Bonereapers Painting Project

My local gaming store wanted us to do an Age of Sigmar league. One of my goals for the year was to get more Sigmar models on the table and painted. This was a prime opportunity to move on from some of my pile of shame. Many of my armies have 500-1000 points; some even have 2k points. The Bonereapers were 100% grey.

This project has been fun to work on. I plan to bring a different 2k list for each round. Just to give me more opportunity to fill out the model selection.

All models started with a prime of Vallejo Primer German Red Brown. I then zenithaled with a desert tan.

I am happy so far. I wanted to follow Kenny Bouche and take it up to 11 with the airbrush. After one batch of Deathriders, I decided that the bone didn’t pop enough. So, I took all the bone I could and mixed half desert tan and half white to brighten the effect. After that, I just applied a dab of white ink to most of the models from directly above.

You can see a little difference here where I hit the models with the white vs. just leaving them desert tan.

Many of the models have cloth that hangs off the saddle or dangles between their legs. I wanted a contrasting color but didn’t want to spend much time on it, so I used contrast paint Aeldari Emerald with a dry brush of Talisman Green.

Between the bones, I just dabbed a bit of Citadel Nihil Oxide. It’s the same color on my night haunt, and I appreciated the spooky effect.

I wanted to take my time on the purple. I haven’t ever enjoyed layering or edge highlighting and these seemed like lovely models to try it on. All purple used the Two Thin Coats. Shadow Von Evil Purple, mid-tones were Emperors Purple and edged using Spectral Purple. The colors gave a nice metallic finish.

For basing I wanted the models to look like they were running through a meadow.

Simple mud texture paste, some flowers and cork rocks and flocked with a strong green grass. The only model I didn’t do this for was Nagash. I took a circle around his model and used a dead flock, and then on the edges of the circle, it was green.

Very happy with Katakros.

This image shows the difference the white highlight made on the bones. Look at the cavalry at the top right.

On the crawlers, I actually washed the skeletons that were manning the catapult just to give them an obviously different color, and help them stand out.

The endless spells were 100% airbrushed. Not sure of the recipe, but absolutely love how they turned out.

Tyranid Painting Project

In my 40k escalation league, I decided to pick Tyranids. I had a nice collection I had never brought to the tabletop, and it seemed like an enjoyable force to break out. This is an escalation league.

Overall, I am happy with the force and will probably expand. One thing I learned is that just because airbrushing is faster does not mean it is the best way forward.

To start, I primed all the models with Vallejo Primer Desert Tan.

My most time-consuming step was a mostly red oil wash with a drop of blue. I then wiped off using sponges.

I like the alien feel; it brought out most of the details I sought.

I then painted the caprice armor with Huge Miniatures Green Teal. I was delighted.

If you look closely, I airbrushed the Green Teal on the Exocrine and Maleceptor on the left, compared to the Exocrine and most of the gargoyles that I hand-brushed. I like the hand-painted look more and will forgo airbrushing those pieces in the future.

I painted most of the spikes and nails with Celestium Blue contrast paint. Then, I dry-brushed it with Reaper Mint Green. The tentacles were overbrushed with Vallejo Model Color green-grey.

The look is very alien and nasty, very tyranid-like.

I didn’t take a good picture of the basing, but I wanted it very simple. Volcanic Crackle Paste, Red marble mosaic pieces, snowballs, and clover.

What Warhammer players can learn from Magic the Gathering (opinion). Who’s the beatdown? What’s your archtype?

I always like to explore how one activity relates to another. For example, Basketball and Football seem to be very different games. Round ball, hardwood, vs not round ball, and grass. When you play the game, one key statistic comes to mind. Don’t turn the ball over. In American Football, turnovers indicate how a team performs over a season. A similar stat also shows in basketball.

Magic the Gathering and Warhammer are very different games with very different rules. Their only similarity is knowing and understanding your army’s various phases, strengths, and objectives precisely the same as in a Magic deck.

Magic the Gathering Background
There are two key ways to be a better magic player for newer players attempting to be competitive. 25 years ago, Mike Flores published the following article. https://articles.starcitygames.com/articles/whos-the-beatdown/. I recommend all wargames read the article. The gist of the article is understanding in Magic, two decks are trying to win by doing 20 damage to the opponent. One deck will be more aggressive and attack with creatures and spells than the other deck, no matter what.

This distinction is usually apparent; sometimes, it is less obvious. One key to Magic is that players can use a sideboard after the first game. Think of it as if you can swap out your cavalry for archers if you are facing an army of pikemen. A typical competitive Magic deck has 60 cards and a 15-card sideboard. Understanding what cards to sideboard and your role in the matchup is crucial to giving yourself the best opportunity to win.

The second way of improving at Magic is understanding the archetypes of each Magic deck and how they interact. We will explore this later.

Warhammer Who’s the Beatdown
Many Warhammer players who struggle to win consistently need to understand this concept. When to charge, when to hold back, when to go all in, and when to focus fire are crucial to winning. This relates to the role in the matchup. Word Bearers will most likely always be the beatdown or the aggressor. Their role is to kill the opponent. Could that change in round 4? If you already have objective superiority, it might be better to make the Tau break their gunline and come to you. Understanding each turn in a shell is basic and then applying that shell to the master scheme.

The beatdown role is also list-dependent. Necrons with lots of immortals and doomsday arks operate differently than a Necron list featuring flayers and wraiths. Space Marines would be the classic example of a force that can do either possibly but neither well. It is essential to know when it is your time to attack as a space marine player. A Ravenguard force filled with Assault Marines is most likely the beatdown in most cases vs an Iron Hands player.

A neat trick in magic if you are unsure about who the beatdown is, look who gets the first turn. If you are first turn it is most likely you, if it is your opponent it is not you.

A similar article I found while researching this article was posted in 2018 regarding Age of Sigmar. https://www.tga.community/blogs/entry/1731-4-whos-the-beatdown/

Why does the beatdown matter in Warhammer to winning
There are legit 60 armies in Warhammer between AOS and 40k. The newer gamer can’t understand the intricacies of each. Especially if you don’t play in every army all the time. Understanding what your primary path to victory comes easier when you know if your job is to attack or hold back. This brings us to the next phase.

What is your archetype
Magic decks tend to fall into four categories. Aggro, Mid-Range, Control, and Combo. The archetypes play well together in a rock-paper-scissors style to determine the Magic Metagame. Aggro decks usually beat control decks, mid-range decks usually beat control decks, control decks beat mid-range decks, and combo decks work as a wildcard.

Aggro deck’s job is to do as much damage as quickly as possible with small, fast creatures and damage-dealing spells. Mid-range decks tend to try and deal with the small creatures by killing them, making the opponent discard those cards, or putting a creature that is too big for the aggro decks to kill with their small creatures after the aggro deck runs out of resources, the mid-range deck takes over and goes for the kill. Control decks like to control all facets of the game using counterspells and spells that kill all creatures, but it generally takes until turn four for them to stabilize enough to have control, Aggro decks want to kill the opponent by turn four so it often becomes a race. Combo-decks attempt to win on the spot by assembling a series of two or three cards, casting those cards to create a combo of damage or creature creation that is unbeatable by the opponent.

It is a simplified version of Magic strategy, but it works for our purposes. Part of being the beatdown is understanding what type of deck you are running. This works very similar in Warhammer.

Warhammer Archtypes

Warhammer, as most of us know, also has a series of archetypes. Assault, Counter-Assault, Gunline, Combined Arms, MSU Spread, Glass Cannon, Parking Lot, Bulwark, Horde, Castle. Many of these archtypes can be confusing or overlap. For example to me a Gunline and a Castle function exactly the same with the same goals.

https://www.tacwargaming.com/newplayers/playstyles

Most armies fit nicely into the MTG archetypes, but it depends on the list. Necrons can easily be a horde army with 150 warriors on the board, they can be an elite army with the C’tans, or they can work as an all-purpose.

Armies like Genestealer cults or Leagues of Votaan have a smaller unit roster and aren’t as flexible in the various archetypes. Votaan will almost always be a gunline. Custoedes will always function as an elite army.

Combining Archtypes

I propose that in Warhammer, we consider our archetypes in the same Rock Paper Scissors format as Magic. Many competitive Warhammer players build their list with objectives and army roles in mind. This is the same as Magic when building. A Tau list with three riptides wants to defend said riptides by building a castle, letting them deal out damage while not taking any. I would consider this Tau list to be a control-type list. A control list would also be a different Tau list with crisis suits that want to move quickly around the board working on objectives.

Another example, Drukhari would be classified as a combo army, they want to put multiple buffs and auras on their units to make them more potent than their points suggest. In Magic, you would either counter said spells or discard their cards. In Warhammer, you eliminate the units, boost them or make them commit units elsewhere.

A new Warhammer player would better serve by understanding the archtypes in the game. If you think of your army as aggressive, you know your role is to kill as much of the enemy as possible. While mathematically, you would be best served to charge your orc boyz into a smaller unit of Termagants. If a Hive Tyrant is also within charge range and is buffing several units around it, the Tyrant is a better target, even if you don’t get the kill. To come to this decision, you, A, must understand that the Ork player is the beatdown, and B, the Tyranid player, is a combo player, and you must eliminate the combo pieces. The rest of the army crumbles once the Combo enabler is removed from play.

Facing the Same archetype

What happens when two forces have similar builds or archtypes? This is where, in Magic, you make your money as a pro. When two control decks face-off, one must be the beatdown.

In Warhammer, how do you decide? If two gun lines are facing off, unless the two armies are identical, one will be better at shooting than the other. Know if that’s you or not. You don’t want to be the player sitting back and shooting at your opponent when they are better at it than you are.

2025 Resolutions

My last post looked at how I did in 2024. Now, what can I do in 2025?

For one thing, I want my goals to be more direct.

Projects that will be done this year
The following projects are with various painters or will be with them.

  1. Lumineth Realm Lords
  2. French Bolt Action
  3. Death Korps of Kreig

Building Goals

  1. Eliminate all the piles of shame. I did most of this last year, but getting rid of it would be huge.


Army Goals
1. Paint AOS Ossiarch Bonereapers (I own every AOS faction; less than half have paint)
2. Paint a 40k army. (Potentially more Tyrnaids, leagues of Votaan, and dark Eldar are also options for 3,500 points)
3. Paint a 15mm Byzantine force. (my next campaign idea is Wars of Justinian following Belisarius)
4. 5 Small groups (Harry Potter, MCP, Kill Team, Warcry, Necromunda, Malifauxe, Bloodbowl)
5. Paint a Fantasy Army (leaning towards high elves, could do Skaven 3,500 points)
6. Paint a Battlefleet Gothic Fleet. (ad mech most likely 5,000 points)
7. Paint a Middle Earth army 1k points

Terrain Goals
1. Inventory Terrain
2. Properly Store Kallistra
3. Paint my Industrial Complex Terrain

Game Goals
1. 26 games throughout the year, battle report worthy. These can be home games or public games
2. Pick up a new game system, One Page Rules seems likely, so does Mortem et Glorium

Skill Goals
1. Paint brighter colors
2. Try new paint techniques, went blending in particular
3. Inventory some forces (an entire game system first would be good)
4. Complete and publish a ruleset or campaign.

2024 Year in Review

Wow, has it really been 2 months since I posted last. I have not been idle. Just lazy on the writing front. Sometimes, I think I get anxious about not doing what I am supposed to have done, and then I fall further behind. I will make several posts showcasing my accomplishments over the last two months. A half a dozen games and a fully painted Tyrranid list.

My resolutions for 2024 were;

  1. Complete Horus Heresey Word Bearers Army
  2.  Complete through scenario 15 of the Stalingrad campaign
  3.  Complete a Warhammer Fantasy Army, either high elves or Beastmen
  4.  Inventory my terrain
  5.  Spend less money and focus more on 3d printing
  6.  Paint 6 Skirmish forces, either Warcry, Necromunda, Carnivale, Malifauxe, Kill Team, etc. 6 of them.
  7.  100 Blog Posts

I completed the Word Bearers Army with 3500+ points. I still have quite a bit of work to do. I need two more Terminator squads, another couple of dreadnaughts, and new tanks.

I did not even get close to scenario 15. In fact, I only got to 5. I gave up on this as, quite frankly, I just got bored with it. As a plus, I painted 2k points of Soviets and 1500 points of Germans.

I completed a fantasy army, which consisted of the dwarves rather than the high elves, but it was completed.

My terrain was inventoried, kinda, no, not really, I did look at what I have.

However, I did spend less money; I did not do more 3d printing. This year should be better for 3d printing. I am getting much better at it, and the new printer is fantastic. I need to do a review.

I painted 4 skirmish forces. One Blood Bowl Team, One Marvel Crisis Protocol Group, 10ish Harry Potter Figures, and One Warcry Warband.

100 Blog Posts, 33%, are not good but not bad. Considering there were 4 months with zero posts. It seems a weekly post would be more effective.

Other Things
Complete the Black Seas ships (thank you, Kevin Bush)
Completed armies for the 100 Years war
Completed Mancrusher Gargants

How to improve;

I was actually more successful than I thought I would be. The thought this weekend of completing the review was it would be abysmal. Instead, I was a little encouraged.

Review My Goals
It seems like I tend to get bored quickly with a project. The Stalingrad project, for example, was exciting for a few weeks, then a chore for a few more weeks, then a burden. Hobbying should never be a burden. If I had looked at the list of hobby goals, I would have grabbed a Kill-Team, Warband, or other item and given myself a break.

Understanding Limits
I just don’t get enough hobbying done in a week to get enough content for two posts. I may do one battle every two weeks and complete one or two units every two weeks. People don’t care much about my thoughts, but I could review more products. This year, 50 posts seem more reasonable.

Also, to understand my limits, I must understand my attention span. I have three rulesets I have been working on for various games and a dozen campaign and army ideas; traversing from one to another will be necessary.

Have Fun

This hobby should not be a chore or a burden. If I am not having fun, do something enjoyable.

Until 2025.

40k Escalation League

I am very excited. My FLGS is going to start a new escalation. I am so excited that I purchased five sets of terrain and 200 odd models and have begun the process of painting them all.

Tyranids, bugs, the hiveswarm. This will be my first time piloting the army. I have gone with this list for the 500-point game. League rules state that unless I use whatever units I start with, I must keep them throughout.

My paint scheme will start with a desert tan base coat (aka wraith bone). Hit them with a solid red oilwash that gets wiped off. Do the carapace armor with a color-shifting paint. Most of the weapons and claws will be acid green.
I went to Hobby Lobby and purchased some alien looking plants and rocks to really push the models out of this world.

Vanguard Onslaught
Neurotyrant Warlord105
Gargoyles85
Exocrine135
Raveners75
Zoanthropes100

My final list will be as follows. I wasn’t originally planning on Raveners and Zoanthropes, but I had to make the leader work in my army. I think we will see the neurolictors go away. They seem a little underwhelming.

Vanguard Onslaught
Hive Tyrant with Adaptive Biology Warlord260
Deathleaper80
Neurotyrant105
Old One Eye150
3 Units of 10 Model Gargoyles255
Biovore50
2 Carnifexes with deathspitters230
2 Exocrines270
2 Maleceptors340
2 Neurolictors180
2 Pyrovores80

DBMM 500 Pts Rome vs Carthage

To give me a break from the Bolt Action / Horus Heresy indoctrination. I put my collection of 15mm ancients to work and set up a game of DBMM.

Conclusions

I forget how balanced DBMM actually is. I am very new to the game and don’t have all the rules down. Especially having to teach myself. But the game was fun, over 3 hours tops, and hinged on critical moments. It gives me the feeling of an actual battle.

Pip allocation is a huge factor. Huge. A bad pip roll will ruin the engagement for you.

Carthage did win. It was a near thing, any given combat failure would have resulted in a different result.

I picked Rome 216-203 BC vs Carthage
After the roll, Carthage was the aggressor.

C and cRegCv (O)Hannibal reg cv15353
Sub generalRegLH (O)Reg LF22550
lybian spearmenRegSp(O)reg sp o18590
numidian calvIrrLH(O)irr lh o8432
merc javelinsRegPs(S)reg ps9327
libyan calvRegCv (O)Reg cv o4832
Bolt shootersRegArt(O)Reg art2816
CampsIrrBge(I)Irr beg144
span merc calvRegLH (O)reg cav o4832
span merc foot caetratiRegPs(S)reg ps248
span merc foot scutarriRegAx(S)reg ax12560
elephantsIrr El (I)81296
QtyPoints500
C and cRegCv(O)Reg cv12828
Sub generalRegCv(O)Reg cv12727
Ally generalRegCv(O)Reg cv11818
roman cavRegCv(O)reg cv5840
roman hastatiRegBd(O)reg bd367252
veletetesRegPs(S)reg ps18354
triariRegSp (S)reg sp9763
greek archersRegPs(O)reg ps2510
artyReg Aty (O)arty188

The Carthage Commands were;

Hannibal- Libyan Cavalry, Numidian Cav
Sub General 1- Spearmen, Elephants, Bolt Shooters, Mercenary Javelins
Sub General 2- Span Mercenary

Rome Commands
C and C- Hastati, Triari
Sub General- Cav and Arty
Ally General, Veletetes and Greek Archers

Set-Up

I played on a 6×4 board with a couple of hills and roads (randomly generated) and a river.

I put the Romans in the triple-axis formation with a skirmish screen. The Cavalry took the right flank.

Carthage was set up with a single skirmisher, two elements of spears, then an elephant the next block over. To their right flank were the cavalry and, in reserve, the Spanish mercenaries.

Bound 1

Carthage had an amazing Pip roll which allowed their forces to push up the field rapidly. The Roman dice were 1, 1 and 2. The cavalry immediately put the Romans under pressure. A deep analysis would reveal the battle was lost on this first bound.

Rome did what it could with their movement. They pushed forward the skirmish screen. Took advantage of the weak left flank on the Carthaginian side with an aggressive cavalry move.

Bound 2

Rome seized the initiative and maneuvered their triari to take on the Carthage Cavalry. Carthage had to use their largest dice to counter the Roman cavalry threat.

Bound 3

The two flanks become a mess. Spanish mercenaries take on the Roman cavalry hoping to delay long enough so the main force can break Roman lines. The Carthage Cavalry nears victory when the triari arrive.

Bound 4

I must have missed the picture… the lines have crashed together, the Carthaginians sweeping away the Roman skirmish screen.

Bound 5

The Spanish mercenaries are holding while the Carthaginian Cavalry attack failed miserably. The Roman lines are on the brink of collapse.

Bound 6

Both sides have lost commands, and the Roman Cavalry and Spanish Mercenaries continue their death grind. The Romans stabilized the line using the left over trari.

Bound 7

Technically, battle was over at this point, Carthage destroyed enough units to win. I kept playing because I was enjoying myself.

A few more images are below of the continuation. I will most likely play another game soon, Greece vs Persia, or maybe 100 years war. We shall see.

My September Volume of Work

September was rough. I refereed 36 soccer matches in 5 states and 12 cities. I was a soccer referee from Thursday to Sunday every week. I have two more weeks of intense officiating.

This week, starting Thursday, I referee two matches two hours away. (4 total drive hours). Then I drive six hours for a single game (10 total hours). I drive four hours for another game (14 total drive hours). I’ll drive two and a half hours for the final match. (16.5 total drive hours) followed by a three-and-a-half-hour drive home. (20 total drive hours)

I will referee from the time I get to each site until the time I leave, a total of sixteen hours. Over the weekend, I will work 36 hours, sleep in hotels, and recover for the next day. I should clear about $2,500 for the weekend making everything ok.

This means I have been unable to play games or hobbies to my usual extent. I did accomplish a ton of things, though.

A. Used Warlord Army Builder to create every list to complete the Stalingrad campaign. Their army builder is switching to 3rd edition, and I want to game in 2nd.

B. Completed a game of DBMM (battle report to follow)

C. Painted the Following Models (70 total)

Soviet airborne (Happy with)

Base German green brown vallejo primer
Zen idf Israeli desert sand vallejo primer
Wash earth shade
Hats contrast skeleton horde
Guns contrast black. Drybrush silver
Base
Vallejo russian mud
Terrain static grass landscape series
Yellow flowers

Soviet Guard Squad (Not happy with)

Base german panzer grey primer
Zen nato green primer
Sponge on vallejo model air dark brown
Wash camoshade
Vallejo diorama European thick mud
Terrain static grass green
Autumn leaves

Soviet Infantry Base (medium happy with how they turned out)
Base German red brown primer
Zen russian green primer
Wash camo shade
Dry brush model air gunship green
Vallejo diorama European thick mud
Terrain static grass green 
Yellow flowers

German Infantry Squad (very happy)
Base black primer
Zen grey primer
Base vallejo German field grey
Drybrush light grey
Vallejo thick mud russian mud
Tan static grass
Army painter swamp tufts

I also camo airbrushed a German Tank. It was my first attempt at doing something like this and I wasn’t super happy with it. My color ended more red than brown as intended. (also why I didn’t bother with the pilot or paiting the tracks or any detail work)

Horus Heresy Stalingrad 3

Another thrilling engagement for the Horus Heresey Series. It took me too long to get this particular game in.

The Ravenguard started off aggressively and with ample destruction. However, clever maneuvers to negate the Lord of War Fellblade and strike a crucial counter-attack doomed them by Turn 4. The Word Bearers were victorious, and this plays nicely into scenario 4, where the Ravenguard is backed up by a river in a desperate struggle for survival. The battle played out very similarly to the Bolt Action version, where each side picked a flank to focus fire and efforts . The strength of the deep strike played a major role here, just like the flanking assaults in Bolt Action.

Conclusions and Thoughts

It was my first time bringing out the Gal Vorbak; wow, they impressed me.
The terrain was a little thick which negated the Fellblade, the three turns it got to shoot, something did die. They just were not the optimum targets.

The Scenario
As with the Bolt Action Version, there is a small river separating a subdivision of the city. The Word Bearers have been ordered to push back the Ravenguard, while the Ravenguard have been ordered to seize both sides.

Forces get 1VP for each unit on their opponent’s side of the river and 1VP for each unit destroyed.

Army Lists

(The lists were equal when I originally built them)

Ravenguard3000Word Bearers2850
Damocles Command Rhino150Praetor Cataphractii140
Strike Captain Alvarex Maun140Gal Vorbak Squad550
Contemptor Dreadnought Talon x2350Mhara Gal Dreadnought240
Deliverers Squad225Terminator Cataphractii175
Assault Squad145Assault Squad X20265
Assault Squad145Tactical Squad100
Tactical Squad x18250Tactical Squad100
Dark Furies150Sabre Strike Squadron150
Javelin Squadron x2180Storm Eagle Gunship210
Proteus Land Speeder x3180Deredeo Dreadnought Talon205
Land Raider Proteus235Land Raider Spartan250
Legion Basilisk200Sicaran Squadron365
Fellblade650

List Choice

Both sides used assault marines to move across the river. I also felt the gunship could help transport that Gal Vorbak to a crucial space. The Ravenguard pushed with their land speeders, emphasizing their speed, while the Word Bearers wanted to counterattack when holes opened in the Ravenguard lines.

Deployment

The Word Bearers needed to limit the Fellblade’s effectiveness, as they had little that could even dent it. 14 Armour with 12 HP is a challenge. I placed the Gal Vorbak inside the warehouse. I think thematically having the Ravenguard “surprised” with the new mutants would be a little shocking.

The Ravenguard wanted to get their heaviest units across the board and hold them while using their two units of assault marines and a single unit of furies to disrupt the situation.

Turn 1

The Ravenguard Fellblade knocks out the hammerfall bunker. I wanted to make sure there were options to get the assault marines in the backfield. It was also one of the only units in line of sight. I could have taken out a sabre tank instead. There were very few casualties and most units were just positioning, and checking sightlines.

Turn 2

Heavy shooting here, the Fellblade knocks down the Gunship. The Ravenguard Landraider destroyed the Sicaran. The Ravengaurd are very aggressive with their land speeders and have dropped in their assault marines. They have also pushed with the Rhino carrying the Deliverers. The Word Bearers countered the tactical marine advance on the railroad bridge with their own terminators and they moved their own land raider into position to cover the bridge along with the daredeo dreadnought.

Turn 3

The Word Bearers have turned the corner. With some clever movement, the Word Bearers took the Fellblade out of the game; the Fellblade did not have a line of sight with its lascannons and had to take a hopeful shot against the Deredeo Dreadnought but missed. The Word Bearers destroyed most of the speeders for the Ravenguard, destroyed an entire assault squad, and pinned the unit of tactical marines as they tried to cross the railroad bridge. They also destroyed the command rhino attempting to deliver the Deliverers. Finally, they landed 20 assault marines behind Ravenguard lines. The Ravenguard didn’t really do anything helpful.

Turn 4,

After this turn, I called the game. I could not see a path forward to victory for Ravenguard. The Ravenguard lost their Land Raider, lost all their assault squads, and did zero damage to the Mhara Ghal Dreadnought who tied up both Contemptors. The Ravenguard did manage to kill a Sabre, a tactical squad, and, maybe a terminator.

Ravenguard3000Word Bearers2850
Damocles Command Rhino Destroyed150Praetor Cataphractii140
Strike Captain Alvarex Maun140Gal Vorbak Squad550
Contemptor Dreadnought Talon x2350Mhara Gal Dreadnought240
Deliverers Squad225Terminator Cataphractii175
Assault Squad Destroyed145Assault Squad X20265
Assault Squad Destroyed145Tactical Squad 2 Alive100
Tactical Squad x18 2 Left Alive250Tactical Squad100
Dark Furies150Sabre Strike Squadron 1 Destroyed150
Javelin Squadron Destroyed180Storm Eagle Gunship Destroyed210
Proteus Land Speeder x3 Destroyed180Deredeo Dreadnought Talon205
Land Raider Proteus Destroyed235Land Raider Spartan250
Legion Basilisk200Sicaran Squadron 1 Destoyed365
Fellblade650
4 VPs for Destroyed Units3 Units in Enemies Backfield7 VPs for Destroyed Units4 Units in Enemys Backfield

Why I Called It

The very best turn imaginable would have been the following, Fellblade destroying the Daredeo +1 25% chance (no line of sight to the 2nd Sabre), the two contemptors destroying the Mhara Ghal +1, 4% chance, the Dark Furies landing on the far side and living +1 66% chance, the 2 remaining space marines winning combat on bad initiative and forcing back the terminators and praetor -2, <1% chance, which would have resulted in a +1 win for the Ravenguard.

The Word Bearers would have responded with, focusing fire on the basilisk, 75% of destroying it. +1, using the Land Raider and Tactical Squad to Destroy the Dark Furies 33% chance +1 and -1. The Ghal Vorbak charging the damaged dreadnought 18% +1 and -1 chance of destroying it. Killing the remaining 2 tactical marines. 85% chance.

AOS 4th Edition First Impressions

Age of Sigmar 4th edition has been out for about a month, and I finally played my first game.

Conclusions

Pros
– The gameplay is faster, especially compared to 40k or 2nd edition
– The new app is a significant improvement over the old
– Armies feel different
– New command point structure and reactions
– Consequences for double turn

Cons
– New detachment rules will be challenging as new books get released
– Simplification leads to a lack of depth
– New missions were a tad confusing

Other Thoughts
– Fly is a big deal
– The game is about Hero’s and monsters
– Know your army’s rules!!!

At first glance, the game was the same as in the prior editions. Most things will be the game you remember. I think the changes that were made helped differentiate AOS from 40k. The new list-building rules, the reactions, how command points work, and losing VPs for taking the double turn all add up to a unique game.

Since the 8th edition, 40k has always felt competitive and gamey rather than beer and pretzels. While I love a good league and competition, I would prefer to roll dice and make pew noises on a summer Saturday afternoon while trying to pull off a ridiculous combo. Age of Sigmar gave me that beer and pretzels vibe.

Using the app during gameplay was easy once you did it a few times. I would prefer one less touch of the screen when going from unit to army and vice versa, but it felt natural once you did it a few times. I have always thought that you should be able to add your opponent’s force and have a dice rolling function in the app, so if your unit A was shooting at his unit B, with this buff, here is how many casualties. I understand why they don’t. In competitive games, they want there to be skill involved in Mathhammer.

I did glance through several individual armies’ various rules, and at first, they appeared very well balanced. I am fearful that as new army books are released, we will see classic power creep, and every couple of months, it will be about the newest army.

Battle Report
My friend was interested in getting into AOS, and I was itching for a match. He was looking at purchasing either Nighthaunt or Idoneth. I brought both to our battle. I built the lists based on what my friend wanted to buy rather than what I thought would be good. I honestly hadn’t even opened my 4th edition rulebook and knew nothing about the army’s special rules. Of our 3-hour session, 1.5 was spent looking up rules.

Idoneth1570Nighthaunt1430
Mathlann Aspect of the Storm330Lady Olynder Gen300
Akhelian King200Black Coach260
Akhelian Leviadon500Bladeghast Revenants150
Akhelian Morrsarr Guard170Bladeghast Revenants150
Namarti Reavers130Chainrasps Reinforced200
Namarti Thralls120Chainrasps100
Namarti Thralls120Grimghast Reapers140
Spirit Hosts130

The entire game took less than three hours, from mission selection to set-up, 5 battle rounds, and tear down.

We used a random card from the Skaventide box. After looking through the GHB missions, we found that they were all a little rule-heavy for what we were looking for today, so we just said kill.

In what ended up being a very close game, my friend did just a bit more damage to my Nighthaunts than I did to his Idoneth. My black coach’s failed 4″ charge into his reavers would have changed the game. He also had an additional unit that would have been a beneficial screen.