My 2014 from a gaming perspective!

Well, 2014 is almost at an end, and it hasn’t been terribly successful in terms of actually getting in many games, or actually getting much hobby done!  There were many grand plans for the year … and few of them have come together.  Next year needs to be a touch more realistic, I feel!

I still have plastic mountains of models that need to be assembled and painted!  If anything, the plastic mountain has grown significantly, with Orky enthusiasm.  None of my armies have actually reached the state I wanted to class as finished (with the possible exception of the Ultramarines!)  Though I’ve loved reading about Malifaux and Infinity, I haven’t painted my starting forces or played even a single game.  I do have a complete starter force for Retribution of Scyrah in Warmachine, but not managed to get that going either (though I am loving Warmachine Tactics on the laptop).  My major passion in 40K has been Orks for the last couple of months, and I’ve been gathering and planning an Ork Waargh (though that’s being somewhat derailed by the brilliant Blood Angels models being released right now, and enthusiasm for Silver Skulls!)

What has gone well?  #WAAC 2014 was amazing fun, with events around the country, and I’ve ended up with an brilliant range of gaming gear, from T-shirts, to dice, through to templates.  I painted some models that I think came out really, really well, and won a great book and a pro painting of my Bonesinger by Peter (@minimodelpaint), which is coming on amazingly well!  I’ve tried playing X-Wing, and absolutely loved it.

I’ve loved interacting with (and meeting some of) the #warmongers.  Twitter has been a brilliant hobby outlet for me, and that’s definitely going to continue!

I’ve got some brilliant hobby resources, with brilliant brushes from Gears & Games and Army Painter really making a difference, a full Army Painter set of paints in decent paint racks letting me dip in and out of painting to do little bits here and there around the demands of being a Dad – demands that are going to increase in 2015 with the arrival of another one in May! 🙂

I haven’t played much Xbox 360 for various logistical reasons over the year, but did manage to sneak in some Transformers and Halo, and completed Injustice!  I’m hoping I’ll get more video games in next year, with an Xbox One arriving for Xmas … Halo!  Destiny!  Titanfall!  There’s some amazing games coming out for the PC just now too – Satellite Reign as a long awaited “Syndicate” style game this week.  Elite Dangerous looks amazing, and comes out this week!  As mentioned, Warmachine Tactics is great.

I’d like to have reported much more hobby fun … but its been a cracking year.  I’ll try to follow this with my plans for 2015, and maybe write a summary of what I think the biggest changes have been in the hobby world in general.

Attack of #HobbyADD – Infinity, Malifaux and 40k in between…

Well, as always, I am suffering from #HobbyADD, but at the moment I think its a particularly advanced case! I’ve almost completed my #WAACPainting entry – the models are done – I just need some decent photos for an entry.  I’m looking a knocking up a quick display board to take the photos on. So, current projects (in no particular order)!

1)  Infinity Nomads!  I’m very excited about Infinity!  It looks like an amazing system, and the skirmish nature means I don’t need to assemble and paint huge numbers.  Plus nuns with guns – my battle sisters can stride onto a new battlefield.  I think I can hold off until Ice Storm though!

2)  Malifaux I have a Lady Justice crew half assembled (I still need to put the Death Marshalls together.  Interesting system with the card deck, and fascinating fluff and gorgeous models.  Only problem is that I keep eying up Viktoria’s crew and Gremlins….. Hopefully I can stick to my guns (of justice!)

3) 40K – Sisters of Battle I need to paint about 2 models to “finish” my Order of the Argent Shroud, and about 6 models to “finish” my Order of the Verdant Garden.  So close….

4) 40K – Imperial Fists This is my current “Churn em out army”.  I do like the Sons of Dorn, and these will probably be my standard go to 40k army for a while.  Assault terminators and forge world pads on the way to bolster a Lysander charge 🙂

5) 40K – Pirate Orks Pirate orks.   What more can I say?  I have a fair few Orks from Assault on Black Reach, and Stormclaw may be lurking for an upcoming birthday.  I’ve also got RTB02 ready to be repainted and take the field.  Add some Flash Gitz, and Cap’n Kipp’s Freebootaz could be ready to go!  Its a heck of a lot of models though, so I may end up holding off here.

6) 40K – Dark Craftworld Dark Eldar I have a reasonably DE force in need of some TLC.  I’m really tempted to reorganise it as a fallen craft world and paint it in aspect colours – Striking Scorpion green for Incubi, blaster wielding kabalites as fire dragons, kabalites as Dire Avenger blues, Wyches in howling banshee bone and so on.

7) Ax Faction minis for fun I’m looking at using some of these as Inquisition forces too, so not purely just for fun.  Cracking sculpts on these.

8) 40K – Fallen Angels This army has been lurking for ages and been bolstered by the DV set.  Totally unpainted for over 7 years….. I really should at least prime them!!!

9) 40K – RTB01 Crimson Fists Army Ah, my beloved Crimson Fists!  Painstakingly gathered from eBay to replace an army that got lost on a train years ago.  The plan is to recreate the classic Rogue Trader front cover.  Navy primer is ready to go!

10) 40K – Ultramarines More marines!  I actually have a fairly decent collection of ultramarines, some primed, some badly painted.  I’m just missing a HQ force here really!  Ironclad dreadnoughts and bikers recently added to the increasing forces.   I now have a complete enough force not to worry about these!  Counting Ultramarines as done!

11) 40K – Crimson Slaughter I have a reasonably solid force of CSMs in red and gold, perfect for the role of Crimson Slaughter.  With the addition of the Crimson Slaughter specific models from the DV set, this would be a great little force (possibly in need of a bastion or helturkey for anti air).  Just the CSMs from DV to paint here, though a fair few khorne beserkers need some finishing too.

12)  X-Wing Not started here, but a good guy locally loves it, and wants to play.  I love Star Wars, so I suspect mistakes will be made here 😉

13)  Armada If I like Star Wars star fighters, running a fleet as an admiral????  Yeah, this is happening.

14) DnD 5e Absolutely love everything I’ve seen for this so far!  Just wish digital versions of the core books were coming out as space is an issue.

15) 40K – Space Wolves My first 40K force back in the 80s!  The storm claw set has sucked me back in.  I’m not a huge fan of a lot of the recent vehicles, but the current character modelling is amazing.  Definitely to be painted in grey instead of the rubbish modern light blue though.  Will probably just be an allies force rather than a full blown 1850pts army.

16)  40K – Blood Angels Really struggling for enthusiasm here!  I have some really quite nice chapter leaders painted up, and some gorgeous terminators from Space Hulk to paint.  I have primed basic troops, and unbuilt death company and sanguinary guard.  Just not feeling too enthused, particularly without a current codex.

17) 40K – Silver Skulls Loads of unbuilt models for this, and they fit with my long term plans of having a range of silver armies sharing some vehicles with magnetised logos with my Order of the Argent Shroud and Grey Knights.  Need to work out the skulls for the shoulders and a quick effective paint scheme here!

18)  40K – Eldar Loads of unpainted Eldar, and loads of painted ones! Recently bolsters by  Eldrad, a new Avatar and some warlocks.  I need to sort out some effective fighting forces here – I think painting the remaining ones is quite low down the list.  Really tempted to add more wraith warriors at all levels though ….

19)  40K – Tau My Tau are pretty much done with a reasonable force.  There are a couple of options half painted that I’d like to finish off, and perhaps add some broadsides and riptides, but generally these are pretty low on the list as they have a fully painted force!  Ticking these off the list as have a sorted out painted playable army matching all my main criteria.  Not ideal, as could do with slightly different options, but cool.

20)  40K – Grey Knights! New codex due out, decent force already, and only a couple of things needed to be finished or assembled to finish them off!  Also awesome with the new psychic phase.  These guys may well be seeing the table again soon.  Dreadknight is tempting me!

21) 40K – Imperial Guard Valhallans Pretty much sorted out and ready to go!  Not great paint jobs, but OK enough to get by.  some basing of heavy weapons needed here.

22) 40K – Imperial Guard Cadians Ouch.  Loads of men, not much paint, and pretty much every heavy weapons squad needs to be rebased.  Lots and lots of work, not much enthusiasm at present 🙁

23) 40K – Legion of the Damned I have 15 Legion to be painted to use as an allied force to other Imperial types.  Struggling to get enthused though.

24) 40K – Deathwatch I have a 10 man squad with custom pads (both DW and a range of chapters), heads, guns, all ready to be assembled!  Must get around to building and painting these.  Very excited with my Inquistions types.

25) 40K – Inquisition I have a load of models from a range of manufacturers to put together as my Inquistion force.  Female paladins as crusaders, floating psykers, daemonhosts, the lot!  Very cool and good allies for almost all the other Imperial forces.  Quite excited, but as I haven’t started they are quite low down the list.

26)  40K – Tyranids I’d love to get this army finished to at least 1850 points!  They look gorgeous, and are easy to do.  I’m struggling motivation wise here as I basically need to buy a fresh army to make them playable with tervigons, more termagants and flying MCs.  I have genestealers aplenty to paint.  Hmm.

27) 40K – Necrons I have a fully painted army of these bad boys – rubbish in the current game, but fully painted and ready to go.  w00t!!!!  Could do with some newer models, but not loving the new fluff anyway. Counting these as done for now!  I have a complete playable and painted army all sorted out.  Not great, but done!

28) 40K – Militarum Tempestus I have a reasonable number of Karskrin Stormtrooper squads here.  No new stormtroopers, but enough to work well with inquisition or guard voices quite effectively!  None really painted, boo hiss!

29)  Scenary! I have a huge amount of scenery to assemble and/or paint.  From an Imperial City to Altars of Chaos, it’d look amazing on my battle board.  As it doesn’t affect my actual games too much though, difficult to find the time!

Sooo, 29 reasonably sized projects, and possibly a few more kickstarter bits to go too.  Ouch!  #HobbyADD indeed!

Warhammer 40K model options … Without going to Games Workshop

Let me start by saying I love Warhammer 40K.  I love the universe, the Black Library books and authors are fantastic, and the game is generally fun, interesting, and has evolved in interesting ways (even if there are enough quibbles with the rule set to start a fresh Horus Heresy!)

However, I’m not as keen on GW as a company these days.  I’ve personally found some of the employees of GW to be pushy, unpleasant, and of an aggressive opinion that GW can do no wrong.  Everyone makes mistakes, so that tends to wind me up!  Suing authors for using  the term “space marine”, a term that predates GW by a significant margin is not exactly great work, for example.

With that in mind, I thought I’d take a look at alternatives to GW models for various forces in the 40K universe.  These are just my opinions as to what you could use the models for, rather than what they are being sold as – you may disagree, or feel they’d be better as something else.

Chaos Space Marines

I’ve never found much in the way of alternative Chaos Space Marines.  It’s a very iconic look, which doesn’t lend itself to alternatives terribly well!

However, Evilcraft do a fantastic set of Chaos looking troops in power armour with bolt pistols and bolter style weaponry.  Very cool, and ornate enough to be used as chosen if you just wanted some specialist models.

Puppets War do quite a good range of conversion bits, much of which is suitably spiky for the forces of Chaos.  In terms of straight models, they have a great squad that work work as a Raptor Squad.

They also have a reasonable number of troops that are probably better guard proxies, but would make OK cultists.  They also have some cracking zombies, for Nurgle plague zombies.

On the zombie front, Hasslefree Minis do a great, and cheap, set of zombie plastics.


And finally on the zombie/cultist front, Mantic Games do a great range of plague zombie marines:

Raging Heroes have a cracking model that could be could as a Nurgle general.

Zealot Miniatures do a model I think would work well as a chaos spawn.

Scibor do a small range of Chaos terminator types, which could be could for chaos lords.

Chaos Demons

Raging Heroes do some amazing Preying Mantis models, which would make fantastic Daemonettes.

They also do a great demon option for a Daemon Prince or Greater Daemon of Khorne.  You could probably get away with the smaller version as a Chaos Lord in a CSM force.

Puppets War do some good demons too. I love the thought of fielding Plague Bears instead of Plague bearers!

Avatars of War do fantasy models, but that isn’t a problem for Daemons!  They do a couple of cracking models that would make amazing Heralds of Khorne and Nurgle.

Maxmini do a fantastic line of Nurgle style demons, from Greater Demons:

Through smaller plague bringers, which would make a good herald:

Zealot Miniatures do an interesting Greater Demon of Khorne style model:

Imperial Guard

Imperial Guard are the closest thing in the 40K universe to standard human soldiers, and so are probably the easiest army to find decent alternative models for – for the infantry, anyway!

Mantic Games have their Corporation Army range, which are perfect guard replacements on the whole.

Interestingly, I’ve seen their Veer-myn line os space rats used for very effective chaos guard!

Dreamforge Games have a great range of stormtroopers that work well for Tempestus Scions, or maybe as veterans.

Statuesque Miniatures do some really cool female resistance fighters that would work really well as cultists or irregular guard.  As well as squaddies, they do a few special weapons, heavy weapons, snipers and commissars

Raging Heroes don’t currently produce many models. but are launching three full female guard army lines, loosely matching Steel Legion, Valhallan and Penal Legion Imperial guard lines.  At the moment, they do a small number of female officers which are great as commissars or custom commanders.

Victoria miniatures do a tremendous range of guard alternatives, as well as bits for customising any GW troops you may get.  If you want a custom regiment, or decent female troops, this is the place to go.  Their Arcadian rifles look absolutely cracking models.

Puppets War do a few squad options, but I’m not amazing taken by them, to be honest.  What I love, though, are their rough rider options, on motorbikes with lances.  Its something that has come up in the novels a few times, so it’d be good to see on the table.

Scotia Grendel do some interesting lines from the old VASA and Urban Mammoth games, which could easily be adopted for Imperial Guard.  Here’s one of their VASA squads, for example.

Maxmini do some great catachan alternatives, female alternatives, and a few space ogres for some Ogryn fun.

Mad Robot Miniatures have some brilliant conversion parts, but you can get complete guard squads in various looks.  Decent Valhallans are always a bonus these days, especially if you have most of an army already!

Space Marines

Mantic Games have a line of Enforcers.  While quite a different look from the traditional space marines found in GW, the equipment ties up quite nicely.

Puppets War have an interesting range of heavy armoured troops that would also do quite nicely, including strike (power) armours, and terminator armour in a range of configurations – even bikes and vehicles.

Scibor do some amazing marine style models.  Most of them match to more extreme versions of the various Space Marine Legions inspirations – Spartan for the Imperial Fists, Roman for the Ultramarines, Celtic for the Space Wolves, and so on, though there are some more unique ones, like egyptian options too.

Hitech Miniatures do some really interesting models, and again, break into groups that match the SM legion inspirations – more extreme than the very similar GW ones.

Kabuki Models do a great line of possible Primarch alternatives.  Less appealing now Forgeworld are producing official models, they are still gorgeous pieces in their own right.  Here is the Castellan Knight.


I’ve never really found any good third party Eldar like models in army like levels.   That may change when Mantic Games get around to releasing their Asterian line of Space Elves!

Chapter House Studios do some great commanders on jet bikes, and also do a unique aspect warrior squad – Warp Stalkers – that looks like it’d run as howling banshees.

Dark Eldar

Raging Heroes are the current queens of the non GW Dark Eldar!  Not only do they have a really lovely female archon, succubus, and squads of “blood vestals” which are perfect for Wyches, it looks like they’ll be expanding their line in the future too!


Orks are tricky.  There aren’t generally huge numbers of space ork alternative models out there, though there are fairly large numbers of passable alternative vehicles.

Mantic Games do offer a large line of Marauders which would work well for Orks, both infantry and light vehicles.

Raging Heroes do a fabulous sci-fi ork warmaster, which would be amazing as your army warlord!

Puppets War do a fantastic range of Orky vehicles and planes, like this:

Adepta Sororitas

Well, I’ve never found any great models here for ladies in power armour.  Heck, its almost impossible to even get them from GW!

Having said that, it looks like Raging Heroes are planning on producing some nuns with guns options in the future – look here!

There are a couple of options that can be adapted from Privateer Press – Protectorate of Menoth.  I really like the Daughters of the Flame as Death Cult assassins as part of an Ecclesiarchy Battle Conclave.  Picture from Firestorm Games.

In addition, I think the Harbinger would make a brilliant alternative to Saint Celestine:

Imperial Knights

There’s only one real alternative to Imperial Knights out there – and that’s DreamForge Games Leviathan!


There aren’t huge amounts of Necron alternatives out there either, unfortunately.  The best selection I’ve seen is from Puppets War. which has a reasonable range of things, like an enormous cyber spider (scarab) swarm.

There’s a C’Tan alternative too

And a couple of vehicle and canoptek spider options.  No basic troops at the moment though.


Well, there are a few options for the die-hard squats fan still.

The first is Mantic Games, whose Forgefather range is pretty extensive, and just the sort of thing you want from your Space Dwarves!

The second option I’ve come across is Hasslefree Miniatures range of Grymm.  You can’t beat some of these models for character:

Tau & Tyranids

Unfortunately, I’ve never come across anything that really works well for these!  There are a lot of Mycetic spores for Tyranids out there – but GW axed them from the codex.  Tau is a very unique look – there are some female Tau kits from Zealot Miniatures, but no full squads I’ve come across.  Some people have used Robotech type models in place of the crisis and riptide suits, but thats a step further away from the Tau models than I’d go normally.

Blood Angels

Well, the Blood Angels have languished unsorted for some time, despite Space Hulk providing gorgeous terminators, and some really nice command models!

Thats now about to change!  After a really fun game where the blood angels took on the thousand sons in an impromptu game (and got pretty thrashed!), these were high up the list to sort out!

Lets take a look at the 1000pts list!

Mephiston – 250pts

5 Man Assault squad (plasma pistol, sergeant with power fist) 140pts

5 Man Assault squad (flamer, sergeant with meltabombs, power sword) – 125pts

Furioso Dreadnaught – 125pts

5 Man Terminator Squad with Assault Cannon (230pts)

5 man Devastator Squad – 4x Missile Launcher (130pts)

An excellent array of heavier weaponry.  Too light on troops, really, but heck, it looks fun!  Lets take a look at the expanded 1500pts list:

Mephiston – 250pts

Brother Corbulo – 105pts

5 Man Assault squad (plasma pistol, sergeant with power fist) 140pts

5 Man Assault squad (flamer, sergeant with meltabombs, power sword) – 125pts

Furioso Dreadnaught – 125pts

5 Man Terminator Squad with Assault Cannon – 230pts

10 Man Tactical Squad with Meltagun and missile launcher, sergeant with powerfist – 200pts

10 Man Tactical squad with Flamer and missile launcher – 170 pts

5 man Devastator Squad – 4x Missile Launcher , sergeant with meltabombs(135pts)

At 1490pts, that gives a lot more troops options (especially with combat squadding!).  I think some more vehicle support for maneuverabiity might be good, but I think it looks a pretty solid list (except against flyers!)

This list, while largely unpainted, is entirely sorted and in a KR case ready to play!

My expanded 500pts of Blood Angels allies is more of an issue though, and will have to wait till pass 2, or maybe even pass 3!  I just don’t have enough models to put together my sanguinary guard and dante force, or my death company and Astorath force properly – I need to build and possibly buy some!

Adeptus Astartes! (first pass)

Well, I decided to start with my space marines!

I originally started collecting Space Marines back in the Rogue Trader days, so they’ve always had a bit of a soft spot for me.  However, with everyone playing power armoured marines, and the fact I got very much into Eldar has left my marine collection rather in disarray, based on a few big army buys from ebay that have never really been sorted out.

I have Blood Angel terminators from the Space Hulk set, and a slew of Blood Angel commanders painted quite nicely, so it makes sense to sort out a Blood Angels army if possible.  I’m not a big fan of special characters generally, so I’ll try to use those in my “allied” forces where possible, rather than my core army.

Lord Mephiston Brother Corbulo Lord Dante

I was also given a Marneus Calgar and Honor Guard set as a gift by Leonidas so Ultramarines are another strong option.  As I’m a big fan of standard marines, Ultramarines would be a solid way to go too.  Like with the Blood Angels, I’ll probably look at using Marneus as an “allied” 500pt contingent, rather than part of my core force.

In the past, I’m looked at setting up my own marine chapters.  I’d started painting a few marines in purple as my “Imperatoris Aquilae” or Emperor’s Eagles chapter, but I don’t think I’m going to continue there.  I’ve also been looking at a marine chapter called the Argent Eagles, in silver, matching my Grey Knights, so I can share tanks with them, but these are pretty much all unbuilt models, so won’t be included in this first sort out (and possibly not at all, depending on time commitments.  Practicality is the new watchword!)

So, thats two main armies that need to be sorted out – Blood Angels and Ultramarines, with possible allied contingents from both.

In addition, there are a few bonus extras here.  I have a slew of specialist models too, that I’ve always meant to assemble – the deathwatch conversion kit, and a fair few legionnaires of the damned.  I’ll look at possibly setting these up as allied contingents, which would be cool to be able to plug them into other armies.  If they need models to be assembled, though, they’ll be popped aside for my 2nd pass stuff.  I’ve also got a decent core of Imperial Fists that are painted and look pretty cool, so they’ll make up a decent allies contingent for codex:space marines too.

Finally, I also have a whole horde of rogue trader era stuff that I want to sort out as Crimson Fists, based on the original rulebook cover.  As these are effectively a completely different model range though, I’ll look at these separately later.

Hobbying after a munchkin!

Well, the arrival of a small bundle of joy (or wee,spew and poo, depending on how much sleep I got), has had a pretty major impact on my hobby time, but I do want to keep up to date with the dabbling in the gaming hobby that I’m managing!

First, I’m reviewing all my existing models and armies.  I’m going through and trying to put the following basic points values together for each force:

1000pts core force

This is the main army list for each force.  These models will form the core of any army based around the force.  I am building this force to have no more than 1 HQ, 2 Elites, 2 Fast Attack, 2 Heavy Support and 4 troops.

1500pts expanded force

This is the 1000pt list expanded to 1500pts, sharing the same base models.  You might find some extra upgrades like melta bombs or a few extra troops in an existing unit as well as completely new troops.  Again, I’m trying to limit this force to 1 HQ, 2 Elites, 2 Fast Attack, 2 Heavy Support and 4 troops.

500pts allies force

This is a totally separate 500pt allies detachment, using up to 1 HQ, 1 Elite, 1 Fast Attack, 1 Heavy Support, and 2 troops.  These are separate models from those used in the other lists.

Hopefully the artificial force org limits on the other armies now make sense – if I add the “allies” list to the main force from the same codex, I still have a valid force org, and it gives me the following options:

1000pt forces ready to go!

1500pt forces ready to go!

1000pt force + 500pt “allies” force from the same codex ready to go = 1500pt force ready to go!

1000pt force + 500pts of actual allies from a different codex ready to go = 1500pt force ready to go!

1500pt force + 500pt “allies” force from the same codex ready to go = 2000pt force ready to go!

1500pt force + 500pts of actual allies from a different codex ready to go= 2000pt force ready to go!

1000pt force + 500pt “allies” force from the same codex ready to go  + 500pts of actual allies from a different codex ready to go = 2000pt force ready to go!

While there’s a lot of games played at 1750 or 1850pts, the majority of the games I play tend to be at the 1500 or 2000pt marks.

The other interesting thing I can do with this is have a self contained “allies” force for various small forces I’ve collected, would like to collect or want to reduce.  I have some Imperial Fists that look reasonably good, but at the moment I’m not that interested in collecting a full Imperial fists army, for example.  I’m going to set up a 500pt allies list of Codex: Space Marines for them, so I can either field them with other marine forces as part of the main force org, or actually as allies with Imperial Guard.  It means I can get use of some of the painted models I have without needing to collect a full army!

There will probably be some limitations too – Sisters of Battle tend to be very expensive models in terms of price, but quite low in points, so you need to use more force org slots for them!  I probably have to stick to just 1000pt and 1500pt options for them, and use the complete force org.

On my first pass through organising my armies and models, I’m using only existing, prebuilt models where possible (I do have a small plastic mountain, particularly for marines, but don’t have time to sort them out at the moment!).  Where I can’t build a legal army (I suspect this will be true of my 3rd edition necrons, for example), I will work out the minimum number of models to get a valid list.  Not necessarily a good list, but valid lists, and actually assemble the models ready to play in preset KR multicases.

That also gives me fixed lists to paint and sort out, in achievable numbers.  Again, I’m not going to be looking for Heavy Metal type painting – just rough and ready tabletop.

Once I’ve finished my first pass through the armies, I’ll look at how to expand out the lists to make more fun lists, not just valid ones – I suspect some of them will be absolutely terrible to play! 🙂

My next post will list the rough armies I need to sort out!

Order of the Verdant Garden (Sisters of Battle) vs Head Hunters (Blood Angels)

The Head Hunters (commanded by the Chaos Lord Shaga) fielded 4 assault squads (two jump packs, one in a rhino, one in a land raider crusader) with a chaos lord joining the troops in the raider.  two drop pods containing dreadnaughts (1 furioso and one normal) and a final drop pod with a unit of sternguard.  Thats a total of 13 kill points available.

The Sisters fielded 2 battle sister squads in rhinos, a canoness and a celestian squad in an immolator, a heavy bolter equipped retributor squad with an immolator, a unit of seraphim, a unit of repentia and Saint Celestine.  Thats a total of 12 kill points available.

Head Hunters win initiative roll, choose to go 2nd, then the Head Hunters steal initiative after the Sisters set up first!

The Sisters castled up across half the centre of the board, with an exorcist facing each half of the enemies lines, and the retributors towards the right in a building.

The Head Hunters fielded the landraider and rhino in the top left, together with the two jump squads.

Turn 1A – Head Hunters (Sisters 0, Head Hunters 0)

Drop pod Assault!  The two dreadnaughts slammed down in droppods immediately in front of the Sisters deployment in the centre of the field.  Storming out, both of the insane mechanical monsters missed with their meltas!  On the left the rhino and jump troops hurtled forward, followed by the landraider, whose machine spirit quickly wrecked a rhino with a unit of battle sisters spilling out by controlling the multimelta.

Turn 1B – Sisters (Sisters 0, Head Hunters 1)

Drop pod turkey shoot! Stunned both dreadnaughts shooting – Sisters Repentia wreck one in assault.  Between Celestine and the battlesisters with stormbolters, some casualties are inflicted on the approaching jump troops, but not enough.

Turn 2A – Head Hunters (Sisters 1, Head Hunters 1)

The Sternguard fail to arrive this turn.  The remaining stunned dreadnought pops smoke in an attempt to stay alive.  Assault troops gather near the sisters huddling near their wrecked rhino, (some arriving by rhino, some by jumppack) but the holy ladies are quickly obliterated by shooting before they even get a chance to charge!  Though not a deadly turn, the positioning leaves the Sisters looking vulnerable.  One unit of jump troops pops right into the middle of the Sisters, and immobilise an immolator.

Turn 2B – Sisters (Sisters 1, Head Hunters 2)

Finish off the droppods and dreadnaught with a brutal array of multimeltas, Sisters Repentia and retributors.  One exorcist swings to guard the left flank, and opens up on the assault troops.  In the centre, the canoness led the celestians against the jump troops, with celestine jumping nearby for good measure.  All but one of that unit died, and he was just out of celestines assault range.

Turn 3A – Head Hunters (Sisters 4, Head Hunters 2)

Sternguard arrive with a drop pod, and scatter off the table.  The Sisters prayed to the emperor, and guided them to the far corner away from their battle brothers and the defending sisters.  The SternGuard deploy, and run towards a nearby building in desperate search of cover.  The assault troops to the left hurtle in (some in their rhino, which popped smoke, some by jump pack), and smash an exorcist to pieces.  The assault troop left in the middle fled quickly (not routing, making a tactical withdrawal to save the kill point).

Turn 3B – Sisters (Sisters 4, Head Hunters 3)

An immolator fired over the wrecked exorcist and toasted several assault troops, who broke and fled.  The assault troops were within 6″ of celestine, but in cover … and she couldn’t reach them to assault over the difficult ground.  The nearby rhino remains impervious to an amazing array of shooting.

Turn 4A – Head Hunters  (Sisters 4, Head Hunters 3)

The assault troops in the rhino disembark and try to kill celestine with meltaguns and bolters, but fail to do much damage.  The land raider smashes the celestians with hurricane bolters and assault cannon, killing three, but leaving the unit alive.  Its multimelta also spanks an exorcist, leaving it shaken.  At this point, many of the sisters are weakened, with immobilised tanks or exposed, but the headhunters are struggling to get the kills in.

Turn 4B – Sisters (Sisters 4, Head Hunters 3)

Shaken Exorcist drives forward to force the fleeing jump troops to keep retreating.  The celestians, canoness and celestine finish off the remaining assault troops next to the rhino.  The seraphim arrive, and flame the sternguard to pieces, killing all but one, who remains in 6@ of the approaching repentia .. but the difficult ground stops them closing for assault.  The retributors finish off the last drop pod.

Turn 5A – Head Hunters (Sisters 6, Head Hunters 3)

The jump troops run another 10″ thanks to the exorcist, and the remaining sternguard flees off the table thanks to the closing Sisters Repentia.  The landraider annihilates the exorcist with an up close multi-melta blast!  It assault pounds the seraphim who flee!  Assault troops and the chaos lord spill forward, and a rhino rams the immobilised immolator in the centre of the breaking sisters defenses, stunning it.

Turn 5B – Sisters (Sisters 7, Head Hunters 4)

Celestine assaults the remaining assault unit and the Chaos Lord!  She takes a wound, but hits the lord twice!  No kills, but dangerously close to another kill point!  The canoness and celestians finish off the rhino.  The fleeing seraphim rally, starving the head hunters of another kill point.

Game End – Sisters 9 Kills, Head Hunters 4 Kills – The rhino kill, and the fleeing jump troops add another 2 kills to the Sisters tally.

Its a misleading total for a game thats much closer than that sounds.  The landraider and remaining assault troops were facing seriously weakened units, and could have scored an fair few kill points over turns 6 and 7.

I think the important thing is that it was a brilliant game.  As always, Shaga was a brilliant opponent, and its always a pleasure to play him, win or lose.  What went wrong for the blood angels?  Well, kill points didn’t favor them with drop pods and rhinos giving cheap kills, and the initial drop pod assault went badly – if the dreadnaughts had taken out the exorcists, they could have ravaged the sisters centre almost with impunity.  The sternguard ended up in the worst place on the table – in range of the retributors, but over 30″ away from the sisters over open ground.  Several big dice moments favored the sisters – the retributors consistently made their acts of faith, celestine was unkillable, and the seraphim popped into a perfect position even with a scatter.  I think the Head Hunters did need a bit more anti armour – they struggled smashing the sisters out of their rhino shells a little too much.  Perhaps look at combi meltas on the sternguard?

Sisters of Battle vs Blood Angels (as Chaos Head Hunters!)


1500 pts per side, seize ground, pitched battle deployment

Blood Angels – two typhoon pattern landspeeders, one vindicator, one predator, rhino with command squad and tycho, rhino with assault squad (10 man), rhino with assault squad (10 man), 5 man combat squad

Sisters – two Battle Sisters squads in rhinos, retributor squad (5 sisters) with heavy flamer immolator, seraphim squad (9 sisters), celestians with multimelta immolator, Canoness, St Evangeline, 2 Exorcists, Repentia Squad (6 repentia + superior)


Sisters win dice roll, and choose to go second. Blood Angels setup first, Sisters fail to steal first turn.

(note – left and right is from the perspective of the Sisters of Battle)

The objectives were set up in a loose star pattern, with two on hills on the sisters side, and two on the flanks on the blood angels side.  In the centre was a hatch to an underground bunker.

The vindicator and a rhino with a tactical squad set up in the centre.  The command squad rhino set up to the right of centre, while the two landspeeders set up on the far left.  On the right was the predator, the other rhino, and the 5 man combat squad.

The retributor quad set up on a hill to the left next to an objective, with a rhino with a battlesister squad behind the hill.  In the open centre were the two immolators (with the canoness and celestians deployed inside the multimelta one), and the other rhino and battle sisters behind them.  The Exorcists were both hidden behind a major rock outcropping to the right of centre, and the seraphim, the living saint and the repentia sisters were to the right near the other hill and objective.

Turn 1

Chaos – all vehicles roar forward with scout moves and fast.  The Predator hurtles down the right flank with a turbo charged scout move (12″), then moves 6 inches and fires all guns at the side of an exposed exorcist, destroying a weapon!   The tactical squad in the rhino follows it down the flank, while the command squad advances cautiously just to the right of centre.  The vindicator on the right opens up on an immolator, but the charge scatters and bounces off the rhino armour.  The land speeders hurtle forward, and open up on the retributor squad with heavy bolters, killing one equipped with a bolter.  The fiv eman combat squad knuckled down around the chaos objective to the right.

Sisters – the Repentia squad hurtled toward the predator to carve it up in close combat, while the seraphim advanced toward the enemy objective.  The Retributor squad opened up on the landspeeders immobilising one (destroying it as a part of a squadron), and destroying the rocket launcher on the other, while the immolators advanced firing, though to no effect.  The damaged exorcist took off like a bat out of hell, acting as a mobile shield to the other tanks, while the other exorcist opened fire on the vindicator to little effect.  The sisters in rhinos moved around the rear of the field to little effect.  In the assault phase, the seraphim and the living saint tried to assault the command squad rhino through a hedge, but rolled a double one on the difficult terrain roll, failing to connect.  The Repentia sisters, on the other hand, carved the predator to pieces with 9 penetrating hits … unsurprisingly the tank exploded, killing one of  the sisters.

Turn 2 (Head Hunters 1 objective, Sisters 0 objectives)

Chaos – The chaos assault continues, with the tactical squad disembarking from the rhino on the right, before shooting and assaulting the Repentia Squad, killing all but the sister superior by the end of the turn.  The rhino itself tried to move through the predators crater in an attempt to shield the tactical squad from reprisals… but threw a track and was immobilised.  The command squad disembarked, shot at and assaulted the seraphim, while the 5 man combat squad opened fire but held back, protecting the valuable objective – by the end of the turn, only Saint Celestine was left.  In the centre, the vindicator reversed six inches and missed again, while the landspeeder managed to shake the crew of the immolator with the multimelta.  The other assault squad in the rhino hurtled to the centre of the table.

Sisters –   The flamer immolator roars forward up a hill, shielding the shaken immolator with the multi-melta (and the canoness and celestians, which ducked behind a hill.  The retributors immobilise the remaining landspeeder with holy bolter fire. The exorcist annihilates the chaos rhino, leaving a fiery crater and a unit of marines.  The sisters in one of the rhinos with storm bolters open up on the exposed unit, killing another.  The living Saint wins combat against the entire command squad, wounding Tycho and tying up the unit.  The chaos squad finish off the sister superior on the right, and regroup towards the objective on the right flank.

Turn 3  (Head-hunters 2 objectives, Sisters 0 objectives)

Chaos – The chaos command squad wins the combat against the living saint, but fail to kill her again! In the centre, the vindicator destroys the immolator on the hill, while the immobilised land speeder on the right manages to shake the canoness’s immolator once again.  the exposed troops in the centre knuckle down into cover, and destroy the damaged exorcist.

Sisters – The canoness and her immolator tactically advance in a negative direction 12″ towards the exorcist in the centre, while the retributor squad finish off the land speeder. The exorcist manages to shake the crew of the command squads rhino.  In the assault phase, Tycho and the command squad kill the living saint, and regroup towards the immobilised exorcist.  In the centre, a rhino with battle sisters carrying flamers opens up on the batterd troops in the middle, supported by long range shots from the sisters with storm bolters, annihilating 4 of the squad.

On the surface, things look bleak for the Sisters, who are trapped in a quarter of the board and the raging blood angels are pressing their attack!

Turn 4  (Head-hunters 2 objectives, Sisters 0 objectives)

Chaos – the command squad assault into the exorcist, destroying it utterly.  The vindicator opens up on the rhino carrying the flamer sisters in the middle, but the shot scatters into the assault squad killing two.. and they fail their morale check, beginning to flee.

Sisters – the sisters in the rhino near the centre disembark, flamers ready to destroy the command squad.  Celestine rises from the grave … with a full three wounds, and advances to flame the command squad as well.  The canoness disembarks with a heavy flamer and flamer ready to open fire.  The command squad is hit by huge amounts of holy flame, then charged … butchering the remaining men.  The captain falls, and the sisters regroup towards the other objective on the right, while the saint regroups north toward the chaos objective on the right.  The multimelta on the immolator smashed into the vindicator … destroying its main cannon.

Turn 5  (Head-hunters 2 objectives, Sisters 0 objectives)

Chaos – The fleeing marines in the centre would normally automatically regroup, but they were within 6″ of the sisters rhino, so they continued to fall back.  The rhino plowed forward, tank shocking the sisters in the centre, and squashing the sister superior in her bid for glory.  On the right, the chaos troops opened up on the battle sisters with everything they had to destroy the troops unit, but several survived.

Sisters – The another shot from the immolator with the multimelta immobolised the vindicator in the centre, leaving it helpless.  The rhino in the centre followed the fleeing marines, staying close enought to force them to continue falling back.  To the right, the living saint, celestians and battle sisters annihilated the tactical squad with huge amounts of flame and bolter fire, followed by a brief charge, where the living saint destroyed the remaining few troops.  On the left, the other sisters unit disembarked, and held their objective.

The roll for end of game meant the battle continued!

Turn 6  (Head-hunters 1 objectives, Sisters 2 objectives)

Chaos – the marines in the centre had to continue to fall back.  In an attempt to prevent the rhino following up, the chaos rhino accelerated at top speed and rammed the sisters rhino from behind, at a speed of 14″.  Unfortunately, neither tank was damaged.  On the right, the 5 marine holding the last objective fell back slightly to try and avoid the imperial onslaught, and the immobilised chaos rhino on the right finally self repaired!

Sisters – the living saint flamed the defending chaos marines with the ardent blade, and charged into combat, while the immolator missed the repaired rhino.  the other sisters regrouped in the centre.

The roll for end of game meant a 7th turn would be played

Turn 7  (Head-hunters 0 objectives, Sisters 2 objectives)

Chaos – Although the marines in centre were forced to fall back off the table, the chaos forces showed their cunning here.  They managed to slay the living saint in close combat, and fell back to their objective (a 2+ armour save is not proof against the dreaded snake eyes!).  The rhino on the right hurtled forward into the sisters objective to contest it, and the remaining rhino in the centre attempted to tank shock through the sisters near the objective on the left.  Unfortunately for the chaos forces, the tank shock failed thanks to a nameless sister, who immobilised the rhino 4″ away from the objective with a krak grenade!

Sisters – On the right, the sisters opened up on the chaos rhino – surely easy meat to the sisters with krak grenades, the multimelta immolator, and the celestian superiors plasma gun!  Alas, not a single sister connected!

End of game – Head Hunters 1 objective, Sisters 1 objective


A hard fought game, and a worthy draw!   The sisters really need to take the field in larger numbers, otherwise I feel the can’t pile on enough firepower – 1500pts seemed to feel much more fluid than the 1000point force – repentia, a retributor squad, an immolator, and the living saint and a few extra seraphim don’t seem a lot, but the additional firepower of the retributors played a huge difference here, as did keeping the battle sisters in the rhinos – a rhino effectively with twin flamers is brilliant, as is stormbolters – two stormbolter shots from a unit as well as the onboard stormbolter is actually a lot of anti-personnel shots a round at a decent range.  The immolator with multimeltas was OK (despite being shaken or missing a lot), but the immolator with heavy flamers is really useless with the slow move.  The blood angels should possibly have gone for more combat squads to hit multiple objectives, but that might have lessened the initial assault.

A brilliant fun game!  Warboss Shagga (or Captain Paul of the Head Hunters), I salute you!

Sisters of Battle vs Blood Angels

I went along to my first Overlords gaming session last night, and had an absolute blast!

 Gaming 18-09-2011 149

On the left is Inquisitor Steve, who welcomed me to the Overlords, and on the right is my opponent, Glen, who was fielding Blood Angels.  Blood Angels seem a very popular choice at the moment!

Set up

We had 1000pts armies each, and diced up Capture and Control with a Pitched Battle deployment.

The Blood Angels won the roll off, setup first and took first turn – the Order’s roll to steal failed, unfortunately!


Blood Angels – 2 assault squads, two land speeders, one tactical squad, one captain, sanguinary priest.

Sisters – two battle sisters squads with rhinos, celestians and canoness in immolator, two exorcists, one seraphim squad

Turn 1

The Blood Angels jump scarily forward towards the Sisters of Battle objective on the left.  A full assault squad, supported by the marine captain, and with two landspeeders, crashed forward, hoping to gain an early dominance.  Another Assault squad with their Sanguinary Priest hurtle down the centre towards the Exorcists on the hill tops on the centre right.  The final unit, a tactical squad, hunker down around the marine objective and fire off a missile launcher at an Exorcist to no effect.  One of the landspeeders immobilises the immolator with a multi-melta shot.

In return, The Exorcists swat three assault troops in the centre, the Sanguinary Priests feel no pain rule ineffective against the strength 8 hell missiles!  On the left, the defending  Sisters of the Azure Bolt shoot one on the right, while the Seraphim closed in on a landspeeder … but failed to penetrate the armour or use melta bombs in the assault phase.

Turn 2

The Assault Troops on teh left, led by the captain, annihilate the defending Sisters of Battle arround the objective in a brutal assault after an ineffective shooting phase.  The other assault unit jumped forward to get a meltagun in range of the Exorcist, but failed to penetrate its armour.  One Landspeeder kills three seraphim, while the other tried to soften up the defending sisters before the assault finished them off.  Again, the missile launcher in the Tactical Squad missed against the Exorcists.

In an attempt to save the Exorcist firepower for a different target, celestians and and Battle sisters in a rhino open up with flamers and heavy flamers, as well as some bolt and plasma pistols…. but to almost no effect with the Sanguinary Priests Feel no pain rule making a real difference.  The rhino on the left moves to cover the immobilised immolator, in the hopes of opening up with the twinlinked heavy flamer.  Finally, the Exorcists annihilate the Assault squad in the centre, leaving only the sanguinary priest.  Seraphim try hand flamers, no effect, on the assault squad on the left.

Turn 3

The Space Marine captain turns and kills the two remaining Seraphim, while the assault squad takes the Sisters objective and stuns the rhino with an assault.  A Land Speeder stuns the Immolator, while the other land speeder stuns the rhino.  The missile launcher from the tactical squad finally hit the Exorcist .. but a cover save meant no damage.  The Sanguinary priest fled on his jump pack to bolster the tactical squad.

For the Sisters, the options were limited.  The two Exorcists opened fire on the tactical squad, to try whittling down their numbers, but to little effect.  The Celestians and Canoness moved towards the taken objective, while a rhino containing the other battle sisters rumbled towards the Blood Angels objective.

Turn 4

The Assault Squad on the left charged the rhino, smashing the already stunned rhino to pieces with 8 krak grenades and a powerfist!  The landspeeders finish off the immolator with a shot to the rear armour, effectively destroying it by destroying its last (and only) weapon.  On the right, the marines opened fire on the advancing rhino with a missile launcher, only to hit an intervening hedge (cover save!)

For the Sisters, the rhino continues to advance on the right, while the exorcists picked a landspeeder each and annihilated them!  The Canoness let the celestians towards the assault troops hunkered down behind the shells of the burning Adeptus Sororitas rhino and immolator.

Turn 5

The Captain jumped out of cover, leaving the assault troops to hold the objective.  He used a hand flamer on the celestians, then charged into close combat, soundly defeating them … and breaking them!  The Sisters rand screaming for the edge of the board, while the captain moved to place his back against the burning immolator, prepared to face the worst.

The Celestians regrouped, and fired at the captain causing a wound.  The Exorcists opened up on the Tactical squad again, but with very few missiles, and the sisters disembarked from their rhino, opening up with flamers and bolters.  Only three defenders were left! 

Turn 6

The space marine captain charged the celestians again, winning the combat but suffering a wound, slaying all but the canoness.  The other assault troops remained hidden.  On the right, the remaining three marines charged into the Sisters of Battle, wiping them out in a single round.

In the Sisters turn, the Canoness struck down the marine captain!  The power of faith at work!  The rhino moved up to contest the marine objective, while the exorcists tried to finish off the tactical marines, killing another.

Turn 7

The Assault squad decided not to risk an assault or sneaky objective contesting from the canonness in her turn with an Act of Faith, so decided on a risky move – they charged, hoping to win in a single round, and consolidate back to the objective to hold it … and did so.  Only one marine was within three inches of the objective, however, with a special weapon.

The Exorcists opened up on the Assault marines, causing 10 wounds … meaning wound allocation came into play!  If the wound against the flamer marine near the objective wasn’t saved (cover save), the battle would be a draw.  Every cover save was made … except for the flamer!  Neither side held any objectives, making the game a draw!


It might have been a draw but we were both winners – Glen was a great guy, and we both had a brilliant time!  Glen made a mistake tactically by not using Combat Squads – he wanted a big assault, but it held him back towards the end, while I just forgot about Acts of Faith entirely!  The Exorcists (officially the MVPs and now referred to as my quarterbacks) did an amazing job.  You really need to keep sisters away from marines, though – I should have kept my Battle Sisters in Rhinos and relied more on fire power.  3 marines destroyed 10 sisters in a single assault phase!  Brutal!

I’m really looking forward to next weeks game against Phil (or Warboss Shagga on the Overlords site).

Kipper’s Hobby Plans!

Well, I thought I’d try and motivate myself to get started by listing the enormous number of projects and armies I’m looking at doing at present!

1) Finish the Battleboard!

2) Finish my Tau army!

The Tau are pretty close to finished already! I have one more unit of Firewarriors to ink and detail, a hammerhead tank to ink and detail, and I think I also have a couple of drones to do. I do have a few ethereals, but as I use Commander Farsight and can’t field them, they aren’t on my must do list (and to be honest, I don’t find the models nice enough to make it onto my fun list either!)

I already have 3 12 man firewarrior squads, a full 8 man pathfinder squad, a 5 man Stealth suit squad, 18 gun drones, two devilfish, two 3 man crisis teams, a broadside and commander farsight done, so a Tau army can take the field right now!

Bonus extra – I do have an additional box of firewarriors – if I can find sufficiently tau looking wings, I may convert them as tau commandos to proxy as vespids.

3) Finish my Fallen Angel army

The complete army is assembled and ready to go. This should be a straightforward army to paint – after the black undercoat, I just need to edge highlight with DA green (so it is the original black heresy colours with a nod to the current scheme), though the stone symbols and robes on many of the models will take longer. The army went on the very first gaming trip to crete, so its time to actually get it done!

4) Rebase my Necron army

I have two Necron armies which have been painted differently – both look good, so I don’t intend to redo any of them, but I do intend to rebase them all to match my battleboard – sand painted brown, highlighted in ochre, then scorched grass in patches.

5) Return of the beakies (crimson Fists)!

I lost a complete Rogue Trader ultramarine army on the train several years ago now, but still have a slew of other figures from that era, and picked up a few from ebay. These will be prepared as Crimson Fists matching the original Rogue trader cover. I’ll need a certain amount of conversion work – old school jump packs will be needed with chain weapons for an assault squad, and the original series dreadnought will have its unusual heavy weapons arm replaced by a pair of classic twin-linked lascannons. I still think the Corvus Mk6 armour and the classic missile launcher is a much more iconic look than the newer marines. This is the project I’m most excited about at the moment, so it is likely to jump to the top of the list!

I’m looking at scratch building mk1 rhinos and mk1 land raiders for the force too! Old school!

6) The Blood Angels

Between Space Hulk terminators, sanguinary guard and death company, and some lovely chapter leaders, I really should get my blood angels battle ready! I struggle getting excited about them generally, though – I never got on with James Swallows Blood Angel novels.

7) The Deathwatch

I’m really excited about this, so again, they will probably jump up the list more than a bit! I want to do some classic deathwatch conversions, and have full shoulderpads for 10 chapters to go on the right shoulders as well! It should look great! In addition, I intend to do a unit of terminators in Deathwatch colours, with a rhino and land raider to act as transports, and a dreadnaught and captain as well.

I can then use the deathwatch to bulk out any of my other marine forces, which will be very useful!

8) Legion of the Damned

Just like the Deathwatch, the Legion of the Damned can appear to save my marines in general, making them very tempting models. I have the boxset, but would like to bulk that out to a full squad with specialist and heavy weapons.

9) Tyrian Eagles

I’m currently painting my own chapter of Tyrian Eagles, using mostly troops from the Assault on Black Reach set. They are coming together really nicely, and will tie in with the Deathwatch to flesh out the numbers.

10) Tyrian Eagle traitors

These are coming together slowly as well, with a rogue librarian leading the lost third company of marines to treacherous victory!

11) Imperial Fists

I have some lovely imperial fists models – a gorgeous command squad and scouts, with an OK dreadnaught, but I need to get enough basic troops cleaned up to bulk out the force.

12) Orks!

I have loads of Orksies! About three loads of the AoBR set, in fact! With loads of boyz and coptors, its a really orky waargh of a charge. I have the greenskin primer from army painter, but need to assemble and prime everything, before painting them up. Evil Sunz? Goffs? its all to be decided!

13) Grey Knights!

My grey knights are a completed army … for the Daemonhunters codex. The new Grey Knights codex leads to all sorts of new delights – paladins, purifiers, librarians, dreadknights….. its all so tempting!

14) Ultramarines

I have loads of random marines that need to be brought together and sorted out. Although generally not great models, its tempting to just have loads of Ultramarines as a standard mob of marines.

15) Other random thoughts

I’d love to have a Dark Eldar army, painted as if craftworld eldar for a dark craftworld. Wyches in Howling Banshee colours, Kabalites as Dire Avengers, Mandrakes as Striking Scorpions, Scourges as Swooping Hawks.

I’d also love to do Sisters of Battle as a traitor force, dedicated to Tzeentch. I’d need plastics first, and I have high hopes when they officially release a new codex they’ll renew the model line.

16) Terrain!

After the battleboard, I’ve been getting very excited about terrain. I want to build a weathertop as per the LoTR guidelines, and I want to build some portal scenary with the Storm of Magic vortex templates – an eldar webway portal and a dark altar would be great, as would a Necron portal.

I’ve also got to build witchfate tor and paint to match the battleboard, and I may be getting a temple of skulls for my birthday! Huzzah!

Hope you find that intriguing – I’ll update with photos as they various bits come together!