Warhammer 40000 White Scars supplement codex review
Hello everyone !!
Following the review of the huge space marines codex (link), here come the white scars supplement.
This codex is a thin(70 pages) hardcover book. It's standard GW quality so there is nothing wrong about it.
The 3 main parts of the book are The fluff, the model's pics and the rules!
I book is very small even smaller than the Ultramarines supplement. (https://war-of-sigmar.herokuapp.com/bloggings/4081)
The first 30 pages of the book are dedicated to the Chapter presentation. It's quite complete with a lot of details on the different companies and units. There are also details on Chogoris, the Khan is disappearance. Some fight between Scares and Red Corsairs. It's interesting but I didn't find any big reveal or anything.
Note: Lots of amazing artworks !!!
10-12 pages of Painted models.
White Marines are beautiful but none of the new Primaris supports the White Scars style! so it's a bit sad :/
One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.
Devastating Charge is a new rule that is added to your army if it has the White Scars keywords.
The rule is strong for sure, one more damage per attack on the charge. When Marines already gain 1 attack for charging and White Scars can run and charge you are guaranteed to hit like a truck.
One Marine with a Chainsword with the doctrine up and charging is :
3 attacks, with AP -1, dmg 2.
Best way to maximise this buff? A large number of models generating free attack and extra wounds on the charge. One assault squad with 2 Eviscerators is 172 points only ! and that brings a lot of pain but in turn 3 :/
The main problem will be reaching Assault doctrine while benefiting from Devastator and Tactical doctrine on the previous turn.
There are 6 extra Traits that you can choose from.
honestly, they are not that great :/
I think I would always choose Imperium sword from the marines dex (reroll charge dice.s, +1 S&A on a charge) or maybe Master of snares (prevent Fall back on a 4+)
2 list here, one for White Scars and one for Successors Chapter Special Issue Wargear.
Relics Of Chogoris
Mantle: +1 casting spell
eyes: One friendly white scar unit ignore cover
Banner: +1S while withing 6''
Wrath of the Heavens: Move 16" bike with "fly"
Scimitar : +1 -3 dmg2 on a 6 +1dmg
Plume of the runner: +1 run and charge within 6 of the bearer
Khan lance (only for khan on a bike): S*2, ap-3, Dmg d3
Special Issue Wargear
Same as ultramarines with a few difference :
Cyber eagle helm: Overwatch on 5+ within 6
Bolts: one attack S7 ap1 dmg 1d6
There is no stratagem that allows getting faster to Assault Doctrine :/
From the Space marines codex :
Big guns never tire will be useful if you want to do a first turn rush with a Speeder unit (ignore malus to a heavy weapon)
There is no chapter master option the White Scars codex so you'll need 2Cp if you want one.
2 pages of them and some of them are quite good :
-Born in the Saddle: Run and shoot with bikers
-Wind swift: Move twice (but can't do anything after)
-Hunters Fusillade: Transform heavy weapons and rapid-fire weapon into assault weapons. (very good on Speeder units)
So, in a nutshell, you can first turn transform 2 speeder unit in rush bomb to swoop 20" and shoot without malus.
Then on turn 2, you can transform heavy weapons into assault weapons for benefiting Tactical doctrine on heavy weapons.
let check the White Scars Psychic table now
Some cute spell-like Blasting gale (no run and charge with one dice), Storm wreathed protect one unit from Overwatch and deal a few Mortal wounds (with luck),
ride the winds is a bit overkill but allow some super far charge, move 14 run 6 +2 and charge 2d6+2 = for 31" average threat range ^^ (White go Faster now !)
Only 2 units present in the book, no chapter master, no bike squad as troops or some interesting twist on units.
Primaris, Not on a bike, Not a chapter master :/
Cool "for the Khan" rule but with a 6" move and 6" aura it's pretty hard to apply. Maybe tuck him in an IMPULSOR with 5 intercessors and support real White Scars unit
cost 105 pts
Interesting take it's a captain with a spear on a bike. There is no option but the basic setup is nice, +1 SV vs melee, with the right warlord trait and chapter master he should be 7 attacks on charge! '(Nice smash captain !)
I don't understand why there are no White Scars bikes units in the codex, they could have a different one (with special rules), or in troop or Elites?
It feels very bland.
Looking at the Space Marines Codex, one bike is 23pts and Assault Bike is 49pts. I am not sure yet what is the best set up but I think you want bikes
I'll be honest this codex feels super lazy, there is nearly nothing in this book :/. It's been a long time since GW made such an obvious (to me) cash Grab.
The codex premise is this Assault Doctrine but there is no option to use it earlier than the third turn, now way to apply it on a unit as Ultramarines do. You are going to need loads of CP but have no good compo to have them.
Maybe I am too hard but I am not impressed by this book at all :/
That's it for the white scars !!
As usual, ask a question here!
Ultramarines review link : https://war-of-sigmar.herokuapp.com/bloggings/4081
Space Marines Chapter review link : https://war-of-sigmar.herokuapp.com/bloggings/4077
Warhammer 40000 Ultramarines Codex review
Hello everyone !!
Following the review of the huge space marines codex (https://war-of-sigmar.herokuapp.com/bloggings/4077), here come the Ultramarines supplement.
This codex is a thin(80 pages) hardcover book. It's standard GW quality so there is nothing wrong about it.
The 3 main parts of the book are The fluff, the model's pics and the rules!
The first 40 pages of the book are dedicated to the Chapter presentation. It's quite complete with a lot of details on the different companies and units. There is also details on the how did Reboute fall and some other portions of his awakening (nothing really new).
Tragically the timeline stops at the start of Vigilus when Calgar is on his way. Was the codex delayed? maybe I don't know but no new stuff here.
10-12 pages of blue Painted marines nothing insane ^^
One new general ability, a few warlords traits, some relics, more stratagems, and 6 psychics powers.
Scion of Guilliman is a new rule that is added to your army if it has the Ultramarines keywords.
In a nutshell, this ability allow Heavy weapons to move and shoot without the -1 but also give Agressor the double shot, let you double-tap rapid-fire weapons at max range after moving...Yea it's super good.
Sure you have to cycle the Devastator Doctrine but the Rend -1 lost is gained back on the -1 to hit and allow you to move and shoot.
There are 6 extra Traits that you can choose from.
One of them feel incredible but has a big drawback.
Wow !! That means, once per turn you can choose one unit that going to benefit from the Tactical doctrine even if the rest of the army is in Devastator Doctrine.
ie: You have one unit of 3 Landspeeders or 10 Heavy Blaster Incinerator, you warlord is going to use his trait to make them affected by the Tactical doctrine but the Devastator doctrine is still in effect.
Thx to Scion of Guilliman the unit can move (not run or fall back) and shoot without BS penalty and still get the -1 rend from the Devastator Doctrine.
The problem is : This Warlord trait is not available for Guilliman or Reboute only for generic Warlords Telion and Tigurius. Other traits are fine but nothing special.
-Cp point refunded on a 5+ (Calgar trait)
-Fallback and fire without -1 to hit. Doesn't work with Scions so meh !
-6 to hit deal 1 extra MW (Sicarius)
-Inf and Biker can perform Heroic Intervention within 6" (Guilliman trait)
-Heroic Intervention get range 6" (Cassius)
2 list here, one for Ultramarines: Relics of Macragge and one for Successor & ultramarines: Special Issue Wargear.
Relics Of Macragge
Soldier Blade : s+1 ap-4 d2
Halo : 3++ and deny one per turn
Banner : +1A within 6" and auto pass morale within 12"
note : this one doesn't replace the normal ancient banner so both effect stack (strong !!!)
Terminator Armour : 4++ and halve damage (round up)
Helm : Reroll 1 to wound and hit, add 1 to hit and wound vs CSM and SM (sexy)
Storm bolter: Rapid fire 4 and reroll wounds
Clock : 5++ and regen 1d3 each turn
A few very strong option, the banner, the terminator armour are quite cool
Relics Of Macragge
Mantle : 5+ FNP
Artificer armour : 2+/5++
MCW : +1dmg to one weapon
Digital weapon: one extra attack dealing 1mw if hit
Reliquary: +1A within 6 once per battle (not restricted to ancient)
Seal of Oath: select one enemy at the start, reroll wound and hit against it while within 6" of the seal.
Hellfury bolts: one bolt weapon deal MW on hit
Sunwrath pistol: range 12, pistol 2, S8, Ap3, dmg2
Seal of Oath can be very good against army bringing one super strong lynchpin or Boss. Master crafted weapons is a cute addition to your smash captain hammer.
2 pages of them, most interesting are :
Cycle of war : 1cp reset the doctrine Cycle from assault to devastator again.
Exemplar of the Chapter : Give an extra trait to your unamed warlord. (1cp) , cute combo if you want to do the fall back and shoot each turn.
Squad doctrine : 1cp, select one inf or bike unit and apply one doctrine INSTEAD of the active one. Very versatile but have to use it during the move phase. It's super nice to give an assault unit extra AP
Fall back and re-engage: allow to charge after a fall back for 1 cp. Stack with all the other fall-back buff.
let check the Ultra Psychic table now
The gaze is a good CP machine and that's it.
That's it for the Ultramarines rules lets check the units now!
Let's take a look at the 10 units in the book.
350 pts, improved reroll hit (not only miss) but nerf to wound aura to reroll 1 only. Give Heroic intervention to friendly if he's the warlord.
benefit from the extra attack on charge as well and can use the Doctrine Stratagem on himself to bring hand to Ap-4 (like the sword).
for 7 attacks on a charge 2+ 12strengh ap 4 dmg 4, reroll hit and 1 to wounds. Nasty !!!!!
No change but like Guilliman he benefits greatly from the extra attack on a charge.
No change, -5 points and benefit from the angel of death as well. Great Deal!
130 pt with equipment, grant a -1to hit to a friendly unit (awesome on Guilli or a big tank).
Spell selection is 3 from one list or the other, no mixing from what I can read :(
His hood grant +1 psychic so is a good candidate to Telepathic assault especially if the ancient is near. for a Manifest on 7+ with +1 and 2d6 + 13 - LD mortal wounds on the unit.
Bonus as a warlord he gets the awesome Trait granting Tactical Doctrine to one unit !!
For the price, he is good value but needs a bodyguard in case of sniping attack ^^
85, combi flamer , better Crozius (+2-2 2D) and can cast 2 prayers per turn !!!
Transform nearby Ultra in MW bomb: on death roll a dice on a 6+ deal one MW.
100 pts , ap3 sword, grant defender of humanity to one unit per turn.
65pts, ok-ish character sniper, buff scout (small marines only)
plz, come back when you are Vanguard ^^
Quietus : h2 36'' S4 ap2 d2
30 pts, give his BS (2+) to none Primaris tank.
BS NOT AFFECTED BY DMG, regen 1 lives per round
Auto includes with a Land Raider or a Lascanon Predator.
The land raider combo is quite good 4 las canon shoot hitting on 2+ with AP4 on a super sturdy body and can benefit from chaplain buff. Super expensive but do the job and can transport stuff.
Same as any ancient but his banner aura is 9" for Ultra
Company Champion with +1A, swap combat shield vs -1 to hit.
2 body, intercept wound, Power axe.
16pts, Sternguard with reroll hit and wounds vs Nids.
No extra stuff options :(
Very good in a team tournament if you can choose your target.
That's it for the Ultramarines !!
As usual ask question here !
Full review of the big codex : https://war-of-sigmar.herokuapp.com/bloggings/4077
Warhammer 40000 Space Marines Codex Review
Hello everyone !!
This morning I had the pleasant surprise to see UPS deliver the Space Marine new codex to my doorstep. To be honest, I mostly focused on the Rules part of the book and will do an update with the fluff later (after I have reviewed the White Scars and Ultramarines Codex).
The new Space Marines codex introduce a large number of special rules affecting all units.
And they shall not know the fear
Reroll morale dice, nothing new here.
Started as a test rule and now it's part of the codex. The rule allows bolt rapid-fire weapon to make the double number of attack if: Target at half range, Up to max range if shooter not moved, the firing model is a bike, terminator, centurion or dread.
So bikes always get 4 shots now, same as Terminator, or Stormbolter on a dread. Also, note that each centurion have 12 hurricane bolter shots ^^
It's a good rule that helps marines a lot and will have even greater effect with the new doctrine, the Ultramarines mini dex and some other stuff we will look later in the review.
+1 attack when charging, charged, heroïc intervention. It's good for the Smash Captain and a bunch other of melee units. Again, Shock assault in combo with Doctrines, Chapter traits and stratagem is going to help a lot.
Let's talk about these doctrines then!
in our wildest dream, we couldn't have imagined an army-wide buff like this ^^
So with careful preparation (or list building), your weapons get -1 AP when you need it. Off course starting the games with the Devastator Doctrine incite to build an army with loads of heavy weapons to use the Combat Doctrine from the start. Combined with the New Stalker Bolt Rifle (36''/h1/s4/ ap2/ Dmg2) on a very good troop choice it's quite powerful ^^ (did I mention eliminator yet?)
But don't discard the other 2. With bolter discipline and Tactical Doctrine, the amount of Ap -2 dakka that intercessor can do is interesting. Even the Special Issue Boltgun reaching AP3 is great for double-tapping !! Combined with new Chapelain prayers granting +1 to wounds rolls and the sternguard veteran stratagem granting the same it's 3+ to hit 2+ to wounds and -3 save.
The assault Doctrine applies to melee weapon and pistol, I am not sure it's enough, but intercessor charging or being charged are 3 attacks with -1 rend and one extra bolt pistol attack with -1 rend in latter turns. 30 3+/4+ ap-1 are somewhat interesting if you can pull it off (i mean having the doctrine up at the right time). Off course again, the big combo is going to be with the White Scars getting +1Damage on melee attacks if this doctrine is active.
In a nutshell, The Doctrines are awesome!! I really think it going to help get Space Marines army back on the meta with more than a Static Gun line.
Another great improvement is that Chapter tactics apply to everything but servitor if you are battle forged. (even vehicle)
A lot of good stuff here, Salamander looks strong as well as White Scars and Imperial Fist.
Let's take a second to look at the IF Chapter Tactic, you ignore cover and score an extra hit on bolt weapons. With the devastator Doctrine, it's a 33% swing in your favour if your target is in cover. A barrage of Heavy weapons negates so much of the opponent's deployment. Stacking it with Chaplain buff (+1 to wounds or +1 to hit), reroll aura, and stratagem it gets bonker good.
On the Paper the UM feel a bit weak but I guess it's because the ultramarines mini codex is super good ^^
Off course this codex brings new rules and new units, so who is a hero now? I am not going to describe each unit in the book (there are too many) but select a few that get interesting in this new dex.
18 per model, las fusil at 15 or bolt sniper at 3 (heavy support).
Las fusil is 36'', s8, ap -3, dmg 3. For 99pts you get 3 of them. Also, you can equip the sergeant with a bolt sniper or carbin to reduce cost and use him as a spotter for +1hit and +1 wound (87points or 89pts with a carbine).
Even the low-cost setup with 3 bolt sniper is good at 63 points. 3 forms of ammo the option to lose one-shot for +1 +1.
Did I mention they get to infiltrate and have camo cloak for a 1+ in cover ^ ^?
No change to his stats
This codex introduces Prayers in the form of a 3+ roll you can make at the start of each battle round. Each Chaplain knows the good old Litany of Hate (so it's a nerf because now you have to roll to use it) + 1 from a list of 6 :
+1 to hit with ranged weapons (one unit)
+1 to wound with ranged weapons if the target is the closest (one unit)
5+ FNP against mortal within 6''
Extra attack on a 6 in melee (aura 6'')
+1 attack, strength, dmg (self-buff)
+2 charge roll within 6'' and pile in / consolidate 6''
it's good because give some buffing to range attack, works on a tank. An HellBlaster Squad with HeavyPlasma incinerator on overcharge during Devastator Doctrine
Do you remember the time we only had Tac squad and Scouts in troops?
Now there are 5 choices, intercessors are awesome with the Doctrine and the new Stalker riffle.
Infiltrator and Incursor have standard Primaris stat but they bring tech piece that you could need. They also are both Infiltrators that can start on objectives from the start and give serious mobility if you play a static gun line.
Incursor can get one mine for 10pts that deal 1d3 MW and 1d3+1 on a vehicle it's one per unit max. ignore cover when firing and hit roll modifier or BS modifier.
Infiltrator didn't change much, but you can have a comm array instead of a Helix adept. Comm array makes the unit always in the range of aura from Phobos Captain and Lieutenant.
Still, no Primaris inside, no terminator or dread version but they can drop turn1 in matched play and ignore tactical reserve rule. You have to disembark 9" from enemy now so not in range for a half range Melta shot.
I am not sure it's still good but at least it's an option.
It moves fast, fly, can transport 6 Primaris( no Gravis armour) and allow to disembark and shoot. Price is 79 before options. (options are 18pts).
One of the options is a shield dome granting a 4++. That's a tough nut to crack ^^ (t7 / 11 wounds 3+/4+).
A bit sad you can't transport 10 marines or Gravis but heh :/
Ok, it's expensive(around 300 full fitted). But with Devastator Doctrine nearly all his weapon gain -1 rend. It can transport Gravis armour so it's extra value.
It can move half and shoot twice his main weapon and this is crazy. With support (chaplain, CM, Lieut..) you can get super reliable fire-base that removes threats from very far ^^
90 + 41 for flamer set up or 90 + 46 for autocannons (6shots). For the price it's good, each turn you get 3 heavy bolter shot, 6 stubbers shot, D6 Fragstorm and 6 auto-cannon or 2d6 flamer. With a golden first turn thanks to Concealed Position and Devastator Doctrine.
He gets 5 attacks on the charge S14 Ap -3 D3! move 10" and can start the game 9" away from you.
No change but Devastator doctrine, Chaplain support, reroll aura and Imperial Fist Chapter trait. All this allow strong long-range bombardment that ignores LOS. All this also apply to Whirlwind!
That Wrap the unit section, but it's not exhaustive. Sternguard benefit from the new doctrine and combined with a stratagem that grants a +1 to wound. Speeder and bike have a lot of nice tricks too.
Also making melee army should be doable (maybe ^^)
A lot of options again
-6 for Phobos armour (^^)
-and 8 chapters specific
minus 1 bravery for ennemy within 6"
Reroll charge + 1 S & A
Fnp 6 and 1 wounds
+1 A withing 6 of friendly +1Hit and Wound vs Enemy Character
-1 AP on a 6 (within 6'' aura)
Obj sec and auto pass morale within 6''
Make a free move after shooting
Redeploy one unit
bonus move and charge
Minus 1 to hit
One Friendly Phobos unit gets +1 to hit.
1 Bonus dmg to warlord ranged weapons.
It's funny because Phobos characters have no equipment options (because of models I guess) but have specific Traits.
Ultramarines: get commands points back on 5+ (once per turn)
Imperial Fist: +1 Save in cover against AP1 weapons within 6"
White Scars: Mortal wounds on a charge.
Raven Guard: No Overwatch on the warlord
Salamanders: +2S to the warlord (Smasssssh Captain !)
Iron hands: Extra attack on 6
Black Templars: Heroic Intervention 6"
Crimson Fists: Raise dead on a 4+ with 1d3 wounds the first-time Warlord dies.
15 relics! nothing super original here.
Note there is a Phobos camo cloak that inflicts -1 wound roll.
An assault 4 bolt rifle S5 Ap-1 D2
Teeth of Terra is S+1 Ap-2 D2 and +3 Attacks ^^
There is now 2 list available : Librarius and Obscuration
As usual, there are loads of them, the novelty is Adaptive strategy allowing to rewind the Doctrine but its once per battle only!
For 1 command point, you can go back 1 step on the Doctrine ladder!
That's it for the review of this codex. It's a good codex for sure, the power jump from the last one is huge. After reading it I feel there is too much stuff. I am sad as everyone when models get removed but yea it's a bit too much right now. My second gripe is the lack of options for the new Primaris range.
Apart from this, the codex is great, loads of options, interactions and cute combo. I am not sure it will be enough for the competitive scene but it should if you are playing gun line.
Any questions ? drop it in the comments.
Warhammer 40000 Apocalypse: Table size and Warzones Example
Howdy Guys and Girls :)
In case you ask yourself - what size of table do I need - well, you will need lots of space for Apocalypse:
I'm glad that I should be able to use my table as rough 6'x6', but lets be honest, getting enough space may be the one big problem of Epocalypse.
In other news - the book also has some warzone rules - here's the Warpstorm one as an example :)
If you have any questions, just as in the comments below!
Warhammer 40000 Apocalypse: The Turn, Army Building and Command Assets
Hello everyone !!
Today I'd like to do a small review of the Upcoming Warhammer 40000 Apocalypse.
The main attraction of the box is the book, but Warhammer 40000 Apocalypse comes also with 6 punch sheets for tokens that include a lot of blast markers Objectives, wounds, orders ...Tokens Quality is standard for board games these days, sturdy enough with a satin finish. The Box also have dices. D12 look a bit cheap but the D6 are super heavy and feel very good.
Cards (400) are also included in the box, very good quality and standard GW size.
The box has cards compartment already made so you can filter them by factions for faster deckbuilding!
All good there, as expected from GW!
For the review of the book, We are first going to see the Turn Sequence, then the rules mechanism, and lastly list building. Finally, we will discuss the cards.
Before starting it's important to say that in Warhammer 40000 Apocalypse, units wounds and attacks are not dependents on the number of models in the unit. So it's important to keep in mind that infantry profile represents blocks of models (5 or 10 or more depending on the race). Check all the free warscrolls on the official website to take a look if you want. Now that clear let get to it!
As you can see on the image there are only 4 phases in Warhammer 40000 Apocalypse. let's look at them.
Super simple here, both player Roll a D12 winner have it and then must play first in the action phase. To be honest after reading the rules and making a few tests it doesn't seem that the initiative is too much important.
One unit more than 12" away from their commander get a marker out of command. Being OFC is bad as you can lose the unit completely on a missed morale roll.
Set up Reinforcement
Some mission, Assets, army rules allow to have units reinforcing the main army. this is done there.
Generate Command Asset
1 Command Asset per turn + 1 per warlord (Heroes and Detachement Commander). Drawn from your own deck of 30 cards. Maximum size hand is 10 and if you run out of cards you shuffle the discard pile.
Both players place an order face down next to each of their Detachment Commander. There are only 3 orders in this game :
These orders are very generous on the actions allowed, For exemple Advance allow you to move and Shoot or Fight.
Note that Super Heavy can always fight and shoot when they Advance or use Aimed fire order (with all applicable bonus and malus). So an Imperial Knight can advance, shoot, and fight.
It looks like a very long phase but in reality, it's quite fast, you mark Out of command units, place new troops on the battlefield, draw cards, place orders.
The action phase is where the game happens!! Each player takes turn activating one detachment and resolving the order. It's quite refreshing for a GW game that the holy "Move, Shoot, Charge, Fight" phase was forgotten this time.
Another good innovation is that in Warhammer 40000 Apocalypse damage is not applied in the action phase but in a later phase, the Damage phase!
It gives you the chance to use a model even if it gets destroyed.
In this Phase, you resolve Blast marker suffered during the action phase.
-If one unit with Blast Marker has an Out of Command Marker, remove the unit (wow it's rough). So it's super valuable to attack a target with an out of command token.
-You roll Armor and each failed roll equal one damage marker.
-You roll more morale and gain a damage marker on a fail! (ouch)
note that you have to start with Super Heavy (as they have a chance to explode.)
Then, at last, the turn is over and you start again. Now that you know how a turn is resolved to let take a closer looks at new gameplay mechanism in Warhammer 40000 Apocalypse.
I am not going to describe all the rules but only the "new-ish" one.
A move action is resolved during and Advance order or an Assault Order, the only difference is that Advance allow shoot or fight and Assault Double Move and Fight only. Don't forget all the Detachment have to follow the same order.
This action is interesting because it includes the move. But also the fall back move if you are engaged and want to run and additionally the Pile in move if you are engaged and want to fight. (works like a pile in in AOS)
Note: During a move action you can remove out of command Marker if a unit ends within 12" of a commander after a move.
Very classic for the most part. The novelty is that units are treated as a whole instead of a sum of models. So a 10 strong Tact squad have 2 bolters attacks + 1 Heavy weapon attack if you bought one. The range and los are mesured from the concerned weapon. That signifies that it's easier to have range and los with Boltguns as they are equipping all your Tactical Marines. You can split fire with no problem but have to announce it before rolling.
Nothing special here, but as for the shooting phase, the number of attacks is not linked to the number of models in BASE TO BASE (also no reach for weapons.) But only one model needs to actually be in BTB to attack with it. It's worth noting that there is no retaliation mechanism if the enemy already used his order this turn.
Another innovation here, you don't use Strength against Toughness in Apocalypse. All weapons have a SAP or SAT stat. SAT is used against Heavy and Super Heavy target, SAP is used against units with the Light Keyword. All rolls are made with D12.
When a unit is wounded during a fight or a shoot action you place you place a Blast Marker next to it. Blast markers are of 2 size, small or large. Large represent 2 small mixed into one large. Both still deal 1 damage but armor save against small marker are made with a D12 instead of D6 against Large blast marker.
For example, Space Marines have a 6+ save so a Large Blast Marker is a bad news for them.
In this game, unit are considered as a whole and have an X number of wounds representing all the models. Only Wounds and Attacks numbers are concerned, So you don't remove models from a unit until it is destroyed and a number of attacks don't change until you remove it.
That's it for rules that are really different from Warhammer 40000. Now let's take a look at the Army Building.
As you maybe noticed in this review, the game gravitates around Detachment. So it's no surprise that they are the main building block of your army.
There are 2 types of Detachment, Cores and Specials.
-Cores are not limited in number and all grants at least the faction ability.
-Specials Detachment are limited to 3 per 1 core (lol)
Also you have one joker in the form of an Ad Hoc Detachment
The game use Power Rating points system and you can also Roll one Warmaster trait for you big boss ! (yea it's random only)
That cover pretty much all the game, all that left is talking about the cards.
So unless you play with the Apocalypse Command Assets deck you roughly
take 2/3 for the cards available to you.
Also No duplicate!
Playing cards is quite easy, each card specifies when you can play it . Only limits are: Cards can't be played during an action or during the resolution of a card. Apart from this, it's read an play.e it's written on it.
Cards are super powerful and can change the flow of the battle, to be honest, the rules are a bit light on how to use them. Concepts like a priority or effects pile are not present and it's quite troubling. The method offered in the book to resolve effect timing is roll & alternate resolving card (kind of weak). Although, I don't think it's super important
It's an interesting new take on Apocalypse. To be fair I never really liked the super large games of 40K. Ok it's fun to see how cool is the table, but the actual play is boring and slowwwww as shit. For larger battle, I really prefer to play Epic!
But now the tables have turned, this new version of Apocalypse is really fun and deceptively strategic !! Ok a few General Assets are a tad too strong so it could be a problem on the long run but i am quite optimistic for this game.
Really, the damage & the Order phase change the game completely from what 40k is. So in the end, if you have the money and the models it's a good buy.
Fireslayer Battletome review
After a few weeks of chaos I finally set up my computer in a room and I have some internet (2mbs oO). Anyway here a small review of the Fireslayer Battletome. I know it's super short but to make up for it I will answer all questions in a comments this evening from 9pm to 1am (paris time).
The new FS Battletome is going out next week and add lot of extra rules and content.
More fluff, More arts, 3 endless spells, 4 Chapter rules, Traits, relics, Special terrain.
The book is hardcover and is 88 pages.
Fluff cover the first 33 pages of the book and was pleasant to read. I learned a lot of new info on the FS and it makes more sense to me. I don't remember first book fluff and as I have not unpacked everything I can't compare with my old book. Anyway lot of details added to the FS and their relation with other Duardin and Overlord. The amount of information and details about the race is greatly improved.
This time the fluff is very clear, Fireslayer are Spartan Dwarf ^^ and to them War is everything !
FS was one of the first AOS codex and really needed an aos 2.0 version
Allegiance Abilites :
6 runes to use, each one is Once per game. All rune have Enhanced effect on a 6+.
ex : Rune of fury : Reroll 1 until next hero phase, enhanced us : +1 attack per melee weapons.
4 Lodges that grant different power : (on passive , one command, one trait, one relic)
ex Vostarg :
Abilities : +1 charge roll and run 6(first turn),
command : +1 to hit on a hero and wholly within 12",
Trait : run and charge wholly within 12 of the general,
relic : +1 rend and +1 dmg on a 6 to hit on one weapon.
Command Traits :
Only for runefather and sons, 6 options :
+1 Charge roll WW 18" of the gen
Autopass morale WW 12" of the gen
Enhanced rune pass on a 5+
Double pile in + fight once per battle.
+1 dmg on all weapons.
Only for Runemasters and Runesimters
-1 to hit gen
+1 Bravery ww18"
1 extra prayer
+1 rend all melee weapons
Once per game, reactivate the same rune.
Bunch of options but i really like : Draught of Magmalt Ale : double attack for a single phase. For a Runefather doing 12 attack in a phase with a 3+ 3+ latchkey
There is a list of 6 Prayer each priest know one from the list + the one on their warscroll.
6 options :
-Improve magmic summon (endless spell)
-debuff -1 to hit until next hero phase.
-Run and charge (zerker only)
-target hero pile in and attack now (not on a magmadroth)
-target magmadroth reroll wound unitl next turn.
One free battleforge, must be deployed within 6 of a priest (so you need one)
+1 to prayer roll for priest within18" (but you need one priest within 6 of the forge to activate)
+Once per battle reroll sv 1 but can't use the forge for anything more (meh)
Same as endless spell but leave battle on a 1-3 each turn.
Firewall : block los, and RR sv1
Flamespiter : pick a target within 24", roll 12 dice, on a 6+ = 1 mw, +1 to hit on 10+ models unit, +2 on 20+ models
Infernoth : mw on 6+ for units within 3" of the Model. +1 bravery for FS ww 18"
-All hatchet went from 4+ 4+ to 5+ 5+ (what a nerf ! 11% of wound down from 25%)
-GW added the Fjul and the chosen axes from Shadespire and the Doomseeker from Silver tower
-The big change is off course all infantry units getting an extra wound. price are now : 160 for 10 vulk and 120 for 5 of the other 2.
Vulkite lost beard save and full unit discount.
Hearthguard are now beast
Auric can take dmg for nearby hero.
Check their new profiles here :
Big buff on the Grimwrath with 2dmg and -2 rend !! cost 100 and he's not a leader ! (so cool)
Latchkey are 3+/3+ now and it's super good good !
A very welcome update for the Fireslayers !
Genestealer Cults Codex Review
Hello everyone !!
Second review of the week with the Gene Cult codex!
I'd like to review this one starting with a few arts and fluff then I'll do the rules (army rules, Factions rules, unit, stratagem). The book is a hardback 120 pages of pure infestation that comes with a punch sheet of ambush token and a 9" ruler.
Still a lot more to see in the book!
Fluff is around 60 pages of the codex and explores new aspects of the Cult life. What happens when the hive fleet arrives, can different sort of worlds spawn different cults ?. What size, a cult can get to, what happens on Necromunda. It's a really interesting read and if you like 40k fluff it's a very good read.
My favorite part is the description of the contact beetween the hive fleet and the cult ^^
Hot take: After reading the cult fluff, I'd love the cult to be the main force in the fluff and rarify the Tyranids/apocalypse thing
Army wide powers
"Cult" keyword offer 2 abilities already spoiled by gw :
Unquestioning loyalty and Cult Ambush.
Unquestioning loyalty: models with this rule can take a wound for a nearby cult character on a 4+. Note that one model is slain each time!
Cult Ambush: Huge rule that allows to deep strike any infantry or bike units. You spawn them 9" from an enemy at the end of ANY of your movement phase.
Also instead of deploying a unit, you can instead deploy an ambush marker During the first movement phase of the game, you replace ambush tokens with units. You do it at the start of your movement phase if it's your turn and end of the movement phase if it's an enemy (and he couldn't get closer than 9").
The hidden deployment part is nuts as you can decide who is who, and who is in deepstrike. Basically, the game start is played blind by your opponents.
Detachment special rules
-Troop get objective secured
-Only one of each character in a single detachment
-Broodlord must be warlords
-Cult creeds : (6)
*+1 charge and run rolls
*reroll hit in melee if charge, charged, or Heroic Intervention.
*halve loss on moral and can shoot if fall back(with -1)
*6+ invul or +1 invul save, also inf move and shoot heavy weapon w/o malus
*+1 save vs rend 0 and bike ignore malus for moving and running.
*+1S +2run rolls (scary pure breed)
Note that IG units don't have the cult keyword but the brood brother one, meaning they don't get the chapter tactics.
Patriarch: No change
Magus: No change
Primus: No change
Acolyte Iconward: added a reroll 1 for FNP (aberrant)
Abominant: Melee Beast, fnp on 5+, reduce dmg by 1, score 2 hit on 6.
Jackal Alphus: 2+ sniper, +1 to hit marked target effect. Auto include.
Acolyte Hybrids: a few weapons change but nothing spectacular.
Hybrids: Lost Heavy weapon team
Brood Brother: IG guard, get the weapons team, don't have a cult bonus but have Unquestioning loyalty.
Hybrid Metamorphs: no change but 4 points discount
Aberrants: Super Aberrants every 5 with more attacks and super nasty weapons. fnp +5 and reduce dmg by 1
Clamavus: Boost charge roll within 6" (good for ambushing)
Locus: Baddass ninja bodyguard, Heroic inter from 6", always attack first, take dmg from other characters, good melee.
Sanctus: Assassin ninja, 5 attacks 2+ 2 -2 2D and get a 2+ sniper rifle.
Kelermorph: Mc Creed in Cult, shot up to 12 times at 2+ with a s4 -1 d2 pistol, can snipe characters.
Nexos: Gain command points, redeploy unit.
Biophagus: Was already leaked, still, buff aberrant
Woaa this section is super full of choice, keep in mind that you can only one character of each type in one detachment :/
-Achilles Ridgerunners: Good anti-tank with 1d3 s9 ap3 D6, ignore cover, can get extra range and get a scout move. (75pt) scary when combined with the ambush.
-Bikers: -1 to hit them, each must take 2 different weapons. can get 1 quad every 4 bikes (up to 12 bikes and 3 quads !). Move 14"! feel a bit bland but the models are so good and they can deepstrike ^^
-Sentinels (armoured and scout),
-Leman Russ (multiple canon options)
-Heavy weapons squad (like IG)
-Goliath Rockgrinder No change
-Goliath truck: fewer weapons, cheaper, transport 10 (patriarch count 5^^)
-Chimaera: can only transport brood brother :(
A lot of good choices, multiple points reduction across the board, scary melee potential, lot of mini HQ with a good bonus. Feel like a complex army to play, maximizing the use of all the tools the cult get is going to take some practice.
-Mass hypnosis: target unit can't OW, fight last and with -1 to hit.
-mind control, shoot or attack with one enemy model.
-Psy blast: one or 1d3 mortal if you beat LD value.
-Mental onslaught: roll 1d6+ld vs 1d6+ld to inflict 1mw, continue until you fail (ouch)
-psychic stim: run and charge + fight first
-Might from beyond: +1A and 1 for one unit (inf or biker) very good if you equip biker with power pick (s, -2, d3), overkill if you cast it on purestrain ^^
Relics, traits, and stratagems
14 relics. One I like is :
Dagger of swift sacrifice to replace the Sanctus one. Still, 2+ 2+ -2 2D but also inflict 1d3 mortal on a character once he finishes his attack. Note each character hit take 1d3 MW.
-Friendly cult inf and biker can Heroic inter within 6 of this model
- minus 1to hit wl
- Attack and Strength +1 (holy shit patriarch !)
- minus 1 damage on your warlord
- +3" range on aura power
- Always fight first
- reroll 1 dice per game + 1d3 CP at start
- reroll 1 to hit while within 6
- Choose one unit at the start, reroll to wound within 6" of a warlord.
- if you roll 6 to wound while within 6" of the warlord -1AP
- +2 to Loyalty roll for saving your warlord! (OMG)
- warlord weapon dmg +1
Stratagem: As usual there is 3 pages of stratagems, here a few examples :
-Meticulous Uprising: Before revealing up to 3 ambush marker move them 12", no closer than 9", only cost 1 (it's crazy)
-Counter Spell: Yea spend 3 cp to counter a stratagem played by the other player (2+) ^^
-Aberrant unit fight again (3cp)
That's is for the Cult codex review. This is a very cool codex, I am not sure where it is going to end on the power scale. But the ambush ability seems to have a very high skill ceiling so. Other than that deepstriking and charging with melee unit is going to work well. Also using ambush marker for perfect positioning of heavy weapon team sound super nasty specialy with the alpha jackal grating +1 to hit ^^
Very cool codex with incredible models so much win in this one!
On pre order today ;)
Kill Team Arena Review
hello everyone !!
In less than 3 days you'll be able to get Arena for kill Team. It's a new expansion focused on competitive gaming. We'll review this in 3 parts:
the content of the box, the philosophy of the product and lastly, rules. Without further ado let's start :
The box cost 55£ and include :
- 2 x 22x30” double-sided, folding card gameboards that are used for the missions in this game. So that make 4 maps.
-2 sprues of scenery containing each: 5 doors, 4 barrels, 10 crates, 1 pipe, and 1 cylindrical container.
-2 deck of objectives cards
-12 missions cards (cards version of missions in the Arena rulebook, very handy)
-Tactics cards for 2v2 missions (what more tactics ? Rly?)
Honestly, even if the sceneries sprues are of great quality it's quite expensive for what inside. Yes, there are 2 boards and they are dual faced still it's steep. On the plus side, you need 1 box for 2 players so if you are a club or a group of players you can save some money here. In 2vs2 you need 2 box :/
Nothing bad to say on the stuff inside, it's GW quality, everything is top notch.
The design intent is competitive gaming ! The set of rules force moving up the field, holding points, assaulting position and so on...It's obvious that kill team focused on only long range shooting or with a very low count of models (while stronger) are going to suffer in this game mode.
Furthermore, the map offers a lot of LOS blocking elements. It's quite easy to move covers from cover and stay out of sight. At best you will be getting obscured target. So all the teams specials abilities that improve obscuring or remove obscuring from target get a lot of values in this Arena (i think)
One other interesting part is the symmetry of all the missions. All maps are 100% symmetric and have the same covers in the same positions. So it's 100% fair games.
The Objectives are multiple in each game and include all component of the game like: ranged and melee take out, holding point, moving fast ...it's really interesting to see the attention they accorded to these and made sure to force interaction between the two players. Lastly, each mission has an optional special objective that can be chosen.
Game duration: all games of Arena last 4 turns! nothing more.it's quite fast if you think about it, each model is going to move 4 times max! I like it a lot as it going to make each decision really important
To sum it up, Arena games are: short, filled with objectives, force you to interact with the other team and require you to have a diverse kill team. At least that is the intent we will see what the meta look like in a few months.
The good news is no tactics inflation for this game mode (in 1vs1) yea they added nearly nothing (it's not like we needed more ^^). Still, there are a few added rules and some specifics in the missions and boards.
You can't ignore wall with any rules. Meaning you can't fly over walls, you can't shoot through wall or melee. Walls also grant obscuring if you can't see 100% of the model
Cost your movement to open or close, they slide into the wall and you can take MW if you prevent the closing with your base. They can't be attacked
There is a new overwatch tactic that allows to shoot during the charge. The intent is to allow the shooting player to wait for the charger to be in LOS before shooting. (1CP)
(I'd love to play in a double kill Team tournament)
While I regret that there is no rules on how using the other terrain set or boards in a competitive setting it's a good box.
Very welcome addition to kill team, the intent really reminds me of Shadespire and i am eager to play it more !!
Cult review coming this week end (hopefully )
Gloomspite gitz Battletome review !
Hello everyone !!!
I know I am a few days late but our Gloompsite Gitz review is finished (at last)
This book has a lot of stuff and we'll be reviewing it this order: Moonclan, Spiders, and Trolls!
This Battletome is 112 pages with hardcover as all Battletome it includes, Fluff, Artworks, Painting and covers a large number of units.
(No FW units).
As usual, you'll be able to select: Traits, relics, Battalion, and differents Battleline units depending on the General. So let's get to it there is a lot to say!
The Allegiance Ability is tied to Gloompspite Keyword and has been already spoiled by GW But I'd like to give extra details.
The moon path
The moon starts in one corner (your choice) and moves to the opposite corner. Once it reaches it, the Moon is out for the game.
If 2 players are Gitz only one moon is placed (Roll off to choose). The moon grant bonus if you are wholly within the right table quarter or to the whole table. You get no bonus if you are in the corner.
At the start of each round after the first one, roll a dice: 1 no move, 2-5 = 1 move, 6 = 2 moves.
One enemy units affected by the moon take 1d3 Mortal on a 4+
Gloomspite Gitz Wizards under the Bad Moon get +1 to their casting rolls, while all other wizards get -1.
Gloomspite Gitz Generals get an additional command point in each hero phase they’re under the Bad Moon.
Squigs under the Bad Moon can run and charge in the same turn.
Moonclan Grot units re-roll hit rolls of 1.
Spiderfang Grot units deal mortal wounds on a 5+ to hit, rather than a 6+.
Troggoths can re-roll the dice to see if they regenerate wounds, or double the results of their first roll.
PS: It looks strong on the paper but doesn't count too much on it unless you have the Loon King.
The Moonclan is the main subactions of the book. Even includes another mini faction if you want to play full Squigs (I WANT !). Here some interesting warscrolls :
The Loonking is, of course, the kingpin of the army! His Command abilities grant him a once per game control of the Bad moon to halt it on the center of the table for 2 turns! At a bit more than 200pts, he's good value (decent stats and 2/2 wizards). Also, he benefits from 2 of the moon bonus (extra CP, and +1 spell rolls)
LoonBoss on Mangler Squigs
My Personal favorite !! The LoonBoss on Mangler Squigs is a great model, Crazy amount of damage on a charge, Buff other squig in a huge aura. Must have!
One problem is that it cost 300pts oO
Another interesting choice is the "GobbaPalooza" it's 5 gobs heroes choose as one unit but all actings independently during the game and all have different little powers. (some very good debuff). Leader slots are super tight in a Moonclan army (or spider) and having 5 heroes without using a leader slot is value !
The standard gob hero is a point of contention in my gaming group ^^, Cost 70 pt :/ shitty stats, 5wounds at 5+, 3 attacks (3+ 3+ -1 1d3). But his command ability looks very promising, Target moon clan grot gets: on an unmodified roll of 6 to wound deal 1 extra mortal wound. Sound great with a huge pack of grot buffed with extra attacks (see after). I imagine at best getting 4 attacks per grot (4+ 4+) and optimistically 30s grot in melee. So 60 hits dealing 10 extra mortal wounds (and a bunch of armor roll for the targets ^^). There is ONE big problem :( the command has to be used at the start of the Melee phase and the target must wholly within 12"(24" if it's the general but it's suicide). it's going to be hard to pull off :/
Sneaky Snufflers A new support units that can add +1 melee attack to one unit. You can stack this buff but target suffers 2d6 MW after the first one ^^. I imagine using stacking it twice on a massive gob unit (where the backline can't reach fight)
Sporesplatta Fanatics Another good inclusion, it's basically fanatics with mushroom&chain. But grant +1 attack to grot and Block Los (1" aura ). The sad part is that they cost a lot of points (120pt for 5 oO)
Rule of thumb for this battletome, everything but battleline feel overpriced.
Hoppers Bounderz at 100pts for 5 the price is steep (up to 15 models) but I find them very good if you can set them up with the sniffler, the manglers command ability and the moon (that grant run and charge)
ps: A battalion allow to reroll random move of Squigs units (massive improvement math-wise)
Stabba & Shoota didn't change.
MoonClans have a lot of Wizards and they are going to need them! ^^ Multiple spells deals Mortal wounds, some of them are very strong. You are going to need a bunch of those spellcasters if you want to have a chance. Also, there are a few good debuff spells that force a target to fight last (super good !). Very strong stuff!
Traits MoonClans traits are nothing specials because the one carrying them is only a goblin ^^ but I really like "Fight another day" it allows moving 2d6 after attacking in melee with the general^^ very handy on a Loonboss (i a small game)
Foetids Shaman relic list is "SOLID"
Other relics list are Ok-ish but it doesn't matter as you are going to take Moonface Mommet or Sneaky stealing. Both synergize very well!
They got 4 of them :
-The "moon" deal Mortal wounds and debuff casting rolls of non-gloomspite wizards. You can really screw a back line of magic users if you use it well. (Auto include)
-Atomic Mushroom: More mortal wounds, Perfect on a big blob of armored infantry ^^
-Spider Tide: Not great but Huge range.
-Spider Cauldron: Great buff, +1 cast and unbind, grant full spell list to the caster (Nearly auto include).
Bonus to cast rolls are very important in the army as you can get a stronger version of the spell when you roll 10+
It's Free, Respawn shootta & Stabba, and auto pass Morale in a WW 12". Strong but placement rules force a defensive game!
Ok but expensive :
-Skulkmob Horde: Once per game a shrine respawn a unit at full force! (160pts)
-Squig rider Stampede! : Reroll random move dices. (140pt)
Moonclan characters commands power are limited in use. Squig heroes buff Squigs, non-Squigs buff Moonclan Grotz (a keyword reserved to basic Stabba & shootta). Stacking caster is the intended playstyle i think and could be super fun to play. If you can get all those casts/unbind bonus you are gold !!
Moonclan are fine but expensive points wise (outside of Moonclan Grotz). Squigs army should be super fun to play but horribly random ^^
Let's get to the spiders !!
If you love spider you'll be satisfied with this part of the book.
In a nutshell, it's a simple army, you get the Moon bonus for your spiders (MW on a 5+hit) buff them with a spell (see after for details) and spam mortal wounds ^^
Still, you need :
The shrine, it's free and auto pass morale around it (12" WW) but the placement rules prevent aggressive play.
The Loonking : Having the moon bonus is VITAL but then you need battle line units :/ as King must be general. Still you can get 3 Squig herds as battleline (for 210pts)
The units selection is a lot smaller than Moonclan and consist only of :
-Arachnarok Spider (Shaman version, Catapult Version, Hunter version, Solo Beat version) :
*Shaman Version *: This one has a spell that double the amount of MW inflicted by a unit. Cast it on a big spider rider unit and profit. That mean getting 2mortal wounds on a 5+ with 2 attacks per spider. The spell last until next hero phase. This is soooo strong !!! Also if you roll 10+ you can buff more than one unit.
*Solo Beast *: Deep striking giant spider fun time for the back line ^^ there is a Battalion improving the charge chance. but they only cost -40 compared to the shaman version so i think i prefer having another slingger.
-ScuttleBoss : 100, Command that reroll charge range (and riders attack). He's the only one that can get Trait. Not super useful.
-Shaman on foot : Yea no spider fang :/ + bad starting spell. But access to spider spells list :
-Spider Rider : Battleline if General is SpiderFang. Fly, shoot, deal mortal wounds, get a discount at full force, awesome. You can make them faster in a rider formation (+2 move). Love them!
Relic : One relic is a must have : units in 12" procc poison on a 5+ ! (Like the Moon bonus)
Quite the limited selection but sound like the scary army of the book! Not sure what is the best build, maybe I'll go Loonking + 3 Squig for battleline, Spider shaman on Giant spider, then double max riders and 2 more shamans I think.
Now that the spiders are done Check some trolls !!!
Trolls have a Hero that grant other trolls as battleline. So yea you can go Full trolls!
Regulard Dank is 10w (4+) and 3 Attacks, boss is 12w / 4 attacks (220/300). You need one boss for having River and Strone Trolls are Battleline.
Both versions have one hit kill power that is interesting.
Nothing else to say about them, Awesome models, Ok stats, big trolls.
Better making unit of 1 to avoid losing one troll on morale test ^^
River trolls :
No change but Battleline if the trolls is a General. (160pts for 3). Vomits is still super sexy! Low Bravery :/
Stone trolls :
Battle line and a 5+ FNP against everything. Deal mortal wounds at range (1d3 MW if you roll less or equal than target models number)! Low Bravery :/
Bravery is a problem as losing extra trolls is going to hurt! Still having multiple small units of stone trolls is a decent ranged threat!
Trait / relics :
One relics grant a 4+ FNP that stop working on a 1. For trait i think i prefer the +2 wounds or +1 bravery aura.
Review of the new RGG miniature handle
A few weeks back RGG offered to try their new mini holder and after using it for a month, I'd like to do a quick review on the Handle!
An image is often better than a thousand words :
The RGG360° is an ergonomic handle with a rotating 360° top. The models are fixed on it with some sort of orange putty. The model I tested is a 3D printed prototype (it's amazing what you can do with a 3D printer these days).
I want to review these aspects of the product: ergonomics, rotating top, the putty, stability.
Let's dive into it then!
The ergonomics of the handle is really nice and help stabilize hands while painting. It feels like a small skying baton handle.
You just have to place your thumb in the slot and voila! The hold is good and stable. To be fair, It's like the GW handle, you can tuck your thumb under the plateau but the difference is that the larger bottom prevents to reach the same level of comfort/stability. After using it for a month I really prefer this shape of handle and don't feel the same comfort on the GW one.
In Conclusion, I really like the RGG360° comfort and stability for longs painting sessions.
As seen on the introductory video you can rotate the top of the handle. it works very well, there is enough resistance to prevent unwanted movement* but not too much that you have to use strength to rotate it.
At first, I didn't consider the 360° rotation as an important feature. Taking advantage of it was not easy but after some time it's really handy and would miss it badly!
Conclusion: Unexpected super helpful feature.
* If you paint an heavy metal model the top can rotate alone if you tilt it on a side (super corner case). ex: Painting Boar from guild ball (picture at the bottom)
The top of the handle is covered with orange putty that feels a lot like blue tac or "patafix". It holds models very well, even metal Warjack from Warmachine didn't move.
Using this method of fixation allow the handle top to be thin (around 25 millimeters). The good point is that doesn't prevent painting from under. It's my main gripe with the GW holder. The sheer size of the Claw Mechanism prevents painting from bottom angles.
A few things that I didn't like with the putty: If you use a base with a central slot, putty get stuck in there. You have to press strongly to fix the model and it's bad when the base is already painted. Lastly, with bases a lot larger than the top (40mill and more) having your thumb on the side of the base while painting unfix the model (with a simple lever effect.).
Note: RGG told me that the holder will be shipped with extra putty to refill/change.
Even if at first the putty doesn't look like a great idea, it does the job very well and models don't move at all.
With a handle this thin, is stability an issue?
on the 3D printed prototype, it was :(.
While I was painting this metal model :
The handle fell 2 times when I put it back on the desk. Of course, it was user error and the model is big and in metal (a bit bigger than a Stormcast) but I would I have liked a base to slot the hand.
After talking with the RGG team, they told me the finished product has a better weight distribution and only the 3D printed version has this problem. The explanation is: To make the 3D printed prototype they used a lot of milliput at the top and it fucked up the weight distribution. They also assured me that the end product will be super stable. Still, a small base to slot the handle when you put it back would have been awesome.
I installed a small base on my desk (with an old tequila glass) to prevent more fall.
Note: It's impossible to take the handle apart without breaking it.
While the balance problem kind of bother me, the handle is excellent. This is now my default paint handle. I don't reach for the GW or other brands as much as possible.
Totally recommend this handle for any painter !!
Don't miss their Kickstarter on the 10 Janvier (i don't have the details and the price yet.)
CU next years !