Trying to get into 9th ed 40K: Step 3 – Background Study to Understand the Codex

Well, having slammed straight into a rather confusing jumble of rules and options, picking a list straight from the codex just wasn’t happening.

I think if I’d been more actively playing in 8th ed, and just updating an existing 2000pt army list for , rather than starting with a core chunk of minis and trying to work out what I should be adding, it’d prove much easier.

But I’m doing it the hard way.  Luckily I have enough background with Sisters to understand how the 8th ed codex did work, so I had enough of a background to read through the “9th ed changes” articles on various blog sites to get a feel for what I was seeing.  

These articles are in the order I read them – I would recommend you start with the wargamer.com link first as a brilliant starting point.

Goonhammer’s Adepta Sororitas Codex review isn’t billed as a 8th -> 9th ed update viewpoint, but it felt very much that way to me.  I’m not sure how I’d have found it if I was starting Adepta Sororitas from scratch, but given my familiarity with past codexes, I found it an absolutely invaluable starting point.  I genuinely understood the point of the various rules, and got a much better grip of how they interrelate.

Codex Adepta Sororitas – 9th Edition: The Goonhammer Review

I went on to read Sprues and Brews Codex review too.  This didn’t go into the detail as much as Goonhammer, but was a fantastic quick overview, and will work well as a reminder when I go back into the main codex to try and pick things again.

Warhammer 40,000 Codex Adepta Sororitas Review | 9th Edition

Continuing my reading, I went on to the ArtOfWar40K’s review of the codex.  This was less useful than the others for getting an overall feel for the faction, but the in depth run through of stratagems and how/why the various HQ characters might tie in with upgrades and options was fantastically usefully to genuinely understanding those areas.  I don’t think I’d have understood it at all without reading the Goonhammer and Sprues and Brews articles first, though.

What made it less useful was a really big focus on Bloody Rose armies – I have a load of painted Sisters from the Order of the Martyred Lady!  However, the descriptions of just how the rules interacted was still very useful!!

Adepta Sororitas Breakdown

Next, I went on to read the article here, at Wargamer.com.  And damn.  Its really light on the rules, but gives a brilliant overview of how the Sisters army is likely to play on the battlefield, how the army ties to the lore, and some quick gotchas and highlights.  Honestly – this is the article I wish I’d read first.  Not in depth at all, but enough to give me a feel for the army, and with the bits I pieces I remember from 8th ed, enough to put everything else I’ve read so far into context.

https://www.wargamer.com/warhammer-40k/sisters-of-battle

Now I’m ready to start jotting down everything I’ve learnt so far in one article to help me build my Order of the Martyred Lady list!  One thing already springing out at me is that I’m going to need a clear, step by step, phase by phase checklist to play properly if I’m not playing weekly.

Wow, this is a lot of work.

Trying to get into 9th Ed 40K: Step 2 – Building a list from the Codex!

Huzzah!  Codex arrived!  Reasonable numbers of painted Sisters of Battle in Metal – large numbers of unpainted plastics and characters to add in.  Its all looking good!

Read through the fluff, and continued to get more and more excited!  Sisters of battle aren’t being described as tiny numbers any more.  They are the arm of the Ecclesiarchy!  While still functioning with 2 main planetary HQs, they have outposts and smaller abbeys all over the galaxy.  While not rivalling the size of the Imperial Guard, we’re probably looking at about on par with the size of the Tempestus Scions.  Brilliant!  Taking the ladies seriously!

Lovely pictures of models old and new.  Lots of exciting hobby possibilities.  Its all grand!

And then …. I hit the rules.   And the hobby enthusiasm crawls away to die.

No example army lists.  Densely packed pages of rules that massively interact with each other, and none but the most trivial examples.  Bam.  Mind totally blown and unable to put any of it together.

My Sisters are painted as the Order of Our Martyred Lady (or the ones I’ve chosen to use – I do have sisters in green as an Order Minoris and an Order of the Argent Shroud force too!), so that takes care of that choice.  But then we have pages of Stratagems, Blessings of the Faithful, Warlord Traits, Hymns of Battle, Relics, Chapter Approved Rules (skipping past the crusade rules as I’m looking for a few one off games), Acts of Faith, Sacred Rites and then individual data slates with the points tucked at the back of the book, so just a very loose power level rating to get a feel for what you can probably pick.

Honestly – trying to to build an actual list without BattleScribe or the GW 40K list builder is feeling like an absurd challenge.  And trying to get a feel for what any of these rules actually means or how it ties together or what you might actually pick when you haven’t played 9th ed yet?  Its feeling beyond me.

I think its on to step 3.  Giving up on the codex for now, and reading up on the army on the Internet to get enough context to be able to understand the rules enough to actually build a list with the help of a list builder tool.

This is 9th edition.  It’s also the 9th edition of the game that I’ve actually played.  And I am still very much struggling getting my head around it.  It must be a total bloody nightmare for a new player to engage with this.

Trying to get into 9th Ed 40k: Step 1 – Picking an Army

Well, after a turbulent couple of hobby years, I’m trying to work out how the hell I actually play 9th ed!  Between very few games of 8th before lockdown, 9th edition not played to date, earlier editions still floating around in my head, and little opportunity for games, it’s important to get my head around the game, the army and sort something out before I spend precious hobby time playing!  If I don’t get it at all, the game will be a waste of time for me, and for my opponents.

I have a lot of armies from over the years, so I thought “Why not ask the Twitterverse what’s a simple army to get started with?”  The response was basically “It’s all complicated now.  Do you what you like.”

Honest, but not particularly helpful!  I started again, and decided that my criteria would be:

  • An army I already have
  • An army that has a 9th edition codex, so I’m not changing midway through learning and spending more on codexes.
  • An army I like
  • An army  where the rules come in a single book (to minimise complexity and because I’m cheap.

So, first, an army I have!  My Imperial Knights languish unbuilt.  My Drukhari still need painting.  My Orks are partially painted, but nowhere near 2000pts worth!  My Admech and Genestealer Cult are mostly unbuilt and low numbers.  Same for Tyranids – built but few painted.  I’ve never picked up any Custodes, and just have one unit of Sisters of Silence.  My Death Guard from 8th ed are still all unpainted!  My bro collects Thousand Sons, so I’ve stayed clear of those.  I have some Rogue Trader Harlequins, but I’d need to fill out the army significantly.  Fallen (Dark) Angels?  Unfinished!  Chaos Marines?  Unfinished!

Next, an new codex!  It ruled out Imperial Guard, an old favourite of mine and my main 8th edition army, as they are yet to see a codex update.  Eldar have similarly yet to be updated.  T’au are still waiting for an update too.  Grey Knights are on the verge of dropping, but haven’t arrived.

An army I like!  I toyed with Necrons, but my army is basically the 3rd ed Codex choices, and I’ve never been 100% taken by the new (to me) Tomb Kings in Space vibe.  

Only one book?  Space Marines sadly really need the supplements, and with the Codex Supplements needed, that’s more books and complexity.  Not for now!  So that’s my Ultramarines, Imperial Fists and Crimson Fists out for now.

So with my recent painting and love of a recent revamp, I settled on the Adepta Sororitas …. the Sisters of Battle, and put the order in for the Codex.

Now I only managed one 8th ed game with Sisters of Battle with their previous codex.  It didn’t seem too bad, though I wasn’t terribly impressed with how they played.  More rapid movement across the board made it much harder to apply the short range pressure they excelled at in earlier editions, and they got totally torn up by stronger armies in close combat, and the lack of cover in 8th crucified units like Repentia.  Still, I love the insanity, so onto step 2!  Working out an army list from the models I have or could assemble, and reading through the new codex after it arrived!

Sisters of Battle – Finishing an Era

Well, with two Sisters of Battle armies, and the ranges due for an update, it’s time to finish off the armies for good before starting anew.

Order of the Argent Shroud

I need to paint up:

2 Geminae to guard Celestine for the Order of the Argent Shroud.   I have some Seraphim, but they need to be converted with power swords and bolt pistols.

An Immolator – this needs to be bought, assembled and painted.

An Exorcist – this needs to be bought, assembled and painted.

3 Rhinos – these need to be bought, assembled and painted (or resprayed from previous projects)

Order of the Verdant Garden

2 Geminae to guard Celestine for the Order of the Verdant Garden.   I have some Seraphim, but they need to be converted with power swords and bolt pistols.

1 Canoness – I’d messed up one of the 2 metal canonesses, and its been stripped for repainting.

1 Seraphim – I lost one of my 10 woman squad some time ago, and need to replace her.

3 Repentia – I’ve generally been fielding them in a squad of 6, and never finished the last 3.  I need to finish these off.

1 Meltagun sister – I need this to finish off my white battle sisters squad.

1 Exorcist – I have a silver FW exorcist that I want to repaint for the green sisters, and replace it with a GW exorcist for the more classic Argent Shroud contingent.

1 Sisters Rhino – I have 2 rhinos and 2 immolators, but the last battle sisters squad could do with a transport. 

2 Immolator turret fixes – the two immolators I have were broken in an accident and sort of patched in the turrets.  With the Rhinos needed for the sisters, buying Immolators and using the turrets to fix these and then being able to use the rhinos with sisters icons rather than plain seems to make sense.  This is a bonus extra, though – the patch job isn’t terrible.

Bonus extras

With the range as a whole likely to be taken off the market, it’d be nice to add one or two of the missing models as well.  I think they’d be fantastic with Rogue Trader or Inquistorial warbands too.

Death Cult Assassins – at least 2, maybe a unit of 6

Crusaders – at least 2, maybe a unit of 6

Preacher with Chainsword

Missionary with Chainsword

Penitent Engines – at least 1, maybe a unit of 3.

As a final bonus extra, I could paint up a Canoness Veridyan in Silver and Green to add to each force.  I don’t need to, but I have the models and it’d be a nice touch.

Preparing for the Future

I need to paint up the new Celestine and Geminae for the new army, and Canoness Veridyan

Hobby Plans for 2019

Well, as we’re two weeks into 2019, I suppose I really should start doing some kind of planning!

First, I really want to track my work, as though I lost track towards the end of 2018, logging my painting made a big difference in getting things done.  I’m going to take part in #painthammer2019 – you can find loads of details over on JewelKnightJess‘s blog Silent Dream.

Second, as a rough target for the year, I’m going to aim for 100 painted minis.  I think thats achievable, and should keep me pushing and painting hard enough to get it done.

Third, I want to “finish off” my Sisters of Battle armies, which are coming up for a major relaunch.  I have two armies, one in green (the Order of the Verdant Garden) and one in silver (the Order of the Argent Shroud).  Both need some reworking for the 8th edition beta codex, and both need some key models painted for a “complete” force of around 2000pts.  Things like a couple of Gemina Superior to protect Celestine, finish off any odd or missing people from complete units, do extra Rhinos for the various squads, add an Exorcist to the Silver Sisters, and so on.  It’s not trivial amounts, but not impossible amounts either.

Fourth, I want to start a new Sisters of Battle army in the traditional Black and Red when the new army is released in plastic.  I can make a start on this with Celestine and the Geminae from the Triumvirate set, and a Canoness Veridyan.  Fingers are crossed for an all plastic exorcist and a Sisters flyer of some kind.

Fifth, I want to try and keep on top of Warhammer Conquest.  I’ve done a rubbish job so far, and its rather starting to build up, especially as I’ve built my Dark Imperium set alongside it and picked up a few extra copies of some of the issues, as well as kitbashed some primaris, and added a chaplain and a box each of intercessors, reivers and plague marines to the mix too.

Sixth, 2019 is going to be the year of the terrain for me!  With RubbleCity and a Suluco (think space hulk tiles in Resin) due from Fenris Games this year, and with terrain coming in from Warhammer Conquest and from my Shadow War and Kill Team starter sets, plus a _lot_ of old Sector Imperialis buildings that need gluing back together after a move, I should have enough terrain to run my own club!

Seventh, I want to paint up one or two Blood Bowl teams, like the new Dark Elves and my cracking Iron Golems set of Halflings.

Eighth, I want to cherry pick the odd fantasy mini to paint for fun, so I don’t get stuck grinding on tasks for the hell of it, so I’m staying subscribed to my monthly bones pack.  I won’t get them all painted, but it’ll be fun.

Ninth, and this is unlikely, but I would like to also pick one of my board games like Zombicide, Dungeon Saga, Imperial Assault, Blackstone Fortress or Star Saga, and get at least the basic starter minis (or alternatives done).  Completing all the minis I have for one game would just be amazing.

Tenth, I want to make it to at least 2 Parent Players events this year, as they are just mind-blowing fun.

Eleventh, I’m in a Blood Bowl league online!  Hopefully it’ll be really fun, and I can make time for it!  Some cracking people in the league.

There are many more possibilities and projects on hold if I blow through these like some kind of hobby demon, but it’s pretty unlikely.  Time just isn’t going to permit it, I think.

Supercharging Primaris 101 – Understand your units

Now, some people may well disagree with this, but I think the best place to start when looking at maxing out your army effectiveness is the core units.  Forget the shenanigans for now – there’s no point looking at the best ways to interact units and powers unless you understand the units and abilities to begin with!

We also want to look at their battlefield role and how you might like to use them.  There are certainly some surprises in there.

Before we get onto specifics, lets discuss some of the common points that will affect most of the army.

First, we are looking at a proper Primaris based force, not a full Astartes force. We aren’t going to look at vehicles or units that don’t have the Primaris keyword.  That’s quite a handicap – cheap troops units like scouts are really useful in the current edition, and the range of vehicles and artillery are effectively restricted to the Repulsor – a fantastic but expensive tank.  Without any real dedicated transports, troops will be exposed out of cover – minimising battleshock and maximising armour saves are going to be pretty important.  It also restricts the usefulness of many of the stratagems that tie to specific units, like the classic whirlwind/land speeder pairing.

Primaris are tough, generally with 2 wounds, but still only normally have the 3+ save, and are particularly vulnerable to heavier weapons like plasma weaponry, or mass fire if caught in the open.  With a move of 6″, they aren’t going to break any records in advancing, so options for deep striking or repositioning will add a lot of value.

As troops excel at taking and holding objectives for battle forged armies, we need to weigh up the additional advantage taking troops.  If you generally play annihilation games, where the goal is defeating your enemy rather than by objective, troops are less important and may not be as good value for the points.

With “And They Shall Know No Fear” allowing morale rerolls, battleshock isn’t a major concern like it can be for other armies .  Larger units of 10 are quite practical, especially with the option to split fire in 8th, and can significantly help in close combat.  Mind you, smaller units let you take more of the special options like sergeants and grenade launchers, and can all get into the same tanks, so its tricky!  Hopefully we’ll get more of a grip on unit size later on.

Just one note – this is my take from a  quick study of the codex.  Is it right?  No idea for sure!  There may be codex approved changes I’ve missed, or seemingly unimportant upgrades that revolutionise a unit.  Do tell me in the comments and I’ll update this!

This particular review is only covering Games Workshop units, not FW ones, though there are some key Primaris associated units found there, like a superheavy tank.  I may cover those later!

HQ

Captain (standard Mk 10 armour)

The Primaris Captain is a mid tier Primaris hero, and its easy to spend points on wargear.   They are excellent close combat fighters – at range they are great shots but don’t really have any more long range firepower than an intercessor.

They let nearby units reroll hit rolls of 1 – that’s fantastic, as it affects the most possible rolls, and ensure a second chance to over overcharged plasma weapons exploding.

They can swap their bolt rifle for stalker bolt rifle, which is well worth it if lurking in the backfield to strengthen a gun line.  They can also take an optional power sword to max out their excellent close combat skills.  Taking both probably isn’t worth it, as if you have gone for long range maximisation, you won’t get full value of a power sword over the battle.

Their iron halo, giving them a solid 4+ invulnerable save, combined with 6 wounds makes them a durable bet.

Captain (Gravis armour)

This Primaris Captain is all in for assault. With a Pistol 3 weapon, they get 3 shots a turn even when locked up, and get the choice between a clumsier gauntlet or a power sword for their hits.  All their other abilities are pretty much the same as a normal Captain, but with offence limited to short range and maximised for pure close combat, you really need to commit to an aggressive play style.   With the pistol, all the ranged weaponry is focused on killing infantry – you need to kill anything tougher up close and personal.

Captain (Power fist)

This captain is awesomely optimised for damage at short range.  A plasma pistol combined with their ability to reroll 1s is fantastic, and the power fist and their 2+ to hit in close combat is also brilliant.  While still focussed on close range, this particular option is maximised for those who love plasma, or are fighting mechanised or high toughness elite troops.

Lieutenant

The lieutenant is the cheapest Primaris hero, though only just shy of the standard Captain, and its easy to spend points on wargear.  If you are tight on points and need HQ to fill out detachments, this may be a useful choice.  They are excellent close combat fighters – at range, like the captain, they are great shots but don’t really have any more long range firepower than an intercessor.

They let nearby units reroll wound rolls of 1 – that’s not as good as rerolling 1s to hit, like the captain, as it doesn’t help with plasma explosions, and it also affects less rolls on average, as any missed rolls to hit obviously reduce the dice pool that might come up as 1s.

They can swap their bolt rifle for stalker bolt rifle, which is well worth it if lurking in the backfield to strengthen a gun line, or for a powersword to max out their excellent close combat skills.

The only solid reason I can see (beyond needing cheap HQ) to pick a lieutenant is to pair him with a captain, giving nearby units and themselves rerolls on 1s for both hit and wound.  The lack of an iron halo makes them quite vulnerable to enemy headhunters otherwise.

Librarian

The librarian is an excellent close up fighter with a force weapon, provides psychic defence by denying the witch with their psychic hood, and also allows all sorts of psychic shenanigans to be layered in with other abilities.

You need to be careful due to their lack of invulnerable saving throws, but at least one librarian seems to be a solid bet, regardless of your play style.  Unless you go all in with Black Templar philosophy, of course!

With the short range of many psychic powers, the lack of ranged weaponry, and their close combat abilities, you really need to embrace the assault phase to really get the best of librarians.  If you want to play a more measured gun line approach, you may not find they add as much value.

Chaplain

Between boosting morale, a 4+ invulnerable save, amazing close combat skills and allowing nearby units to reroll all failed hit rolls in close combat, this guy is fantastic if you want someone to lead a charge.  Clocking in at 5 points under a  basic captain, they are at least as useful on the advance in combat with the crozius arcanum giving them +1S, -1AP and 2 damage.

On the flip side, these guys are almost useless on the defense with no firepower greater than a pistol, no bonuses to nearby units (except morale, which isn’t that important to Primaris) outside of combat.  If you take a chaplain, you need an aggressive play style to get value out of them.

Troops

Intercessors

Intercessors are the only troop option available to a Primaris force.  If you are playing an objective game, or looking at building battalions aiming at the +5cp to fuel stratagems, you’ll need some of these.

They have 3 choice of weapons – standard bolt rifles, which aren’t bad rapid fire weapons with a 30″ range, Auto bolt rifles, which as 24″ assault 2 weapons are fantastic for fire and move work, or stalker bolt rifles, which are heavy 1 weapons, but give you -2 ap and a 36″ range.  Honestly, unless you want a cheap filler unit (and if that’s the case, why are you looking at elite Primaris), it feels like you want stalkers for a gun line or backfield objective holding, and auto bolt rifles for a mobile unit hurtling around the battlefield.

One interesting upgrade is the auxiliary grenade launcher – you can take 2 of these per unit, which is only useful if you combat squad it.  It effectively gives you a mini missile launcher, with a 30″ range frag or krak grenade for 1pt – 2pts to take one in both combat squads.  This seems a no brainer!

Elites

Apothecaries

Damn, the apothecary is awesome.  Between resurrecting troops or healing heroes, he also totally beats face in close combat, with some awesome close range pistols and a great stat line.  I can see the apothecary being awesome to bolster a close combat captain/lieutenant pair.  Bonuses to hit and wound combined with healing?  Primaris smash!  Is he worth the points?  I’ not sure.  I think kept near a key unit or playing aggressively to get a return in close combat would pay off, but he isn’t cheap and not throwing out anything at range.

Ancient

An ancient (or standard bearer) basically increases the leadership of nearby units, which improves their chances of not losing any models to battle shock.  With “And They Shall Know No Fear” already in effect for Primaris, its not really all that helpful, unless taking big old units.  The 50% chance of getting a last shot or attack in for fallen models is pretty good, but only when the ancient is surrounded by casualties!  

Its a great concept and very cinematic – from a narrative perspective I’d always want to take one.  Effectiveness wise, though?  Maybe if combined with hell blasters in a gun line?  Honestly, I think you can probably do better for the points just by taking small units or going for an apothecary to get models back into action long term.

Reivers

Reivers feel like a fantastic concept, but the various options they offer just don’t seem to tie together very well.  Shock grenades stopping overwatch?  That’s fantastic – except with a 6″ move and 6″ range, you have to start within 12″ of the enemy to be able to actually pull this off.  Which generally means you’ve just been shot to hell (or maybe, if lucky, had an enemy fail a charge).  Reducing enemy leadership in 3″ is fantastic for causing morale issues, but its too short a range to help for anything beyond a heaving melee, and people are quite savvy at minimising battleshock effects.  Grapnel launchers let you ignore vertical components of movement and spiderman up to the top of buildings.  That could really add value on specific levelled terrain, but at lot of the time won’t be any use.  They also let you come in 9″ away from the enemy at deployment from any table edge, but they aren’t that scary a unit to derail an advance.  Grav chutes let you deep strike from turn 2 – but again that 9″ range and the 6″ range on shock grenades doesn’t quite gel.

If you are a great player, you can probably maximise these brilliantly.  Otherwise I feel you’ll have a unit that will have a monster game if things break for them, but generally won’t perform at all.  Play on a table with grapnel launchers and lots of buildings, and have a couple of charges against you fail, and they will be AMAZING.  Play on a flat table with a canny enemy and I think you’ll struggle a bit.

Redemptor Dreadnaught

Dreadnaughts!  This is the new dreadnaught introduced with the Primaris marines, and generally accepted as part of the Primaris line.  Dreadnoughts are much tougher in 8th edition than they used to be, and the range of fire power you can load them up with is pretty huge.  Up close, at range, they are monsters.  I might be wrong, but I feel maximising their load out for anti horde firepower is probably your best bet, with the onslaught gatling cannons chucking out silly amounts of reasonable firepower that will just clear out any big tarpit units.  

However, they will draw fire like mad, and performance will degrade as they take hits.  They aren’t cheap in terms of points, and as fire magnets, you have to accept you might not get your points back from them – but other, more vulnerable units are going to get away with much lighter fire.

Aggressors

Holy hell, these guys are awesome.  While they could really do with the ability to absorb more firepower, like a 2+ save or something, they are pretty resilient with the +1T from the gravis armour,  and laden down with firepower.  With two main load outs of either multiple 8″ flamers, or frag launchers and boltstorm gauntlets, you have a really nasty array of firepower in a not too expensive package.  I’ve heard more than one primaris player suggest building your army around these and hellblasters for really nasty doses of firepower.  Are they resilient enough to get up close to use their firepower?  I think you really need to weigh up your play style with aggressors, as though they look like excellent fun, they are something of a glass hammer, and I think you need to commit to an aggressive approach to get the most out of them.  Between close range firepower, no penalty on advancing and shooting their assault weapons,  and power fist smashing in close combat, they are fast, lethal and deadly.  But leave them exposed and they’ll go down just as fast as any other Primaris.

Heavy Support

Hellblasters

Oh, yeah!  Hellblasters!  An entire unit loaded down with Plasma Weaponry.  Now, I have to admit, I tend to overcharge EVERYTHING, so this may be my achilles heel, but keep a captain nearby to reroll ones, and these bad boys might just decimate everything!

5-10 plasma guns with rapid fire? Yes!  Oh Yes!  I’m tempted to look at spearhead detachments and just load up with these.  They won’t be quite as good as troops at taking objectives, but in terms of dishing out firepower they’ll be just awesome!

Fast Attack

Inceptors

A lot of people struggle with these, but I think they could work for me.  Why?  Because most people see them as the Primaris equivalent to Assault Marines, but they really aren’t.  My read on them is that they are a fast moving weapons platform, much closer in play style to Sisters of Battle Seraphim … which I love and play well.  The key is to use them for ambush strategies, hit and run techniques, while avoiding actual close combat where you can.  If you get stuck up close, the lack of proper close combat equipment will cost you dearly, I think.  My experience with Seraphim will help, but I think these could be a lot more effective if people just didn’t play them like assault marines.  Got higher hopes than expected from studying the data sheet.

Dedicated Transport

Repulsor

Repulsors are the only vehicle currently able to transport Primaris marines, and have a variety of load outs.  Its a big scary tank.  Its going to draw fire, so you have to accept it’s going to take some hits.  One obvious thought is that will spare others, even a Redemptor dreadnaught.   It can carry a fair chunk of weaponry, or maybe carry a brutal setup of aggressors with a couple of HQ for a lethal close range boost.

I think with so many points tied up in the one model, you have to have a solid plan for using it.  Maybe its delivering a brutal CC detachment right into enemy lines, allowing your Redemptor to get a turn or two untargeted, or simply as a turn 1 tank killer, but you really need to work out how to play around it.  One oddity is that a lot of the heavy weapon options are much more short ranged, like lastalons are much shorter ranged than equivalent las-cannons.  Again, I think it lends itself to the feel of Primaris as an aggressive short range army.

Lord of War

Roboute Guilleman

Roboute is frankly amazing, optimising nearby troops to perform like absolute monsters, while having the equipment and statistics to smash some serious opposition himself.  He optimises Imperium troops, not just Astartes, so its extra value in an Imperium soup force … though we’re staying clear of those.  He’s a heck of a lot of points, but will massive optimise your army.  The bigger the game, the easier it is to fit this monster in.  I think the only fault I’d have with including him is that I’m not 100% sure he counts as Primaris being a Primarch 🙂  It seems only fair as he had them invented, and the Death Guard that I’m also looking at get Morty though!

To get the most out of Roboute, you need him to tackle hotspots while he abilities optimise the troops in you lines most in need of success.  having them get full Rerolls to hit and wound and buying you additional CPs for stratagems really should help with some nasty shenanigans.

Parent Players 3: Return of the Parent

If you’ve found this page, you may have come across the term #parentplayers on twitter, and want to know a little more!

What is #ParentPlayers?

Parent Players is an event every few months at Warhammer World, where parents who love war-games can book in a date with a significant other well in advance, get some time cleared in the calendar, and head off to Nottingham for some relaxed gaming with a group of fellow parents who understand why you look so tired, get why the game has to go on hold for ten mins when a significant other calls with an update on the little ones, and generally just enjoy hanging out, maybe sneaking in a few beers and burgers in the bar, and trying not to spend too much money in Forgeworld.  

What will we be playing?

The main game played is 40K, though lots of Shadespire and Bloodbowl goes on in Bugman’s Bar, and if you end up in the same hotel as a fellow attendee, expect silly light games and drinks in the hotel bar!  It’s not an official event, though obviously as it takes place at Warhammer World you will need GW manufactured forces.  If you want to try a game of something, though, there are plenty of people who can help you try – I played Shadespire at #ParentPlayers 2 thanks to @grimdarkness04 on twitter, and now am something of a convert…. though I do want a elf warband!  Most of us have spare blood bowl teams and the like, so don’t stress too much about the models if you’d like to come along.

This time, we’re also expecting to be playing a fair bit of Kill Team to maximise limited space on the Saturday, and also to be able to try out a bigger range of minis and opponents.

When and where is it held?

Currently, #ParentPlayers 3 is planned for October 19/20th at Warhammer World – All day Friday, stay over in a Hotel, then all day Saturday.  

You are more than welcome to come along for one or both days – if you can’t make Friday, do join us for 40k, Bloodbowl and Shadespire on the Saturday.

There is a nearby Holiday Inn that several of us have stayed in and really enjoyed over the first two incarnations of the event, and they were really tolerant of the silly gaming in the bar, and happily kept us in beer.  We’ve confirmed tables now, so if you are coming, you can start looking for bargains.

Don’t feel you have to stay in the hotel if you want to find a cheaper option or live locally.  We tend to play up until 9 or 10 at WHW!  But if you are there, silly games and maybe a few more drinks will go down until the wee hours.

There may be some cheaper options with AirBnB but nothing’s been finalised on that front yet.

What are the costs?

Well, there are no direct costs for Parent Players!  We’re a group of parents who love GW gaming, don’t get time to play much, so schedule in a meet up every few months.  It can get a bit expensive though!

First, we all meet up at Warhammer World in Nottingham, so you may incur travel costs to get there.  If you don’t live locally, you’ll need somewhere to stay, which probably means a hotel room – the holiday inn we tend to use is around £65 for the Friday night.

Next, food!  Bugmans is a fantastic bar and does cracking food, but it’s easy to clock up £10-15 a meal, and drinks do tend to clock up, if only soft drinks for refreshment.  If you do enjoy a few beers and silly games, that can carry on until the wee hours of the morning.

Finally, it’s Warhammer World.  If it’s your first trip, you’ll probably want to pay for the exhibition hall, and almost everyone gets a Forgeworld or unusual model from the massive GW and FW stores.  If you want something specific from Forgeworld, I’d suggest ordering online and going for store pickup to make sure you don’t miss out on the day.

It’s possible to do the event quite cheaply, especially if you just come down on one day and don’t incur accommodation and all the food costs.  But it is a cracking two days!

Bonus extra – sometimes odd themes come up in the twitter chat to inspire people to do special models or unique gifts for the attendees.  Please don’t feel obligated to do anything – if you want to paint up Tom Bombadil in a redox top for @thefirstautarch, feel free, but you don’t have to.  Lots of silly ideas do float around in the twitter chat group. 

Who will be there?

Well, there are several regular attendees you can approach on Twitter if you are interested in attending – 

@thefirstautarch

@evilkipper

@xacheriel

@grimdarkness40 – he won’t be coming along to 3, unfortunately!

@bigbadbirch

The whole event was actually the brainchild of the absolute top man, @wilsongrahams – thanks to the vagaries of life as a parent, ironically he hasn’t been able to go as yet, though we’ve got fingers crossed he’ll make it this time.

Reserved tables

On Friday 19th, we have the J’Migan Bridge 6×12 table for multiple small games, or combined megagames of 40k, the Ruins of Aphelion III for 40k (which is the scenery from the photography studio, so some cracking pics!), and… yes, we have the Death of Imperus Terrum warlord table too.  As a bonus, we have a 3×3 Sector Mechanicus Necromunda table to sneak in a little kill team.

On Saturday 20th, we have the Tau Research Station 6×12 table for multiple small games or combined megagames of 40k, the Death of Imperius Terrum again, and the 3×3 Zone Mortals  Necromunda table for some kill team too.

T-Shirts

I get my own event t-shirts made up at streetshirts.co.uk – I try to colour code a t-shirt and logo around my chosen army or blood bowl team, put my preferred name, twitter handle and #parentplayers on the front, with a big #parentplayers and an appropriate slogan on the back.  Feel free to make your own – its by no means compulsory, but makes it a lot easier to spot you if its your first time!

Other Notes

This page will be fairly regularly updated with an idea of the attendees, tables and other details as the time gets nearer, but say hi to any of us on twitter – we have a discussion group that is pretty crazy where we chat about the forces we might bring, alternative games to play and just staying in touch!

We’re parents – lets get playing, even if its only a few times a year!

Projects list

Well, as part of cataloguing up all my stuff, I thought I’d better start listing my projects too that need assembly or painting to finish off.  Ouch.

I feel I may have to actually finish or give up on some of these!

40K

  • Imperial Fists
  • Silver Skulls
  • Grey Knights
  • Blood Angels
  • Space Wolves
  • Fallen Angels
  • Ultramarines Primaris + Primarch
  • Imperial Guard Core Army
  • Imperial Guard Classics
  • Dark Eldar all female army
  • Dark Eldar black and green
  • Harlequins
  • Inquisition kill teams – mix of GW and third party concept stuff.
  • Death Watch
  • Tyranids
  • Orks
  • Rogue Trader Orks
  • Rogue Trader Crimson Fists
  • Eldar Wraithguard army
  • Eldar Mymeara
  • Eldar Ynnari
  • Death Guard
  • Unassigned Chaos (a classic metallic green look?)
  • Sisters of Silence
  • Sisters of Battle (Black and Red)
  • Shadow War Armageddon kill teams & terrain

Fantasy/Age of Sigmar

  • Dark Elf army
  • High Elf army
  • Wood Elf allies
  • Skaven army
  • Dwarf allies
  • Orc and Gobbo allies
  • Empire allies
  • Undead allies

Others

  • Dungeon Saga ( and lots of mixed fantasy models for RPG)
  • Zombicide Black Plague
  • Bloodbowl teams (Human, Human, Human, Human, Elf, Dark Elf, Dark Elf, Ork, Ork, Dwarf)
  • Warmachine – Cygnar
  • Infinity – Nomads
  • Infinity – PanO
  • Frostgrave warband
  • Star Wars Armada fighters
  • Star Wars Imperial Assault
  • Malifaux Lady J crew
  • Malifaux Gremlins
  • Malifaux Ressers
  • Mailfaux Vics crew
  • Dropzone commander starter set
  • Terrain – GW Tower, ruined tower, loads of sector imperialism ruined buildings, LotR terrain, Chaos Temple, 2 imperial base resin battle board tiles

 Mymeara Eldar!

In an effort to at least pretend to practice what I’m preaching, I thought I’d start posting up some details of current hobby plans for 8th Edition 40K, and take a look of ways of approaching it under both the Cheap Gamer and Lazy Mini Painter philosophies.

I managed to snag a whole batch of Eldar from Doc Bungle which were partially painted in Mymeara colours, and I had already decided that Eldar (or at least Aeldari across the factions) would be my choice for 8th edition, so I’m going to start with these, and build up to a chosen list.  I’m looking to start for a trial game around 50-65PL (probably the upper end of that, as my opponent will be fielding thousand sons and under 65PL is very hard to actually get anything like a test army in!).

I’ll then build to a 100PL list.  At that point … Well, I might go higher, or I might start on a diffferent faction.

We have painted realistic 71 power level:

HQ

Avatar of Khaine (13PL)

Fast Attack

6 Warp Spiders for 10PL (or a unit of 5 for 5PL)

Hornet (9PL)

Troops

10 Dire Avengers (6PL) 

Elites

6 Shadow Spectres (19PL or 5 for 10PL)

Flyer

Hemlock Wraithfighter (10PL)

Heavy Support

Fire Prism (9PL)

Dedicated Transport

Wave Serpent (9PL)

 It makes sense to extend the army and expand out up the detachments to gain a few extra CP!  The next stage is to add another HQ, 2 more troops unit and move up to a Battalion detachment.  We might then look at another HQ, and go for a second detachment if the battalion doesn’t give enough flexibility.

Asurmen (9PL) and 2 squads of 5 Dire Avengers (6PL) would get us into Battalion territory without needing to buy any more troops, and take us to 86PL.

An Autarch (5PL), and 3 warlocks (9PL) would take us all the way to 100PL, and finishing off the remaining 2 warlocks and a farseer would give us some options (up to 112PL).  And a unit of Guardian Defenders (4PL) would take it to 116PL 

Lazy Mini Painter

With our targets in mind, how can we get there the easy way!  Well, a simple spray blue would give us a great undercoat for all those models.  Some artic blue on the plates with a little lighter highlighting, some yellow soulstones, white helmets and gun metal weapons, a simple wash, some quick basing!  We’re going to try to turn them out as fast as possible!

 Cheap Gamer

Well, from a cheap gamer perspective:

  • I’m using all models I already have.  I don’t need to buy any more for this project yet
  • I’m using a macragge blue spray I already have.  It’s the easy option, but I don’t need to spend any more either. Win win!
  • I will need some paints, but I’ve identified a particular range of paints.  I know exactly what I need to get – basically the mymeara arctic and turquoise colours.  I’m also using lazy options to paint them, so reducing numbers of layer paints and things I  biggest expense is I may need to buy GW brand paints for some colours if I want to paint some in store.

And so, it begins!
 

Alternative Models for Eldar in 2017!

Well, unfortunately Space Elves or Eldar are still struggling for models in 2017, though there are rumours of new troops from GW later this year!  There are a few great third party alternatives for a few units though!

Iona Starkiller – Farseer alternative

From HF Minis

Space Elves Bikes Unit – Jet bikes alternative

From Spellcrow

Spellcrow also offer conversion Eldar heads, biker torsos, and defence line parts

 

Warp Stalkers Unit – Howling Banshees alternative

From Chapter House Studios

Chapter House also do conversion kits for Farseer and Warlock jetbikes from GW standard jet bikes.

Light Side Arahnide – Warp Spiders alternative

From Wargame Exclusive