time. For the points you spend on him, you could pretty much just get a whole unit of Fire Dragons, and that will do the job better than he will alone. If you do take him, I'd suggest running him with a melee unit rather than with Dragons.

Baharroth - The Cry of the Wind (insert eagle screech)



Baharroth is the Poenix Lord who most embodies hope for the Eldar race - a slim chance for ascension delivered on the point of a blade. Naturally gifted at sword play, marksmenship and the limitless scope of aerial battle, Baharroth learned the arts of war under Asurmen when the Fall was still in living memory. In those times, he was vibrant and youthful, rejoicing in the sensation of the sun on his wings. Since then, he has died and been reborn many times. Innumerable battlefields have felt the pure white light of his anger, and countless terrors have fallen before his might. Though he moves with the grace of a zephyr, Baharroth attacks with hurricane force. Looping and soaring through flak-churned skies, he places pinpoint blasts of blinding laser fire into those who dare trespass on his domain, sending airborne interlopers hurtling down towards an unmarked grave. His flitting shadow is the first and last warning his victims are granted, their doom lunging after them out of war-torn skies.

Baharroth is, to me, the most disappointing Phoenix Lord. He gets basically no rules, and while he's by far the cheapest (only 170, while the rest hang around the 200+ mark), he doesn't bring a lot to the table. He gets the Hit & Run rule, which while its one of the best in the game, it's on a model that isn't really amazing in combat, and who's Aspect is pretty terrible in combat. He also has a rule that forces all units within 6" of him when he Deep Strikes to take a Blind test, which combined with his Herald of Victory Exarch power isn't terrible, but it's really not that reliable. He also gets a Power Sword that causes Blind, so it seems like Blind is what he is centered around, and yet he has a Hawk's Talon (S 5 Ap 4 Assault 3) instead of a Sunrifle (which is S 3 Ap 3 Assault 3, Blind). I dunno. He's an ok harassment unit, but 170 points is a little steep for what he brings to the table. I wouldn't bother, other than for fun games, or if you're playing against Tau (they would hate this bullshit!)

Maugan Ra - The Harvester of Souls



When Asurmen taught the arts of war, it was Maugan Ra that fell furthest from the fold. He fashioned baroque weapons of occult nature, learning how best to kill his prey before they had a chance to strike in turn. Not for him the shining swords of his brethren, but instead dark and sinister artefacts that defied categorization. In Maugan Ra's hands, even the most outlandish weapons share the precision of Kurnous' own arrow. This discovery led to the creation of the Maugetar, a weapon that fires plate-sized shuriken, each covered in bio-toxins so virulent even a scratch causes the Phoenix Lord's  victims to detonate explosively, killing all those nearby. Since then, the most morbid of Asurmen's pupils have founded shrines across a hundrer craftworlds, Maugan Ra's Dark Reaper diciples valuing the spectacular long ranged kill above all else. As the 41st millennium winds to its grisly conclusion, the Phoenix Lord has brought hope from the unlikeliest of places, rescuing the lost craftworld of Altansar from its incarceration within the Eye of Terror.

Yeah! Maugan Ra! This is one of the models that first attracted me to the Eldar. A big dude wearing a bone suite with a scythe gun? Awesome. And now he has rules that make him as awesome as he looks.Weirdly enough, he shares none of the special rules of the Dark Reapers, and really, I'm not sure they're the best unit for him to join. He carries the Maugetar, a Shuriken Cannon with 36" range, S 6 Ap 5, Assault 4, Rending, that can instead be shot at S1 Ap 5 Assault 1 Rending, Poisoned 2+, Pinning, and any model killed by the shot gets a Large Blast marker placed over them and everyone under the template takes a S 5 Ap 4 hit with Ignores cover. Really, he's sort of like a suped-up Death Jester. If that weapon isn't good enough for you, just wait. He can shoot it twice in the shooting phase, either at the same target or at different targets. In addition, the Scythe on the blade counts as a Melee weapon that grants +2 S at Ap 3. Finally, he gets the Night Vision rule, which is helpful for keeping him effective even in night-fighting games. I would put him with a unit of Dire Avengers. When you move into position, their already considerable shooting can be supplemented with 8 S 6 rending shots that are hitting on a 2+/5+. That's pretty awesome. Of course you can put him with Dark Reapers, and with their Starswarm and Starshot missiles it'll make a really great anti-everything unit, and he'll be there to pack a wallop if they get assaulted as well. Really, it's all a matter of personal choice.

Autarch



Autarchs have a consummate understanding of the way of the warrior, and the future of the race has been shaped by their excellence in the arts of death. They follow the Path of Command, gaining a wider appreciation of battle than any other and directing the warhost on the most efficient path to victory. Theirs is a burning obsession to see war itself conquered and made subservient to their will. Under their hawk-like gaze, each warhost plays its part in a complex battle plan, and in turn has a role in the grand war that spans the stars. When a craftworld army is led by an Autarch it functions in perfect concert; aerial strikes cut off the enemy commander's supply lines, Aspect hosts strike at the heart of his army, and Windrider hosts enact sweeping flanking manoeuvers. An Autarch will spearhead critical assaults himself. Gifted ritual weapons by the shrines to which he once belonged, he swoops in to cut down enemy leaders with his sword and cripple their war engines with blasts of deadly energy.

Autarchs are an interesting choice and one that I haven't really used a lot, mainly because I prefer the psychic support of a Farseer or Spirit Seer, and rarely play reserve-heavy lists. That being said, they are a decent beat 'em up unit, that can be customised to do basically anything. You start with just a Shuriken Pistol, Plasma and Haywire Grenades, and a 3+.4++. From there you can take either a Warp Jump Generator, Swooping Hawk Wings, or a Jetbike. You can also take either a Banshee Mask or Madiblasters. The Shuriken Pistol can be replaced with a Fusion Pistol. Then you can take up to 2 aspect warrior weapons. A Scorpion Chainsword, Avenger Shuriken Catapult, Lasblaster, Deathspinner, Fusion Gun, Laser Lance (if you took a jetbike only), Power Weapon, or a Reaper Launcher with Starswarm Missiles.You can also take items from the Remnants of Glory list. Now, your loadout will depend on what you want him to do, but I like the idea of giving him a jetbike, Banshee mask, and Laser Lance and Fusion Gun, and then sticking him with some Striking Scorpions. On top of his weapon options, you also get the Path of Command rule which allows you to add or subtract 1 for your reserve rolls, which you get to decide individually for each unit. This is really handy for getting your units when you want them and keeping them off the table if you don't, so he's a must in a reserve heavy list.

Farseer



The Farseers that guide each craftworld are perhaps the most powerful of all psykers, for by leading the Eldar along the paths of fate they can bring salvation or doom to entire races. They are masters of prediction, and even in battle they perform their subtle art, casting up wraithbone runes and interpreting changes in the glowing icons as they circle in the air. Runes of witnessing allow them to follow subtle traceries of cause and effect, whilst runes of warding, when used in conjunction with elaborate ghosthelms, guard them against the dread intrusions of Slaanesh and his dark brethren. So equipped , Farseers can uncover the enemy's intentions, calculate the effects of his clumsy attacks, and steer him to his doom. Farseers fight with a grace that makes the enemy seem dull and slow, flowing around blasts of fire without breaking stride. All the while they shape the future, ending a vital life with a thrust of the witchblade, guiding an ally to a miraculous escape, or coordinating a sudden attack that breaks the enemy's will.

Farseers are largely unchanged from the last edition. They're still Level 3 psykers, but can no longer generate powers from Malefic Daemonology (thank goodness). The Ghosthelm they get allows them to negate a wound they take from a Perils of the Warp by burning a Warp Charge, which is pretty damn handy. The only other thing that has changed is that they lost access to Runes of Witnessing and Runes of Warding. Instead, they get these for free (yes, free) in the form of the Runes of the Farseer rule. Once in each psychic phase, a Farseer may re-roll any number of dice used in a single Deny the Witch test of Psychic Test, potentially negating Perils of the Warp. Wow. This is huge, and I've already used this to great effect. If there is a  power that you really need to go off, you can pretty much just make it happen. Save a dice for if you get a Perils, and then throw everything else at the power, then re-roll every dice that failed. Even if the enemy has 20+ dice, it's basically impossible to beat a power going off with 6 or 7 successes. Plus, it makes your focused witchfires just that much easier to do. A huge buff here.

Warlock Conclave



When the Warlocks of the craftworlds join their minds, the fate of worlds can hinge upon their actions. Whilst the Autarchs deliver curt instructions to their squad leaders, the Farseers whisper their subtle intent via telepathic link to the Warlocks that fight alongside them, and in doing so, change the course of battle. Maelstroms of force swirl around each Warlock Conclave, growing more potent the larger the brotherhood becomes.These unknowable energies allow the battle seers to sap the life essence of the foe, conjure blasts of psychic fire to boil out from their mystical third eyes, or grant unnatural strength to those Eldar nearby. As true sons of Khaine, these militant psykers will plunge into combat at the slightest provocation. Witchblades and singing spears are swung in graceful arcs, leaving corsucating webs of energy behind them as the Conclave carves through the ranks of their adversaries. They do so with joy in their souls, for of all the seers of the Eldar hosts, the Warlocks are the fiercest and most violent of all.

The Warlock conclave is a weird choice to me. It consists of between 1 and 10 warlocks, which can be either on foot, or mounted on jetbikes, and they all count as a brotherhood of psykers. They're different, however. If you have up to 3 Warlocks, they are a level 1 brotherhood (meaning they know 1 power off the Sanctic Daemonology or Runes of Battle table), 4-6 is level 2 and 7+ is level 3. They work differently though, in that each Warlock in the conclave generates a Warp Charge point, making this an amazing way to farm Warp Charges (10 dice for a 350 point investment isn't too bad). I think that Sanctic Daemonology is probably the way to go with these guys, as the Runes of Battle don't really offer a unit of Warlocks a whole lot. I think I like this unit, as it is a major threat to most things on the board, especially if you have another psyker or two that can benefit from a massive Warp Charge pool.

Spiritseer



The Spiritseer has a dual existence, caught on the cusp of life and death. The power of life he delivers to the ghost warriors of the craftworlds, not only by placing the spirit stones that animate them within their wraithbone shells, but by using his psychic powers to enhance and invigorate them during battle. The gift of death he brings to those who threaten the craftworld. The Eldar dead sleep lightly, their spirits adrift within the infinity circuit, and they can be roused to great wrath. With whispered words the Spiritseers commune with these spirits, the souls of the living and the dead linking through the veil. By bridging the gap between this world and the next, a Spiritseer can focus the killing power of his charges, resolving the swirl of emotions through which they see the material plane into the bloody spectacle of war. A simple gesture from a Spiritseer can see his enemies assailed by lithe, powerful constructs that are all but indestructible, each immortal hero burning with a cold malevolence from beyond the grave.

Like the Farseers, Spiritseers are relatively unchanged. They still come with a witchstaff, pistol and their 4++, and are still level 2. The main thing that has changed with them is their Spirit Mark rule works a little differently. Instead of nominating a single unit within 12" to be marked, now it's all units within 12". A wraith unit can re-roll to hit rolls of 1 against any Spirit Marked unit both in melee and close combat. This is really great for Wraithguard carrying D-Cannons, or Wraithblades in combat, but not helpful for D-scythe Wraithguard or Helmock Wraithfighters. The other thing that has changed, to probably no one's surprise is that Spiritseers no longer make Wraithguard troops choices. Not a huge deal, since everything can score now, but kind of a pain if you wanted to do a CAD with only wraith stuff. Oh well. They're still a pretty good unit, especially if you just want a cheap HQ choice, or are running a Wraith host.

And with that we have come to the end of Part 1 of our series. Next week we will go through the Troops and Elites sections, followed by the Fast Attack and Heavy Support, and then lastly, all the Formations, the new Detachment, Relics, Powers and Warlord Traits. Tune in next week!

Wednesday, 27 May 2015

Blood for the Blood God!: Codex Khorne Daemonkin Review

Fanatical devotees of the Blood God's creed, the Khorne Daemonkin form warbands dedicated to murder and destruction on a galactic scale. Many of these begin as zealous mortal hosts, each worshiping one of the terrible and mighty Bloodthirsters. As the Daemonkin perform ever greater acts of violence and carnage, Khorne's daemonic cohorts are gradually lured forth from the Realm of Chaos to take their place within the warband's ranks. When, eventually, the host is as much Daemon as mortal, one of  Khorne's Bloodthirsters will burst forth into the material realm through one of his chosen vessels to lead them in glorious, never-ending slaughter.



Hey everyone! I'm back with a review of Codex: Khorne Daemonkin. This review will be different from the one about the harlequins, because all of the units in the Codex are already from either Codex: Chaos Space Marines or Codex: Chaos Daemons. Both of these books have been out for over 2 years, so its likely that you all know about them already anyways. That being said, there are a few new things, like 3 new Bloodthirster variants, so I will go over those. Mainly, this review will be about the Blood Tithe system, the formations, detachment and relics. Also unlike the Harlequins Codex, I have had a chance to use this book a couple of times, so I have a bit of practical experience with it.

The Bloodthirsters





All of these Bloodthirsters have the same base statline, which is the same as in the Chaos Daemons book, so that's easy. In addition, the Bloodthirster of Unfettered Fury is exactly the same as the base Bloodthirster.

Bloodthirster of Insensate Rage

This is the one that everyone is talking about. Instead of the Whip and Axe of Khorne, you have a Great Axe of Khorne, which is an unwieldy 2 handed axe. Sounds bad, until you see that it makes the Bloodthirster's attacks Strength D. Wow. You get this for 25 points more than a regular 'Thirster, so there's really no reason to use the other one.

Wrath of Khorne Bloodthirster

This is a Bloodthirster that exchanges the Lash of Khorne for a Bloodflail, which is just a Specialist Weapon, so when paired with the Axe of Khorne it grants another attack. Pretty sweet. In addition, it gets the Adamantium Will and Hatred (Characters) special rules. This is a weird rule, as it brings up a few questions. Under the Hatred special rule it says "A model striking a Hated foe in close combat re-rolls failed to hit rolls". Does this mean that if there is a character that is part of a unit in base contact with the 'Thirster then you get your Hatred against the whole unit, or does it only come up in a challenge? I would assume the first one, but it is a little ambiguous. Oh well. You get all this for 50 points more than a standard Bloodthirster. Not bad, but not amazing. Take the Bloodthirster of Insensate Rage instead.

Artefacts of Slaughter



These are the relics of Codex Khorne Daemonkin. As with all of these kind of things, you can only have one of each of these in an army.

Goredrinker

Revered by Khorne's warriors as much as it is feared by the Blood God's foes, this terrible weapon houses a powerful Daemon that hungers for the life essence of its victims. The more the murderous axe feeds, the greater its potency, and once glutted upon its bloody feast, Goredrinker's mere touch is death.

Goredrinker is a Power Axe that gives the bearer bonuses the more wounds he deals with it. At 1-2 wounds dealt you get +1 Strength. 3-4 you get Rampage, 5-7 you double your Strength (from the modified bonus from earlier), and at 8+ all your melee attacks gain the Instant Death rule. So basically, once you deal 8 wounds in combat, you'll be Strength 10, Instant Death, with Rampage, so if you become outnumbered, you likely won't be for long. It really will make whichever character using it into a complete beast, although its fairly expensive, at twice the points cost of a regular Power Axe. Another note is that it's only usable by a Chaos Lord or Daemon Prince, so no Heralds will be running around with it. Oh well.

The Blood-Forged Armour

Legend tells that Khorne forged this armour himself, heating it in the fires of his fury and quenching it with the blood of murdered kings. Ever slick with runnels of gore, its plates are as hard and unyielding as the mountainous hull of a starship, and are able to withstand the mightiest of blows.

The Blood-Forged armour is usable by a Lord or Daemon Prince only. Basically it's Power Armour that gives the wearer Feel no Pain and Eternal Warrior. For 50 points, it's a steal for a Daemon Prince, since you'll probably be buying Power Armour for it anyways, and with no psychic powers to toughen you up the Feel no Pain and Eternal Warrior are a great boost. It's not horrible on a Lord either, but I think that it's much better on a Prince.

The Brazen Rune

Khorne's hatred of witchery made manifest, the Brazen Rune is a burning brand that sears itself into the very skull of its bearer. Though agonizing, the rune wards off the psychic machinations of the foe, preserving its bearer from pernicious spellcraft. Furthermore, the bearer can expend the rune's power, sending its energies roaring forth like a hurricane to shatter sorcerous incantations and burn out the minds of enemy psykers.

The Brazen Rune can be taken by anyone, and grants the bearer Adamantium Will. Also, once per game at the start of your opponent's psychic phase, you can force all psyker's within 24" to take a Perils of the Warp on any double. At the end of the phase though, you lose Adamantium Will. It's ok, but for the same points, you can get a collar of Khorne whitch grants a +2 to Deny the Witch rolls. Of course, for 30 points, you could take both, and deny powers on a 3+. I think that it would be much more effective against Telepathy psykers trying to cast Invisibilty, or Summoners.as they'll be casting powers that require lots of dice.

The Blade of Endless Bloodshed

Even the slightest nick or cut from this weapon's blade causes grotesque sprays of gore to jet forth from the wound. In battle, the blade's wielder and his comrades are swiftly drenched in the gushing lifeblood of his horrified victims.

This is a Power Sword that basically just grants an extra Blood Tithe if the bearer causes one or more casualties. Again, I think this is best used on a Daemon Prince, as they'll make it AP 2. Honestly, it's probably more expensive then it should be for what it does.

The Skull-Helm of Khorne

This ancient helm was carved from the skull of an unknown entity in an age long since forgotten. It is emblazoned with the rune of Khorne, and imbues its wearer with a shadow of Khorne's own terrible aspect.

I really like this item. It can only be taken by Lords, and it gives the bearer Fear and any to hit rolls of a 6 in combat grant him additional attacks. These attacks do not grant further attacks. For 15 points this is awesome. I like the idea of it on a Juggerlord, for the extra attack.

Kor'lath, the Axe of Ruin

The essence of a mighty Bloodthirster rages within every axe of Khorne, the entities bound forcibly within the blades by leering daemonic smiths. Of all of these imprisoned demigods it is Kor'lath of the Unfettered Fury, caged within the Axe of Ruin, who rails most violently against his imprisonment. Should this berserk entity ever break free, he will vent his murderous anger upon those unfortunates caught nearby, before plunging back into the Warp to seek revenge on those who caged him.

Once again, this can only be taken by a Lord or Daemon Prince. This is a Specialist Weapon with AP 2, and any to wound rolls of 6 inflict instant death, In addition, if the bearer of the axe is reduced to zero wounds or is otherwise removed as a casualty, you deep strike in a Bloodthirster of Unfettered Fury within  6". This Bloodthirster takes d3 wounds at the end of each of your turns which ignore armour saves. For 60 points, its not bad, considering your opponent pretty much has the decision to make of killing him, and having a Bloodthirster join the party, or let him rip around chopping everything up. Not a great choice to have to make.

Blood Tithe




The Blood Tithe system is the Daemonkin's special thing. It pretty much is there to help us along since there are no psychic powers in this book, and everything is pretty much melee oriented. It's a nice little boost, but honestly, I think it could have been done better. Pretty much everything in the Codex has a special rule called Blood for the Blood God!. Any time a unit with at least one model with this rule is completely destroyed or destroys an enemy unit, you gain a Blood Tithe Point. Any time a character with this rule is slain or slays an enemy character, you also gain a point. So pretty much any time anything dies when you're using this book, you're getting blood tithe points. These can be used at the start of your turn to give your units various special rules or summon Khorne Daemons.

While this is not bad, it has one glaring issue. When you decide to use your points, all points that aren't spent are lost, and you can only "purchase" one thing off the table at a time. This means that as soon as you have 8 points, you need to spend them, as any more you get will just be wasted. I really think that instead, your points should remain in the pool until you use them, or at least allow people to get more than one thing with them. It would really make this rule go from a minor buff, to a fantastic rule that would maybe even make the codex competitive. Anyways, wishlisting aside, lets look at what you can get.

1 Point: Infernal Contempt - All friendly units with the Blood for the Blood God special rule gain Adamantium Will until the start of your next turn. Not bad for 1 point, but since Adamantium Will doesn't help you against blessings and stuff, you still can't stop any of the really nasty powers.

2 Points: Insatiable Bloodlust - All friendly units with the Blood for the Blood God special rule gain Furious Charge and Rage until the start of your next turn. This would be excellent if every unit in the army didn't have at least one of these rules already anyways. As it is, it's kinda stupid. It's really good if you're running a whole bunch of Bloodletters, as they'll get some more attacks on the charge, but that's about it. Meh.

3 Points: Unstoppable Ferocity - All friendly units with the Blood for the Blood God special rule gain Feel no Pain until the start of your next turn. Yes yes. This is what I like to see. Army wide Feel no pain is excellent, and for only 3 points, you'll be able to get it pretty early.

4 Points: Apocalyptic Fury - All friendly units with the Blood for the Blood God special rule add 1 to their Attacks characteristic until the start of your next turn. Again, this is pretty good, as more attacks is always a good thing to have.

5 Points: Daemontide - You can summon a unit of either 8 Bloodletters or 5 Flesh Hounds within 12" of a unit with Blood for the Blood God! So a free unit of Bloodletters or Flesh Hounds immediately Deep Strikes anywhere within 12" of one of your units, which is pretty cool. It's definitely more useful later on when all of your stuff is in the enemy's grill, and lots of their units are tied up, so that your new unit won't just get shot to bits.

6 Points: Harbingers of Blood and Brass -  You can summon a unit of either 3 Bloodcrushers or a Skull Cannon within 12" of a unit with Blood for the Blood God! It's... ok... I guess. Bloodcrushers aren't really great, and neither is the Skull Cannon. I'd pass, unless you just want one of these for the lulz.

7 Points: Dark Apotheosis - One friendly character with the Blood for the Blood God! rule makes a Ld test, and if it's passed they get to become a Daemon Prince with Warp-Forged Armour (3+ save) and if the model being used for it has wings, it gets those too for free. Cool! Of course, if you fail, the character becomes a Spawn. I think this is really cool, and it's especially neat to use on a Cultist champion, because either way it's a step up from a Cultist.

8 Points: Fury Unbound - One friendly character with the Blood for the Blood God! rule makes a Ld test, and if it's passed they get to become a Bloodthirster of Unfettered Fury. It's exactly the same as the Dark Apotheosis, except you get a cooler thing if you pass the test.

Formations




Slaughtercult

Chanting the praises of their bloody god, the warriors of a Slaughtercult hurl themselves into battle to claim the skulls of their foes. These are the most fervent mortal worshippers of Khorne, serving no agenda but that of the Daemons they venerate, seeking nothing but glory in the eyes of their chosen god. Khorne looks with favor upon the bloodthirsty endeavors of these fanatics, armouring them in his contempt of sorcery and imbuing them with an echo of his endless rage. In battle these warbands fight as dictated by the Scriptures of Slaughter, echoing the organisation of the Blood God's Daemon cohorts. They care nothing for their own losses, the champions of Khorne spending the lives of their underlings willingly in furtherance of their aims. However, once they reach the enemy lines, it is the foe who's blood falls like rain.

This is the first formation in the Daemonkin codex, and it's one of my favorites. It consist of 1 HQ (excluding the Bloodthirster of Insensate Rage and the Wrath of Khorne Bloodthirster), 2-8 units of Chaos Space Marines, Berzerkers, or Bloodletters in any combination, 1-4 units of Possessed, 0-2 units of Cultists, and 0-2 units of Spawn. If you take the minimum requirements, this can be a pretty cheap force, but I think you're better off to take as much as you can from it, to maximize the benefits. You get 3 special rules for this formation. The first allows your warlord to re-roll his trait if this formation is your primary detachment, and you roll on the Daemonkin table. The second rule allows any Cultist unit that fails a morale test to be removed as casualties (thus granting you a Blood Tithe point). Lastly, any time you cash in your Blood Tithe points, you may choose another effect off the table of lesser value (but not of a value of more than 4) and apply the result to all units from this formation. This is a fantastic rule, and it really makes the Blood Tithe system awesome. Consider taking this alongside a CAD for some Cultist units to milk Blood Tithe points, and maybe a Land Raider or two to put your heavy hitters in.

Brazen Onslaught

Like a great mailed fist, the Brazen Onslaught smash into the foe. The sheer resilience of this warrior host allows them to shrug off even the most punishing enemy fire, snarling contemptuously as hails of shot ricochet from their ironclad forms. As they plough toward the enemy lines, their momentum builds, the ground shaking beneath the thunderous tread of so many mighty warriors. Daemon and mortal alike howl their devotion to Khorne, the Terminators exulting at the manifestation of their daemonic counterparts. Blood spills, armour and flesh tear asunder, and heads topple from spurting necks as Khorne's favoured vent their fury. Enemy numbers count for nothing against these heavily armed and armoured killing machines, for the greater the odds, the greater the glory earned in the eyes of their wrathful god.

This is a cool formation, but it's really not all that great. It consists of 1-4 units of Terminators, and 2-4 units of Bloodcrushers. Both of these are sub-par units, primarily because they're quite expensive, and not all that survivable. They only get one special rule as well, though its fairly decent. Any time a unit from this formation is outnumbered in a combat, they get to add 1 to their attacks characteristic until the end of the phase. It's ok, but nothing to write home about, and really only worth using if you already like Bloodcrushers and Termies, or if you just want to do something wacky.

Khorne's Bloodstorm

The skies seethe crimson at the onset of Khorne's Bloodstorm, like blood spilled in water. Plunging from amid the ruddy clouds, this swarm of airborne killers decends upon their victims with predatory shrieks. A furnace-hot wind billows at their backs, seeming to hurll the warriors of the Bloodstorm down upon their foes all the faster, while in their wake fall squalls of bloody rain that blind and terrify in equal measure. The warriors of the Bloodstorm strike with ferocious speed, lashing through the enemy ranks like the talons of some vast daemonic beast. The luckiest of the foes die quickly. The rest are borne aloft into the crimson skies, there to have their heads torn from their necks by screeching Daemonkin. Even as the sundered bodies rain back to the earth, Khorne's Bloodstorm surges onward in search of new victims.

Again, I wouldn't consider this formation all that good, because it's made up of kind of crappy units. This formation is 2-4 units of Raptors, and 1-4 units of Warptalons, with a 0-1 Helldrake option. As jump infantry are generally not the best, and Warp Talons are just way too expensive for a T4 3+/5++, I really can't recommend it. Their special rule is +1 Strength to any Hammer of Wrath or Vector Strikes they make, which is only really great for the Helldrake, because most of the time you end up using the Jump Packs in the movement phase, so you don't get a Hammer of Wrath at all. Again, a little disappointing.

Gorepack

The baying of daemonic hounds and the roar of mighty engines heralds the coming of the Gorepack. Drawn to the scent of their foes' fear,  these merciless huntsmen will run their quarry to ground no matter how far they may flee. Should the enemy stand and fight, the Gorepack arrows straight toward their heart, packs of loping Flesh Hounds and speeding Chaos Bikers vying to be first into the fray. Nothing can stay the charge of these Daemonkin; the energies of the Warp swirl around them, allowing them to flicker through obstructions as though they were not there. Though they will claim the skulls of any who stand in their path, the favoured prey of the Gore pack are those who disgust Khorne through their use of cowardly witchcraft. For such prey, the Gorepack will stalk the very edges of reality and beyond.

This is a much better formation in my opinion, as both Bikers and Flesh Hounds are quite good, especially in an army that wants to get to combat quickly. The formation consist of 2-4 units of Chaos Bikers, and 1-4 units of Flesh Hounds. All the units gain Move Through Cover (useful for both of them, though for different reasons) and Prefered Enemy (Psykers). In addition, the Flesh Hounds all gain a Hammer of Wrath attack, and the Bikers' Hammer of Wrath gets the Shred special rule. Not too shabby.

Charnel Cohort

Unnatural annihilators from beyond the veil, Khorne's Daemon cohorts pour into realspace to murder and destroy. Should a Daemonkin Warband achieve their ultimate aim, their ranks will be bolstered by the summoned daemons of their chosen patron, until an entire daemonic cohort stands alongside them. Ruled over by bellowing arch-fiends, and wielding the hellish weapons of Khorne's own forges, such a host of unnatural entities can devastate armies and murder worlds. As rank upon rank of blood-splattered Daemons hack their way through their desperate foes, the sky darkens with a rain of flaming skulls. Blood runs in rivers, corpses pile up in heaps, and above it all booms the cruel booming laughter of Khorne.

This is an ok formation, and probably the way to go if you want to run a Daemon-centric army. The formation consists of a Daemon Prince, Herald, Blood Throne, or Skulltaker, 2-8 units of Bloodletters, 1-4 units of Flesh Hounds, 1-4 units of Bloodcrushers, and 0-4 Skull Cannons. Their rules are not bad either. Everything in the formation gets Counter-attack, if the Warlord is from this formation he can re-roll a Daemonkin Warlord Trait, if the HQ is in reserve, you can re-roll its reserve roll to see if it comes in, and anything Deep Striking within 6" of the HQ don't scatter, even if the HQ itself came on that turn, and finally, all units making Fear tests against a unit from this formation take a -2 ld penalty. Lots of rules, but the second one I think is the most important. If you managed to bring in the whole formation in the same turn, you could have a very sizable force in the enemy's face really early, and you're pretty much guaranteed for something to make it to combat.

The Bloodhost Detatchment



The Bloodhost Detachment is the Khorne Daemonkin's special detachment. Basically what it is is a mashup of the various formations for form an army. You start with a base of a Slaughtercult formation. From there you can take 1-8 formations (per Slaughtercult) in any combination from the Daemonkin Codex. You can also take a Lord of Slaughter per Slaughtercult (which gives you the option to take any of the Bloodthirsters, or a Lord of Skulls), or a War Engine (either 1 Hellbrute, Defiler, Soul Grinder, Forgefiend, Maulerfiend, or Lord of Skulls) which uses one of your 8 options from the Slaughtercult. Your rules, in addition to any of your formation rules, are pretty good. You gain a Blood Tithe point at the beginning of your turn, before you spend any points (which is excellent), and if the Detachment is your primary, your Warlord can re-roll his trait.

Now, I think that this the Bloodhost is pretty decent, but personally I'm not too into it. I really am not into the fact that they force you to take certain things, and pretty much all of the formations have at least 1 poor unit in it that you have to take, which means a lot of points are going into units that generally aren't going to be able to perform well. Also, the only way to get a Land Raider into your Daemonkin army using this detachment is to take a Brazen Onslaught and take them as dedicated transports for the Terminators. This means the only assault vehicle option for your assault army (which is already a very expensive investment) can only be taken if you take one specific formation, that forces you to take subpar and expensive units. The other thing that I dislike is that it makes it tough to get lots of badass HQ's into your army, due to the fact that the Slaughtercult only allows you to take a single HQ. From my brief experience, attaching a Lord or a Herald is the thing that makes a unit go from "pretty good" to "oh god, yes" in combat, so by limiting the number of them that you can easily take they're basically limiting how many super scary units you can have.

Aside from the power levels of the formations, or the Bloodhost itself, I also just really don't like being forced to use certain units. I very much value my freedom when it comes to list building, so I'm not all that keen to be bound by anything more than the force org chart.

Warlord Traits



Icon of War

This Warlord leads from the very front, his warriors borne along in his bloody wake.

This is one of the best traits in the book, especially if you're running lots of Daemons or things without access to the Icon of Wrath. It allows your Warlord and all units with the Blood for the Blood God! rule within 12" of him to re-roll failed charges.

Disciple of Khorne

This Warlord's howls of fury are infectious, whipping his men into a frenzy.

This trait is...ok I guess. It gives the Warlord the Zealot (Hatred and Fearless) rule. Not anything really great, as all your HQs are fearless already, but Hatred isn't terrible. Not one I would hope for.

Arch-slaughterer

This Warlord is a whirlwind of carnage, hacking and hewing with every stroke.

Again, nothing too great, but a nice little buff to your Warlord. The Warlord gains +1 Attack. Meh.

Favoured of Khorne

So brutal is this Warlord that the Blood God favours him above all others - for now.

This is one of the better ones. The Warlord generates an extra Blood Tithe point whenever he slays an enemy character in a challenge. Especially good against Chaos or Waaagh! Ghazgkull players that have to accept challenges.

Butcher King

This Warlord has a butcher's mastery of anatomy, knowing just where to strike.

This one is kinda like Disciple of Khorne. The Warlord gets Preferred Enemy. Definately better on a Bloodthirster or Daemon Prince, as they're going to be hitting on 3's (almost always) and wounding on 2's (again, almost always), so they really benefit from re-rolling 1's.

Destined for Glory

Khorne has long observed this Warlord's bloody deeds, and will reward him accordingly when the time is right.

This one is awesome on a cheap Lord. When resolving the Dark Apotheosis or Fury unbound result on the Blood Tithe table, the Warlord automatically passes the leadership test, if they're chosen as the vessel. Really good when your Lord is down to his last wound or out of position, as you can turn him into a Prince or 'Thirster and fly him back to the fight.

Overall Thoughts



Overall, I think that if one wants to play a Khorne army, this Codex is the book to use.While I think its power level is a little low overall, it isn't a terrible book, and it's certainly better than trying to ally CSM and Daemons. There are some major things though that really bother me about this Codex though.

1. No Kharn. Seriously, what? How could you not include the coolest Khornate character in the game in the Khorne codex? What a stupid mistake.

2. Still a lack of assault transport to get your generally fairly fragile units to the fight. The only thing we have is the Land Raider, but it's just so many points, that you often may be better off just taking more troopers to charge headlong into the guns. A Rhino with assault ramps or something would have been amazing for this army.

3. The Blood Tithe system is almost excellent. If you were allowed to keep excess points in your pool when you spent some points it would actually rival psychic powers. Either that or allow you to buy more than one thing with them at a time, similar to the Slaughtercult. So far, in my experience with this codex, you really start to get all your points in turns 2 and 3, and once your force gets into combat, you can easily rack up 8 points in a turn (between destroying units, having your units destroyed, and getting points whenever anyone wins a challenge, it gets crazy), which means if you had one or two points that you didn't use on the way up, (either because the first couple thing aren't that great, or because it's only turn 2) you're likely going to be wasting a lot of Blood Tithe points. This is a fairly big issue to me, but even with that, the system is usable, and certainly better than nothing.

So, does it have its problems? Yes. Would I still use it? Of course. Would I recommend it to others? Yes, if they were planning on playing a Khorne army anyways. It is overall a decent book, that with a little ingenuity, proper tactical maneuvering, and maybe some luck, will be able to win games against most any codex out there. Plus, it's super fun to horde up a ton of Khorne units and just rush in headlong.

Monday, 25 May 2015

D&D Character: Romek Serpenthelm

Hey everyone! So my gaming group and I recently began a new D&D campaign using the 3.5 rules. This is sort of a side-campaign which takes place in the Forgotten Realms setting, at the same time as another long running (around 2-3 years now I think) campaign that we've been playing. We've had a few players leave the group due to schooling and a career change, so this campaign is sort of an introduction to D&D and our way of playing for a few new players.

My character is a Human Soulknife (a sort of psionic light fighter/rogue) of noble blood, and after the first session, I'm really enjoying it. I'm planning on writing out the story of this campaign in the form of journal entries from the perspective of Romek, but I won't be starting that until at least after the next session, as the character doesn't really have access to his journal yet. In the mean time, here is his backstory and some of his character traits.

Character Name: Romek Serpenthelm                          

Race: Human

Class: Soulknife

Background

Romek Serpenthelm was born the first son to the noble Serpenthelm family, a powerful noble family who rose to prominence due to their unique and powerful psionic abilities. From a young age, Romek displayed some of these abilities himself, though in a less prominent fashion then most of his relatives. Instead, of focusing on the more mental aspects of his abilities, his tutors decided to focus more on his physical abilities, teaching him to manifest powerful mind blades.

Apart from his training, Romek's upbringing wasn't a whole lot different from any other noble child's. He played often with the children of his servants, and his cousins on his massive estate. In particular he enjoyed playing hide-and-seek, as he found himself naturally adept at sneaking and hiding. Like any child, he and his friends enjoyed playing pranks, particularly on the cranky groundskeeper, Henry.

As he aged, his abilities became more pronounced, and his mental training was joined by physical training. He learned to move unencumbered in light armours, and wield a shield alongside his mind blades. He grew strong, and graceful, his physical muscles enhanced by his staggering mental will. He also grew handsome and charming, and found himself to be a popular and charismatic bachelor at the many balls and parties enjoyed by the upper class. With his family's power still on the rise, it seemed that his life would be a comfortable one.

All this was to change one fateful night. Spurred by their distrust of the psionic powers wielded by his family, a number of the noble houses united under the banner of Lord Gilbert Weston III in open warfare against the Serpenthelms. Though the Serpenthelms maintained amongst the more formidable garrisons of personal soldiers in the city, boasted by their family's considerable psychic might, the intruders had weight of numbers, and slowly but surely, the Serpenthelm garrison was pushed back. Roused from his slumber by the fighting outside, Romek donned his armour and shield, a magical Mithril chainshirt, and a fine Darkwood shield, and ventured out into the halls of his manor to bolster the defense. Pushing his way to the front lines, Romek rallies his troops, smashing into the foe with his dazzling blue mindblade, releasing pent up psionic energies to blow giant holes in torsos and sever limbs from bodies. Despite his impressive abilities, however, the press of enemy bodies began to wear down his guards, and one by one they began to fall. As his numbers dwindled further, Lord Gilbert's son and Romek's long time political rival, Vincent Weston stepped forwards in his shining plate armour and challenged young Romek to an honour dual to the death. All fighting in the area stopped as the two noble sons circled each other, with hate in their eyes, their supporters forming a ring around their champions. Vincent had sheer size, and thick armour plating, as well as a massive greatsword, but Romek had speed, skill, and his psionic blade. Vincent went on the offensive first, hoping to overpower the smaller Romek quickly, but Romek dodged and parried too quickly for the heavily encumbered man. Taking his time to focus his mind, just as his tutors had taught him, Romek slowly began to channel his psionic energies into his blade, As the fight dragged on, Vincent had scarcely stopped his relentless assault, but Romek had yet to retaliate in any way. As Vincent began to slow and tire, Romek's eyes blazed with a fierce blue light. With a bellow that caused all watching to take a step back in surprise, Romek ducked a swing intended to decapitate him and rammed his mind blade up under the chin of Vincent Weston, before releasing the pent up energies in the blade, detonating his head spectacularly.

Enraged by the loss of their champion, Vincent's men set themselves on the Serpenthelm soldiers with renewed vigor and ferocity, and though a great many more were killed, the garrison was wiped out completely, leaving and exhausted Romek alone. Just as the killing blow was about to land, a powerful, commanding voice ordered a halt. Pushing his way roughly through the crowd came Lord Weston himself, his anger a nearly tangible force in the air. As the nobleman looked upon the mutilated remains of his son, he calmly commanded his soldiers to restrain Romek. Leaning close, Lord Gilbert brandished a long, serrated dagger, cursing Romek for murdering his only son, and cursing his family for their mysterious psionic ways. Deftly, Gilbert cut a pair of long deep lines into Romek's gaunt cheeks, whispering to the helpless Serpenthelm that he would die slowly for killing Vincent. Something struck Romek from behind and the world went dark.

Romek awoke to a muffled thump followed by the sound of jangling keys. In an instant he had risen and taken stock of his surroundings. He was chained in a small brick cell, with only a few tiny shafts of light to provide air. In front of him was a heavy iron door, that soon swung open, revealing a shadowy, hunched figure. The figure approached and threw back his cowl, revealing himself to be the old groundskeeper, Henry. Quickly, Henry unlocked Romek's chains. When Romek attempted to ask how he survived the massacre at the estate, the elderly man simply shushed him and moved on. They made only one stop during their stealthy journey through the dungeons in order to retrieve Romek's shield and armor from a nearby storage room. Each time they encountered a guard, Romek would ready his mind blade, only for Henry to wave him down and continue walking, right past the guard. After a short time, the pair exited the dungeon, walking as casually as if they were leaving their own homes, and stole a pair of horses before riding off into the dawn light.


They rode for weeks, keeping off the main roads, for fear of attracting the attention of Lord Weston's spies. Along the way, Henry began answering many of Romek's questions. Henry revealed to the young noble that he was actually a distant cousin of Romek's father, and as such, had psionic powers of his own, though his were self taught. They also discussed their plans for how to reclaim their noble titles. Eventually it was decided that they would split up, in order to more easily find allies for their cause. Vowing revenge, the two of them split up and began the long road to reclaim their nobility and their estate.

Appearance 

Romek Serpenthelm is of noble stock, and as such takes great pride in his appearance. He wears his black hair short and well groomed, and keeps his thin, angular face cleanly shaven. Running along his jaw line are two razor thin scars. Rather than try and hide these marks, he uses them as constant reminders of what he's lost. His eyes are a piercing blue that almost seem to glow when he's focused.


His dress is always immaculate and clean, and he tends towards simple yet elegant clothing and jewelry, always in the latest styles. When on the road, he wears his travel clothes, which while still fashionable and finely cut, are more hardy and durable. Underneath his travel cloak, he wears a fine, and magical Mithril Chainshirt, with his Darkwood Shield emblazoned with his family crest slung across his back. He carries no physical weapons, making him seem like an easy target to bandits and marauders. The truth, of course, is far different.

Personality

Romek is proud, noble, disciplined, and driven. His psionic background gives him extreme mental fortitude. While these may seem to be all good traits, he is not without his flaws too. His pride and noble upbringing often cause him to seem arrogant, and snobbish to commoners and those of "lesser" races. While most of the time, this arrogance manifest in subtle ways, when it comes to the more savage races, his disdain often becomes even more apparent.

He is also a natural leader, more than ready and capable of directing his allies in and out of combat. While some may see this as annoying and bossy, his decisions are usually sound, and unclouded by his emotions.

Tactics

In battle, Romek prefers to take measure of his enemies before committing fully to a fight, using his keen eyes and mind to pick out fighting styles, weapons, and vulnerabilities. Meanwhile, he'll use his  mental focus to empower his mind blades, before exploiting the weaknesses in an enemy's defenses and unleashing devastating attacks. He also works well with other front line fighters, maneuvering himself to get into ideal flanking positions, and allowing his allies to wear down the enemy before finishing them off with a precision attack.

Whenever possible, Romek tries to use a fallen foe's mental energies to re-energize his mind blades, but this can only be done if the enemy is slain, or knocked unconscious. Because of this, he'll often hold back the true power of his weapons in order to weaken his opponents, before finishing them off.

Friday, 1 May 2015

Warhammer 40k Campaign Battle Report Part 2: Reclamation

With the forward outpost now controlled by the Black Legion, the Imperial high command has ordered Tank Commander Harris to reclaim the forward outpost before the Black Legion can dig in in earnest. Meanwhile, the arrival of Sorcerer Lord Ankhotep, and Asarune the Perverse has allowed Zargor and Festus to leave the moon to resupply.

This is part 2 of our narrative campaign featuring my Black Legion army and Brennan's Children of Tarr. In this part, we have the attempted re-taking of the Imperial outpost in order to keep the Chaos forces from getting a solid foothold on the world. This battle we did the Crusade mission with 3 Objectives, with a Hammer and Anvil Deployment.

The Armies

Black Legion

HQ:
- Lord Ankhotep - Sorcerer with 3 Mastery Levels, Spell Familiar, Mark of Tzeentch, Terminator Armour, Sigil of Corruption, Gift of Mutation (+1 Weapon Skill), Veterans of the Long War, Combi-Melta, and Force Staff - 212

- Asarune the Perverse - Sorcerer with 3 Mastery Levels, Spell Familiar, Mark of Slaanesh, Sigil of Corruption, Gift of Mutation (Shred), Veterans of the Long War, Meltabombs, and Force Sword - 185

Elites:
- 5 Chaos Terminators with Mark of Tzeentch, 5x Combi-Meltas, 3x Chainfist, and 2x Power Maul with a Gift of Mutation (+1 Toughness) Veterans of the Long War - 273

Troops:
- 10 Chaos Space Marines with Lascannon, Plasma Gun, and Veternas of the Long War, in a Rhino with Havoc Launcher and Dozer Blade - 251

- 6 Thousand Sons with Force Sword, in a Rhino with Dozer Blades - 213

Heavy Support:
- Predator with Lascannon Turret and Lascannon Sponsons - 140

- Predator with Lascannon Turret and Lascannon Sponsons - 140

Fortification:
- Aegis Defence Line with Icarus Lascannon -  85

Total: 1499

In this battle I wanted to bring out the other characters leading this Black Legion army. The two Sorcerers would be working together in order to hold the ground taken by the more blunt Chaos Lords. Under the overall command of Lord Ankhotep, this force consists mainly of Tzeentch aligned units, in order to further illustrate his dominance over the ambitious and powerful Asarune. The Chaos forces have had a little time to fortify, and have put up an Aegis Defence Line at the edge of the camp for some added cover, and have brought in a pair of Predator tanks to defend against a potential armoured push from the puny Guardsmen. Ankhotep plans to wait in reserve with his Terminator Bodyguard until the time is right to teleport in, and put both his psychic might and his unit's firepower to good use.

The Black Legion
Children of Tarr

HQ:
- Tank Commander Harris - in a Vanquisher with Multi-Melta Sponsons, Camo Netting, with 2 Leman Russ Eradicators with Heavy Flamer Sponsons and Camo Netting - 490

- Primaris Psyker with 2 Mastery Levels - 75

Elites:
- 3 Ratlings - 30

Troops:
- 12 Veterans with 3x Plasma Guns, Camo Gear, Snare Mines, and Grenadiers in a Chimera with Camo Netting and a Dozer Blade - 215

- 12 Veterans with 3x Plasma Guns, Camo Gear, Snare Mines, and Grenadiers in a Chimera with Camo Netting and a Dozer Blade - 215

Fast Attack:
- Drop Sentinel with Multi-Melta and Camo Netting - 80

- Hellhound with Multi-Melta, Camo Netting, and Dozer Blade - 155

- Hellhound with Multi-Melta, Camo Netting, and Dozer Blade - 155

Heavy Support:
- Hydra with Camo Netting - 85

Total: 1500

With a long trek from the main Hive on Badru through the dangerous jungles of the death moon, the Imperial Guard have come prepared, equipped with plenty of Flamers to help clear a path to the camp. Commander Harris also came prepared with a couple of Eradicators, who's shells can pierce through even the thickest cover. In addition he brought along a Primaris Psyker to help defend against any potential dark energies that they may encounter.

Children of Tarr
The Game

Brennan and I rolled off for first turn and I won the roll, opting to go first. My deployment was easy with a Predator in the middle, and one on the right flank. The Sons in their Rhino went in between the two Predators behind a building. Finally the Chaos Marines with Asarune went on the left flank to operate the Lascannon. Ankhotep went into Deep Strike reserve with the Terminators. Asarune generated Fire Shield, Endurance and Smite, as well as Sensory Overload, and Ankhotep generated Psychic Shriek, Invisibility, and Mental Fortitude, as well as Tzeench's Firestorm. The Aspiring Sorcerer generated Doombolt and Tzeentch's Firestorm.

Black Legion Deployment
To Counter, Brennan deployed both Chimeras on the left flank, the Hellhounds in the center, and Commander Harris' Squadron on the right. In the back on a hill sat the Hydra, and the Ratlins infiltrated up into a swamp of ooze (5+ cover, but going to ground causes a toughness test or wound). His Primaris Psyker generated Telekine Dome and Psychic Mealstrom, as well as Assail.We rolled for night fighting and it was night turn 1.

The Children of Tarr Deployment

Turn 1

The Black Legion army moves very little, opting to hunker down in their fortifications while the Imperial armour advances. The Thousand Sons' Rhino advances slightly to glimpse a Ratling in the Dark.

Channeling the dark energies of the Warp, Asarune casts Endurance on his unit, and Fire Shield on the furthest Predator Tank. While casting the latter however, he suffers some psychic backlash, and is wounded.

The Rhino unleashes a storm of missiles from its Havoc Launcher into the dark jungles, and kills two of the Ratlings hiding in the swamp, who break and run. The center predator targets the lead Hellhound with its Lascannons, glancing the vehicle, before illuminating it with its searchlight. The other Predator attempts to finish the job, but only shakes the tank. Fire from the Icarus Lascannon, and the Marine's Lascannon stabs in at the Hellhound as well, but strike some intervening cover instead.

The Ratling manages to regroup and moves back towards his objective. Commander Harris orders a general advance and both Hellhounds and Chimeras move forwards. Unfourtunately, the Chimeras disturb a nest of Razorwings, and one of them takes some minor damage from the creatures before escaping the trees.

Harris orders his squadron to fire into the Chaos Marines manning the Lascannon, and between the Chimeras and Eradicators, half the squad dies, including the Lascannon Marine. Harris Fires his Vanquisher into the illuminated Predator, but misses his mark, while the Hellhounds both fire their Multi-Meltas at it, only to be blocked by the Aegis Defence Line.

End of Turn 1
Turn 2

With a flash of iridescent light, Ankhotep and his body guard teleport behind Commander Harris' squadron, Unfortunately, a miscalculation causes a rough transit, which wounds Lord Ankhotep, despite his Terminator Armour. The Marines advance to the wall slightly in order to draw better lines of fire, and the Thousand Sons exit their Rhino and climb onto the top of the watch tower.

As quickly as they came, Ankhotep and his Terminators disappear, their presence removed from the enemies' minds by the mighty Sorcerer Lord. Once again Asarune uses the power of the Warp to infuse his unit with unnatural vigor. Finally, the Aspiring Sorcerer sends a lance of psychic energy into the damaged Hellhound, but it is deflected by the vehicle's armour.

With a single command from their master, the Terminators unleash the fury of their Combi-Meltas, aiming for the ammo holds of the Leman Russ squadron. In a cataclysmic blast, all 3 vehicles have their ammo stores ignite, blowing their once-mighty vehicles to smithereens, and showering the Terminators with shrapnel. The rightmost Predator fires its Lascannons again into the damaged Hellhound, this time wrecking the vehicle, and the other Predator unleashes its weapons at the other Hellhound, shaking it as well. The Rhino once again fires the Havoc Launcher at the Ratling, but this time its missiles scatter wide, blasting harmlessly into the foliage.

Dropping in from the skies comes the Sentinel, landing right behind the Predator and Rhino. Heedless of their Commander's demise, the Chimeras plow onward, once again suffering some predations from the denizens of the moon. The Hellhound also advances, hoping for a lucky shot against the center Predator. With the Terminators so close, the Hydra drives off the hill.

The Sentinel fires its Multi-Melta into the rear of the Predator, but it's shot just clips the vehicle, merely glancing its armour. The Hellound shoots its Multi-Melta at the other Predator, but its crew is too shaken up to hit anything. Once again, both Chimeras and the Veterans inside unload on the Marines, killing the Plasma Marine, and a few others. Finally, the Hydra shoots at Ankhotep's squad, but their armour protects them.

End of Turn 2
Turn 3

With the Imperial forces approaching the battle line, Asarune orders his squad out to attempt an assault on the Chimeras. The Aspiring Sorcerer pushes his way to the back of his unit, ready to unleash his psychic might into the Sentinel, and the glanced Predator turns around to bring its Lascannons to bear, and the Marines' Rhino rushes over to reinforce their objective. Finally, after having fended off some carniverous plants in the jungle, Ankhotep urges his unit towards the lone Ratling and its objective.

Neither of the Sorcerer Lords attempt to manifest any powers this turn, deciding that the risk to their own being is not worth it. The Aspiring Sorcerer fires his Doombolt into the Sentinel and glances its armour.

As expected, the Predator easily finishes off the Drop Sentinel with its payload. The other Predator fires into the Hellhound and wrecks it as well. The Terminators fire their Combi-Bolters long range and kill off the Ratling in the swamp, and finally the Marines throw a Krak Grenade at the nearest Chimera, but it bounces harmlessly off its armour. With their opening Gambit having failed, the Marines attempt a charge into the vehicle, only for the first member of the unit to be blown apart by Plasma fire from the hatch. With casualties taken, and the thick underbrush impeding them, the assault loses momentum before they can make their target.

With Asarune's unit now in the open, both Chimeras maneuver to try and finish off the Sorcerer. Unfortunately, in doing so, both of the transports disturb yet more Razorwings, which further damage their hulls. The Primaris psyker tries to use his powers on the Marines, but Asarune's psychic might easily denies his feeble attempts.

Both units and Chimeras unleash their entire payloads into Asarune and his unit, and though their power armour holds out for awhile, eventually the sheer weight of fire wipes out all the Marines, and fells Asarune himself. Once again, the Hydra fires into the Terminators, this time killing one.

End of Turn 3
Turn 4

His rival defeated, Ankhotep continues his relentless push forward, aiming to trap the Guardsmen in a pincer maneuver. The Rhino moves forward a bit to try and get an arc of fire on the Primaris Psyker's Chimera, and the Aspiring Sorcerer pushes back to the front of his unit to try and get a shot at the Chimera as well. With the Sentinel dealt with, the Predator turns back around and moves up to target the oncoming APCs, and the other Predator pivots as well. Once again, very few powers are cast, with the Doombolt on the Chimera being denied, and all other powers simply bouncing off the armour, and it takes both Predators to finally reduce the Chimera to a wreck.

The last Chimera plows over the Aegis Defence Line, and right up to the Icarus Lascannon, aiming to claim the objective held by the Rhino. Meanwhile, the Primaris Psyker stays where he is. Once again, he attempts to manifest his powers, this time at Ankhotep, but the mighty Sorcerer dispels them.

Firing all their remaining Plasma Guns, as well as their Lasguns, the Veterans manage to gun down two more Terminators. The other unit is a little less successful, only glancing the armour of the Rhino camped out on its objective.

End of Turn 4
Turn 5

The guardsmen finally in the open and their assault force in shambles, Ankhotep presses his advantage, moving in closer to the Psyker's unit. All the Predators shift around to Draw lines of fire on the remaining vehicles.

With their prey in the open, the two remaining Sorcerers unleash a devestating barrage of witchfire into the guardsmen, slaying all but four, including the Primaris Psyker. The Center Predator fires at the last Chimera, but fails to damage it, and the other one fires at the Hydra with similar results. Lastly, the Terminators charge the remaining Guardsmes, and though one is killed by overwatch fire, Ankhotep and his last remaining Terminator charge in and kill only two Guardsmen, the others running for their lives.

Their force in shambles, and their Commander's fate presumably grim, the remaining forces flee into the jungle, back towards the hive city.

End of Game
Post-Game Thoughts

This was another rough battle for Brennan, as it seemed like nothing went his way. As I mentioned before, we're using an alternate table for our mysterious forests, and so pretty much everything was either a Carnivorous Jungle or a Razorwing nest. While it shouldn't have been that big a deal, the amount of Hull points his vehicles took from the terrain was staggering. He also rolled about 50% 1s for his plasma guns. I think I only actually killed one of his Plasma Gunners, and the rest that died were killed by gets hot! rolls.

Besides that, I think my target priority was a little poor. I focused on the Hellhounds, mainly because I kept forgetting to pivot my Predators, but I really should have been dealing with the Chimeras so that he would have to walk. If I had been able to pop his transports, the rest of the battle would have been a shooting gallery for me.

Brennan also made an error early on, when he forgot to get his Psyker out of the transport to cast Telekine Dome on the Tank Commander. He was going to do it, but then forgot, and by the time he remembered, too much had happened, so we just left it. There's a good chance that it wouldn't have worked anyways, because I had so many dice in my pool, but you never know.

Ultimately, this game wasn't as fun as the first, as it really just felt like Brennan was fighting against circumstance as much as he was battling me, and it ended up being kind of lame. Still, he fought hard, and had certain things gone a little differently, this game really could have gone either way.