Pax in Nomine Domini! – Crusaders vs. Franks [SAGA battlereport]

Hello and welcome back for another SAGA showdown, this time between my Crusaders and Herman’s Frankish force using 6pt warbands! After having played several of the standard scenarios, like ‘Sacred Ground’, ‘Champions of God’, and the Challenge’, we decided that it was about time we stirred things up a bit. So, after a short discussion we settled on playing ‘the Last Stand!’ from the Crescent and the Cross rulebook, which is a challenging scenario for both defender and attacker alike. I really wanted to make sure that I got to attack in this scenario, mainly because the Crusaders are quite an aggressive army, but also since the risk of not unlocking virtues in time can make defending extremely hard and annoying. This scenario uses an interesting but tricky mechanic where both players bids a secret number between 1-10, which is translated to the number of turns each player thinks he/she can destroy the enemy army in. The lowest bidder automatically becomes the attacker, which basically means that you have to wager between a bid that not only gets you the role you want to play, but also gives you a chance of winning should you become the attacker. I opted to bet for 7 turns, while Herman placed a total of 8 turns in his bet. As I was the lowest bidder I became the attacker, set to destroy Herman’s entire army (not counting the Warlord) within seven turns. The scenario also allows the attacker to use the ‘Endless Warband’ special rule which means that warriors and hearthguard that have previously been killed can form up fresh units that can re-deploy on the table as the game progress – this in turn means that the defender will have to watch out and not try to kill too many soldiers from the attacking force. A tricky situation to handle even for a skilled player!

I took the following army:
1 Warlord
8 Mounted Hearthguards
8 Hearthguards on foot w. great weapons
9 Warriors on foot w. spears/shields
7 Warriors on foot w. crossbows

Herman’s army consisted of:
1 Charlemagne, Emprah of the West
8 Mounted Hearthguards (Charlie’s bodyguard: armor 6. Please note that we played this unit a bit wrong as it can only consist of a total of 6 models)
4 Mounted Hearthguards
8 Warriors on foot w. bows
8 Warriors on foot w. bows



Byzantium invades Malmö (SAGA Tournament Report)

The Byzantines assembled and ready to crush barbarians.

Took the Byzantines out to their 4th SAGA tournament. I’ve been playing the Moors a lot in our Age of the Wolf campaign, but external circumstances forced my hand to pick the Romans. This AAR will describe my army, the scenarios we played, how the battles went, with focus on the important tactical decisions I remember. Lastly, a short evaluation of the tournament and my army will be presented. The initial strategy behind my army selection was to use Turcoman mercenaries and switch them with Javelin Levy. I totally failed to paint this as I needed  more practice games. I ended up with:

7-point Byzantine Warband
Warlord- Strategos on Horse
2 points of Hearthguard Cavalry
4 points of Warriors
1 Point of Levy

We bring 7 points to the tournament, but only play with 6. This time I had enough models to arm the Hearthguard with both Bows or Lances depending on the opponent. I ended up playing this composition in every game except one:

8 Hearthguard w bows
10 Warriors spearmen
10 Warrior spearmen
4 Warrior spearmen
5 Levy Javelin
7 Levy Javelin

Game 1 – Pagan Rus – The Challenge 

The Pagans assembled.

First game was against Freddys Pagan Rus, who came in all the way from Denmark to join the fun. Rus Pagans are a very historic but somewhat difficult army to face with Byzantines.  Their durability and strong counters to shooting and mounted models can cause problems. He had:

Pagan Rus
Warlord- Khagan on Foot
8 HG
12 Warriors
12 Warriors
10 Warriors

Overview of our deployment. Our lords face off in the middle.

The game starts with the Khagan charging my Strategos (I had one dice in the Combat Pool, Withdrawal and Support Archers). The Rus Khagan has an ability that if the opponent scores no hits, he can do up to 6 automatic hits. I opted to attack but failed to land a blow with 6 dice, Support Archers all missed while the Pagan Rus did 7 wounds to my Byzantine Warlord. A total frickin’ disaster. If he did three more wounds to me, he would immediately win the game so I took a conservative approach.

The Pagans sent a 12-man flanking unit which I hoped the chase down, remove a SAGA dice and did it after two turns. After this the Pagans moved towards their own edge, sacrificing units along the way. Only in the last turn I could mount a charge on the Khagan with a reduced unit of mounted Hearthguard. This was not enough to bring him down. I unintentionally cheated in the last turn by using the Kontos ability on my bow-armed hearthguard. Sorry for that Freddy.

I decide to smash the Pagan flankers.
The Rus retreat, I use Basileus a lot to follow them, hence the fatigues on the Strategos. The Frozen ability slows me down.
I managed to get a charge off in the end. But it couldn’t get past the defensive abilities of the Pagans.

Results: Overall victory for my opponent but I got points for some secondary objectives.

And intense game to the end but 7 inflicted wounds in turn 1 was nothing I could come back from easily.  Their anti-shooting ability was especially unpleasant and they could shut down the game without using Great Winter. I made a big mistake in army composition by not running the cavalry lancers. The Rus are good at slowing the game down and surviving, somewhat like the Moors. The way to beat these durable forces is by focusing on scenario objectives. Killing all of them is way too much hassle. The cavalry lancers have a lot of attacks and could put the Rus Khagan in serious hurt after he mauled my Strategos. Ranged capability could be maintained by opting for bows among the Warriors squads.

I had a fun time during the entire game, my opponent was a great sportsman and I bet he was in some difficulties himself. He never faced Byzantines before and the Battleboard has a lot of hard to spot tricks. Freddy came from Denmark and we joked that the Danish reconquisita of Skåne was underway, one SAGA game at a time. He will arrange a team tournament in Copenhagen which I really look forward to play in.

Game 2 – Norse-Gaels – Champions of God

Norse-Gaels deployed and ready to ravage the lands.

Second game was against another Dane, he also used a Viking faction (noticing a trend here), the Norse Gaels. In this game switched out one of the Spearmen units to archers, to shoot as much as possible. I am quite scared of the Norse-Gaels, the do massive damage to anything they touch. However, Byzantines are strong in scenarios like this where I can castle up and go full DEFENSIOR. My opponent had:

Warlord (Dane Axe)
8 HG (Dane Axes)
12 Warriors (Dane Axes)
12 Warriors (Dane Axes)
10 Warriors (Dane Axes)

My strategy when dealing with Norse Gaels is killing all their Hearthguard as soon as possible and making sure the Warlord can’t trash my best units in a challenge. Their Hearthguard are particularly nasty because they win challenges easier and can make themselves hard to kill in combat. The Norse-Gael warriors can still do damage but are a lot more brittle in melee. They also need more support from the Battleboard to reliably win challenges.

Overview of our deployment. The angle on this photo is designed to make you seasick. I had the first turn so the mounted archers are deployed forward.

The game starts off by having my mounted archers doing massive damage in the first turn and my opponent pushing hard to catch on and even out the numbers.

My opponent tries to charge one of the Levy units. Byzantine shooting reduced his 12 man Warrior squad to 6.
The Levy survive the charge. I hoped to shoot the remaining 3 guys down. Charging is a bit risky as his Hearthguard will move closer to me.
All of my shooting fail to take the 3 Norse-Gael warriors down. My opponent charges the last Levyman, but he defiantly refuses to die. I don’t know why he did this, he should have charged my warriors. It looks pretty good for me, as he can’t really engage from this distance.
Which turns out to be wrong. His Hearthguard crash into the other Levy-unit but more importantly, the NG warriors completely wreck my archer unit. His hearthguard end up with two fatigue and I hatch a devious plan.
Through intense measuring and general Byzantine trickery, I send in the Strategos together with 10 spearmen supported by Strategikon and Support Archers from the nearby Hearthguard. My opponents Hearthguard wisely choose to defend.
But after I throw buckets of attack dice, the Norse-Gael Hearthguard are annihilated. The NG Warrior unit continue to cause damage but the Byzantines dominate game after this.

I lost the Levy and the Bowmen in this game. The Bowmen on foot are a brittle unit, if they fatigue themselves just once, their survival in melee becomes VERY difficult. Especially against opponents with Dane-axes. Should have used more spearmen here. My opponent was quite a fun guy, made great jokes but he was new to the game. He should have deployed his army centrally and avoid going around the forest. He also didn’t use the scary Norse Gael Warlord at all, who hung back with a 10-man warrior squad. Had he been closer to the front, he could have served some revenge for the Hearthguard.

Result: Win for me.

Game 3 – Moors – Into the Slaughter


The Moors prepare themselves to unleash a Ramadance of Death and Destruction. Bedouins on Camels take up position on the far left flank. The tokens on the table represent mission objectives.

Third game was against Moors led by Jonatan the tourney organizer. I didn’t expect an easy win because Jonatan is a very good SAGA player, only one so far who netted a win against Saracens led by Alex the One-Man Jihad. My shooting gives me a slight edge in this game that I have to exploit. I’ve also been playing the Moors a lot lately so knew the board well. The mission was to kill the enemy Warlord while being within M to one of 3 tokens placed along the central vertical axis running across the board. He had:

Moorish Warband
Warlord (mounted)
10 Warriors
6 Warriors
12 Warriors
12 Warriors
8 Beduins on camels

I move up quickly and start raining arrows.

The plan is to shoot as hell before they close in but I don’t do enough damage. Moorish combat capabilities are dependent on unit size, the smaller they are the weaker they get.

Unfortunately, as the lines close in, Friendly Fire makes shooting much riskier. We kind of charged each other back and forth, the Support Archers ability being incredible as it goes right past shooting reaction abilities.

The mounted archers destroy a Moorish unit who went after my Levy.
I stupidly went after the Bedouins and tried to reduce them in strength. Their shooting had killed all my levy. This left my warriors on the left flank in a vulnerable spot from the Moorish 12 man phalanx.
My left flank is rolled up and only one guy survives. Despite being showered by rocket propelled javelins from the nearby Beduins for almost every turn here on, he never fails a save. Ever. I spend a lot of combat power to destroy the 6-man unit guarding their Warlord. Their deaths cause widespread fatigue.
A Moorish attack reduces my second spearmen unit to two sad Greek dudes. The strength of my army can be compared to a wet paper-towel bag filled with poo. Except for the Hearthguard. They have a clear lane to the Moorish Warlord, successfully cast Support Archers on themselves and win me the game.

A hard fought game, Jonatan has not been playing the Moors much and I think he will do much better with them in the future. A mistake I made here was underestimating the Doubts ability, it led to my 4-man fatigue sink unit falling far behind. Moorish abilities make resting difficult so I needed those fellows further up the board to use Common Efforts. Jonatan joked that he let me win because otherwise I would get butthurt, take the models I borrowed to him and run home crying. All I can say is, it’s not within the realms of the impossible.

Result: Win for the Byzantines.

Game 4 – Crusaders – Battle for the Hoard

Even though he will never admit it, Fredriks Crusaders are well painted and are a fine looking SAGA army. They are in the process of being rebased here. Protip: use the same bases as Gripping Beast unless you hate generating attack dice.

Last game was Battle for the Hoard against the Crusaders run by Fredrik, some schmuck who spams the 40k articles around here. The scenario is about securing a central hoard token in difficult terrain. The army was:

Mounted Warlord
8 HG mounted
8 HG w dane axes
9 Warrior Spearmen
7 Warrior Crossbow men

In this scenario, the players start far from each other. The deployment area is within S from the table edge. My cavalry boys are too far away to to damage turn 1.

My standard plan against the Crusaders is to quickly reduce the Knights before they could unlock their entire board and do a heckin’ lot of damage. On the left flank, I intended one unit of Levy supported by Warriors to grab the hoard.

I move up slowly, most defensive abilities are prepped and ready to go. The Latins sit back and unlock the Pain Train side of their Battleboard.
In this crucial turn I only roll shields for SAGA dice, I was hoping to pull off Basileus and shoot a little. The Latin Pain Train can confidently blow the whistle for full steam ahead.
Latin Axemen charge into my warriors and wipe them out. I had defensive abilities stacked and take them out in turn. I did a hit and run with the mounted archers on the Knights but they laughed at me. By being a fucking idiot, I put my HG perfectly within S of the Levy.  MOM, STOP THE TRAIN I WANT TO GET OFF. MOM!!

In the next turn, the Crusader Knights charged the levy, wrecked them and then went after my HG. After they were reduced, I really struggled to do anything the game. I did manage to destroy all the Knights but my army was beyond ravaged. The Crusader Warlord and the foot sergeants, wiped the rest of my dudes out.

I made a lot of mistakes in this game with unit placement and didn’t support my army properly which my opponent was able to exploit. And even with good SAGA dice in the end, it was very painful loss as all my models were destroyed on the table. They are tricky to face the Crusaders, ideally you want to start near them, get the first turn and pick off some knights before they power up.  I should have been able to do so with my Hearthguard  but I put them too far back or put shit in the way. Second thing I will take away from this game is not to split the levy into 5+7 when facing this type of aggressive ultra violent factions. The small units get wiped out too quickly and the opponent can exploit that in the same turn to cause more headache. A proper 12-man levy unit takes more effort to chew through. It didn’t help me that Fredrik plays his Crusaders well, he has a good strategy for generating Virtues and manages his dice allocation skillfully.

Result: You can always count on latins to ruin all the fun. A big fat zero points for me.

Some final words

It was a good SAGA event, well run by Jonatan. It was fun to play against new dudes and their armies. The Danes who came over to game, were a super fun bunch to play against. I particularly liked their habit of picking up your “to hit dice” when rolling for defence, this allows for no errors.

Jonatans selection of missions, terrain and overall rules was perfect, in no game I felt disadvantaged by the scenario or board. The only thing that got a bit difficult was time, no game reached the end turn. It could be the schedule but I had one of the larger armies coupled with a complicated Battleboard. Need to work on a better army composition next time, right now it feels like I am running a warband with complex solutions to simple problems. When the different scenarios are factored in, the workload from all the micromanagement becomes simply too high. With two wins, I got in the upper half of the scoring table.

Out of 10 participants, the top 3 was:
1. Alex the One-Man Jihad (Saracens with Kilij Arslan)
2. Johan (Milites Christi with Raymond de Puy)
3. Fredrik (Crusaders)

Really hope SAGA takes off here, two tournaments planned so-far in the fall. Until next time.

Cracking new desert bases! – an Agrellan Earth tutorial


I’ve been getting a lot of questions on how to do the cracked, dry earth bases for my Moorish volunteers for SAGA. While the application of Agrellan Earth is simple, there are some mistakes that can be made. And I pretty much made all of them when painting 50 minis with this technique. By reading this guide, you won’t have to. This is what you will need:

Acrylic Spackling Paste
Sculpting tool
Super glue
Galeforce Nine Rocky Basing Grit (or any other rock material for basing)
Warlord Games Sandy Tufts
A really sharp scalpel

Red wash (Army Painter – Red Tone)
Dark Brown wash (Army Painter – Strong Tone)
Orange Brown wash (Vallejo Model Wash – Dark Brown)
Dark Green wash ( Citadel – Athonian Camoshade)
Ivory (Vallejo – Bone White)
Dark Grey (Citadel – Eshin Grey)
Stone Grey (Citadel – Dawnstone)
Brown (Citadel – Mournfang brown)
Texture paint (Citadel – Agrellan Earth)
Drab (Vallejo – Earth)

picture 1
1. We will start from the beginning. Glue the miniature to the base. Before moving to the next step, make sure that the sanding, sculpting, drilling and other steps that involve putting high force loads on the miniature are done. This is because the spackling putty used in the next step is brittle and can easily flake off when subjected to shear and tension.

picture 32. Apply the spackling putty with an old sculpting tool. Aim for an even coverage because the texture paint used later does not fill up or cover holes and recesses well when it dries. Don’t worry if the putty gets on the miniature.

picture 4
3. Once the spackling putty is dry, use the sculpting tool again to push and scrape off dried putty from the rim of the base and from the miniature’s legs and clothing.

picture 54. Now, undercoat the miniature and start painting it. I changed minis here because I finished the other one without taking pictures. SORRY!

picture 65. Paint the base in a dark brown colour. This will show through the texture paint. I use Mournfang Brown in 2 or 3 layers. I also finish painting the entire miniature before going to the next step.

picture 76. Apply the texture paint in a thick layer with an old brush, preferably with long bristles. You only have one chance when doing this but don’t stress as the drying time is quite long. I leave it to dry over the night. If the paint gets on the miniature, you can quickly try to soak it up with a clean brush dipped in water.

picture 87. After the texture paint is dried it should form cracks. Sometimes, the white from the spackling putty shows through. In that case apply some dark brown wash to hide it.

picture 9
8. Drybrush base with an Ivory colour to increase the depth of the khaki. By careful when doing this as the texture paint can flake off.

picture 109. In this step, the aim is to increase the realism of the cracked earth by adding additional colours to it. Apply the red, green and orange-brown washes sparsely in patches on the base, push some of the color away from the flakes and into the recesses.  Apply the washes one by one in different areas, don’t mix them. You can paint the rim of the base in drab and call yourself done after this step.

picture 1111. Extra shit can be glued onto the base to make it look more fab. I add grass tufts and single basing grit to represent stones. Use them sparingly and pick a grass tuft that looks dry and sad. Lushy greens would ruin the immersion. Warlord products come with the stupid self-adhesive sand texture that needs to be cut off with a scalpel. Paint the stones in a dark grey-brown color, layer it with some ivory mixed in and highlight with pure ivory. I go for cream coloured stones as they have been out in the sun a lot.

picture 1313.  Paint the rim of the base in drab (2 or 3 layers) and the drummer is finished. Early Islamic armies sent Mubarizun (champions) accompanied with drummers ahead of the army to raise morale by challenging infidels to deadly dance-offs. Now you can too!

This is the first time I’ve done a tutorial here so hit me up with critique in the comment section below. Until next time.

Operation: Adamant Strike- Elysian Droptroops vs. Tau [40k 8th ed. battlereport]

The Xenos incursion was swift and resolute in this system. Within a matter of days every Imperial navy ship had been either destroyed or captured, and the local Planetary Defence Force proved little to no resistance against the superior weaponry of the Tau. Any survivors that had not accepted submission into the false Xeno empire had either fled into the wastelands, or formed small gangs of militia who spent more time fighting each other than the enemies of mankind.
Lt. col. Myron of the 101st had gone through every report and vox transmission from the initial assault on Verdis Prime in order to study the tactics of his alien adversary. Co-ordinated suppressive fire with guided targeting missiles and pulse weapons, followed by jet deployed specialist strike teams of battlesuits and drones. The Tau were a well equipped and seasoned host of warriors, but one thing they had not: the Emperor’s blessing. Operation Adamant Wedge was under way and the 101st, supported by a small group of Grey Knights, were the speardhead. The plan was as bold as dauntless: after establishing a firing line with elysian recon forces, the rest of the army would strike from above and deploy using the High Altitude Combat Drop-doctrine. Myron looked at brother Captain Severus on the other side of the briefing table. A stern warrior cleric clad in ancient terminator armor, decorated with the sacred insignias of the Inquisition, stood in silence as the staff team overlooked holographic maps and attack patterns. Myron’s requests of having a small unit of Terminators dispatched to the 101st for the initial assault had finally been granted. “Make your peace with the Emperor, brother Captain…” he said, “…we make planetfall in 6 hours!”. 

A Tauros Venator engage an airborne Tau Commander in a ruined industrial zone.

Welcome back to yet another Warhammer 40.000 8th edition battlereport, this time between my Elysian 101st Light Drop company, and (parts of) Jacob’s Tau Farsight enclave! This was a Matched Play game between two 1500pt armies. We chose to play the ‘Retrieval Mission’ scenario and rolled off to start deploying four objective markers. Jacob won the roll off and placed an objective on top of the skyshield landing pad, I then placed an objective in the large ruin on the opposite corner of the table. Jacob placed the third objective a couple of inches from the center of the table, right in front of the smaller ruin, and I placed the final objective behind the red silo close to the overgrown vehicle wreck. Each objective is worth 3 victory points at the end of the game to the player who controls it, and additional victory points can be scored for ‘slaying the warlord’, drawing ‘first blood’ and securing ‘linebreaker’. Since I got to place the final objective I then chose the ‘Frontline Assault’ deployment map, allowing Jacob to start deploying his units, as per the scenario rules for setting up the game. Please note that the army lists we used were in no way optimized for competitive play, but rather made up of the painted units we used in our 7th edition armies. Therefore, some special weapons, options, and upgrades may seem odd or unjustified. As a final disclaimer, some photos came out a bit blurry due to some lighting issues during the game, but hopefully they’ll give a good enough picture of how the battle progressed. Enjoy!

Fredrik’s 1500pts of Elysian Droptroops (with Grey Knight support).

Elysian Droptroops Vanguard Detachment (3+1 Command Points)
Company commander: powerfist (Warlord)
Company commander
Command squad: 4x plasmaguns
Veteran squad: 2x plasmaguns, 1x meltagun 1x missile launcher, vox
Veteran squad: 3x meltaguns, shotguns, vox
3x Drop Sentinels: multimeltas, 3x HKM
3x Drop Sentinels: multimeltas
Officer of the fleet
Tauros Venator: twin lascannon, 1x HKM
2x Tauros assault: tauros grenadelaunchers
Droptrooper infantry squad: flamer, vox, krak grenades
Grey Knights Terminator squad: 1x Nemesis deamonhammer, 1x psycannon, 1x nemesis force falchions, 3x nemesis force halberds
Droptrooper heavy weapons squad: 2x heavy bolters, 1x missile launcher
Vulture: twin punisher cannons

Jacob’s 1500pts of Tau Empire.

Tau Empire Spearhead Detachment (3+1 Command Points)
Commander in XV86 Coldstar battlesuit: high output burstcannon, missile pod, stimulant injector, shield generator, multitracker
3x XV8 Crisis Battlesuits: 6x plasmarifles
3x XV8 Crisis Battlesuits: 6x burstcannons, 3x flamers
Pathfinder team: 7x markerlights, 3x railrifles, 1x recon drone w. burstcannon
1x XV88 Broadside Battlesuit: High-yield missile pods, 2x smart missile system, early warning overdrive, seeker missile, 2x shielded missile drone
1x XV88 Broadside Battlesuit: High-yield missile pods, 2x smart missile system, early warning overdrive, seeker missile, 2x shielded missile drone
1x XV88 Broadside Battlesuit: High-yield missile pods, 2x smart missile system, early warning overdrive, 2x shielded missile drone

After action thoughts
After beeing away from the hobby for a good twelve months this was the game to get me interested again. Not that I ever really lost interest in it, but there is a lot to do here in the world. The conditions were perfect: well painted armies, board and terrain, and of top of that a new edition. For me this was a walkthrough of 8th as well as a walkthrough of the new rules for T’au in 8th, very exiting! Overall, the match was a good one. My plan was to shoot with Broadsides, and make awesome surgical tactical teleportation strikes (place them on the board more then 9″ away from enemy unit and unleash hell) with my two teams of Crisis suits wherever they were needed. My first turn of shooting with my Broadsides made an impact. My commander used his ability Kauyon (giving re-rolls of to hit to friendlies within 6″), so nothing else was expected. To my Crisis suits all I can say is, YOU ARE ALL FIRED! As you probably have read I lost the game. But don’t feel sorry for me, this is the best part. The process of trying out new things (and throwing out the old), the creativity in list making, exploring new units and ways to play the game is what makes Warhammer 40k interesting to me. Losing a game is really boosting this. The T’au empire will be back for a rematch, that I promise you!

Well I’ll be damned! Another one in the loop for the Elysians! This game was very interesting, both in terms of the points increase from my last game (allowing me to take more unique units), and in terms of facing off against my most feared opponent – the Tau enclaves! When Jacob opened up with his 24 high yield missiles and 24 smart missile systems with re-rolls to hit I thought I was in for a bad day. And I sort was at an early stage as he cleared off a whole unit of infantry and my expensive sentinels. This forced me to position my reserve units to deal at least an equal blow back to the Tau, and boy they did. The overcharged plasmas on a cheap command squad with orders once again proved deadly by wiping out an entire unit of Crisis suits. And the Vulture? What’s not to love?! A beautiful model with a heavy damage output versus units of fragile and unsupported infantry. That strafing run on the building during turn 1 will be remembered for a long time. Even though the Elysians have gotten a whole lot better in this edition, I think the unit that made this victory possible was the teleporting Grey Knight Terminators who soaked up a lot of fire and really pressured his back line. Kudos for being awesome again termies… I’m really looking forward to playing again, and by then, lets hope we see some awesome mecha robots (read Riptides and Stormsurges) on the blog!

A rather unorthodox post apocalyptic gang

I’m working on a rules set (or three) to be used for battles in a post apocalyptic setting with whatever minis you find suitable. Carrasco had a few Afghan militia minis he couldn’t find a game for so he donated them to to me and my game. They are originally produced by Eureka miniatures, but are now (due to some heavy modifications and converting) the upholders of good morale and postmodern philosophy – but mostly they roam the wasteland, shoot stooges, and take their shoes. I’d love to hear your opinions on what to name the crew and the individual models in the commentaries. The setting is the south of Sweden wasteland after the wars, the drought, and the salt storms… This is Rost och Röta – probably the last game in the world!

I also recently built and painted six camel riders for the same game! If you are interested in the rules I’ve written then you ought to check out the reviews and battlereports here and here!

Now enjoy these post apocalyptic warrior students!












Raid on Aglaia IV – Elysian Droptroops vs. Eldar [40k 8th ed. battlereport]

Captain Ikaru Perseus personally supervised the task of rearming and refueling one of the platoon Valkyries from the vantage point of a tower at the F.O.B “White Haven” – also known as “the Marbled Hellhole” by it’s garrisoned inhabitants. He was at the end of his twenty month long deployment at this Emperor forsaken rock, called Aglaia IV, which apperantly had resources valuable enough to justify the deployment of Phantine skyborne specialists rather than conscripted colonials for protection. Resources that were needed in some distant part of the Imperium, and that would never enrich these men and women’s home system. He hated this place. The ever burning sun, the scorching sands of the planet surface, and the constant harassment by solar winds making scanners and clarion vox-nets unreliable. For some ironic reason this system was also under constant threat from Eldar piracy, as if the Xenos found some animalistic pleasure or instinct in fighting over this place of rock and sand. Skirmishing with Eldar corsairs was a daily routine for the troopers of the 101st, which is why the commanders made sure to keep response units in the air at all times – consuming fuel on a rate higher than normally accepted by the Adeptus Administratum. Perseus glanced at the red veil flickering around the sun. In an instant, a flash of pure white light pierced his vizor and forced him to avert his gaze! A thundering salvo of laser and shuriken fire blasted the surface of the colony, forcing the defenders to take cover while Xeno hover craft and jet units deployed around the perimiter in a graceful manouvre. Before his troops had time to return fire, Cpt. Perseus activated his distress beacon to signal the rapid reaction units. “Three weeks left” he thought, and the Xenos could have this hell hole for all that he cared…

Close quarter firefights echo underneath the platforms of the Imperial colony.

Welcome to this Warhammer 40.000 8th edition battlereport between my Elysian Droptroops and my good friend Simon’s Eldar army. This was a Matched Play test game of 700pts designed for us to try out the new indexes, as well as the core game rules and mechanics. We set up the game using the Vanguard deployment map and the ‘Secure and Control’ Eternal War mission. I won the roll off to set up a single objective first and placed it on the Skyshield landing pad. Simon then set up a single objective on top of one of the towers. Each objective is worth 3 victory points at the end of the game, and additional victory points can be scored for ‘slay the warlord’, drawing ‘first blood’ and securing ‘linebreaker’. Since this was a rather small test game I won’t go through the army lists, although I should point out that my army was battleforged (+3 command points), consisting of a single Vanguard detachment (+1 command point) while Simon’s army was unbound (0 command points). Units and models were selected mainly due to what we had painted from our 7th edition armies. Here’s an overview of the deployment.

After action thoughts
It’s always a pleasure to play against Fredrik and his flyboys. This was my second game in 8th ed. and the inexperience really shows off in some of the decisions I made during the game. But that of course went both ways since it was also Fredriks first game. I love how the new edition works, and all the small tricks that we found out as the game went on. Overall the game was really close but I made a fatal mistake in the 6th turn that made it possible for Fredrik to table me. Meltaguns in melta range hurts A LOT. My unharmed wraithlord got deleted by three lone meltagunners and BOOM!, game. We were equally surprised by their effect but had a great laugh together. Next time my Ghostwarriors will return in larger numbers and claim victory.

Fredrik: Wow, what a game! The new edition is really fast and engaging. My first impression is that you are a lot more active as a player during each phase now, since every situation has modifiers that impact the game in ways you need to be aware of. This feels very refreshing as opposed to seventh edition, even though I still miss templates (but that’s another debate). I really really enjoyed how well the Elysians performed in this game. They are my favourite army both in the lore and modelwise, and it’s very rewarding to finally see how their flavour as a guard regiment impact their game style. Having the ability to reserve half your army and perform deep striking attacks with surgical precision, wherever you want and whenever you want to (remember turn 3 at the latest!) for such low priced units is very strong. I will make a more thorough review over the next couple of days, but for now I think it’s safe to say that the Elysians have gotten a new set of teeth after lagging behind with an old armylist for a couple of years. Two final points: Tauros assault buggies and Drop sentinels are way more useful now since they dropped in price and got a boost to their weaponry. They are still not cheap enough to be over powered in any way, but at least they’re an option worth considering over similar units. I would love to make use of the Elysian’s unique order(s), of using heavy weapons as assault weapons, but never had the opportunity or the model count to use them effectively in this game – thus I tended to spam the “re-roll 1s” order a lot. In higher point games I think there will be more of a choice between orders for different situations. All I can say is watch this space for more battlereports with the Phantine skyrborne over the coming weeks!

Lords of War II recap

Once again, we say farewell to both happy and tired participants with a warm smile and a firm handshake. Looking out across our eight themed battlefields I notice that a handful of trees have been knocked over, a spare dice is left without anyone claiming it’s ownership, and one of the plastic objective markers have snapped off from it’s clear green acrylic stand. The price of war is high. But the rewards? Epic moments and memories that will hopefully take long for our participants to forget and thus well worth the cost. Months of hard work has finally paid off and even if this event exceeded our expectations – war never seems to change! In this article I’m going to share some thoughts on the Lords of War II-event that took place on the release day of Warhammer 40.000 8th edition.

First of all I’d like to reach out to our sponsors Deep Cut Studio and Playoteket. Without your dedication and support this event would not even come close to being as successful as it was. Meeting and exchanging ideas with you have been a true joy and I think I speak for every participant when I say that your contribution to our gaming tables and/or player Goodie bags were beyond awesome! We look forward to working with you again in the future in order to create the most memorable gaming events in Southern Sweden!

So, where do one start when there is so much to say? One of the best things from an organizer’s perspective was the fact that some new faces had dared to come out to play this time around. It is always nice to get to know new players, and to see how new armies perform and impact the local meta. Speaking of the armies, the level of painting standards was impressive to say the least! As you have noticed we have a “painted only” criteria at our events, and the amount of time and work that people put into preparing their armies is truly inspiring. You are the true heroes of this hobby! Below you can see the final scoreboard together with some pictures from the event. Exciting times are ahead of us with a brand new edition to learn, and to find a new suitable tournament format. If you are a forum dweller and a player who would like to attend our future events, don’t hesitate to sign up once your spider senses starts flashing about Lords of War III!