| Warhammer 40,000 - Conflict in
the 41st Millennium
†
Introduction
This didn't all just start out of thin
air, no. And it certainly didn't start today, or even this month.
Nope, it began several years ago, at least from the purely Games
Workshop wargaming front at least. First introduced by way of
Space Crusade, as indeed many of us where, when some of us
may even remember the adverts on TV for that boardgame, it soon
moved on to the more intense Space Hulk where, as Space Marines,
you moved from power armour to the revered relics of Terminator
armour. Both of these games had their own computer versions of the
time. And from Space Hulk, the keen gamer moved on to the
expansive universe that was Genestealer and Deathwing,
the latter being the elite of the Dark Angels Space Marine
chapter, in their bone white Terminator armour. Wicked. I remember
this all rather fondly and there are several motivations for returning
to the game.
The computer variant of Warhammer
40K is called Dawn of War. You can find out more about
it at the link below;
http://www.dawnofwargame.com/

A few years ago, I brought the Warhammer
40,000 boxed set, and had to admit that I was more into designing
games at that stage, than I was actually playing them. My nephew
somehow inherited the game without me having played a single round
of it, despite my having been engrossed in its predecessors.
So, asides the fact that Paintball
has gone hard into the speedball area where the bush and tactics
now play little or no part of the sport I'd chosen several years
ago, I have known for sometime that I've needed to get back into
some activity outside of work and the updating of one's website.
The physical side may yet find me back in a Dojo, hopefully.
For the creative side, Warhammer 40K
gives me an opportunity to get back into model building, and gaming,
which can involve plenty of writing as well. Painting is mandatory,
as is the much needed social interaction. And as such it runs rings
around equivalent activities involving computers. Still, the old
days of LAN sessions sure were fun.
Get to know the members of your local
community, and kill them :) Like Paintball, people don't die, and
you can have a beer with your foes afterwards.
If you want a good introductory overview,
then Wikipedia
is a good place to start with their entry on Warhammer
40k

This page is dedicated to Tim "Wee
Tim" Sara. A great few years were had mate. They will continue
in your memory. Cheers for the inspiration. Thanks for being part
of what keeps the creative spirit alive.
Top ^
July
2009
It has been sometime, but I'm finally
digging into the idea of doing some modeling again - the miniature
variety, as opposed 3D Computer Modeling
- as I can, at the moment at least, only practicably partake in
the more ancient variety of the associated activities. Somehow the
last few years have found me delving back into old activities.
So, my purchases will reflect the intent
of building models, painting them and setting them to dioramas primarily,
while the gaming side will be secondary. There is a lot of expense
in both sides; models, paints, tools on one side, and rule books,
codexes, dice and templates etc on the other but both are great
hobbies and there are far worse things you can spend your money
on. Essentially, like anything, if you want to improve, get good,
then you must practice, commit time and effort to it. Different
activities take it out of you in different ways, each offers up
different disciplinary challenges.
I haven't had a brush in my hands for
sometime. So long in fact I forgot, on my initial "Wish List"
to include varnish - which, of course, one needs to coat a miniature
for protection. Particularly a good idea if you are handling them
in gaming. That said, keep your good models for display, don't go
handling them! My mission, asides from producing a few small scale
dioramas as gifts for friends (with one or two models on each along
with some terrain and that sort of thing) is to use my gaming models,
say every twenty or thirty, as practice for the one that will be
a display type effort.
A key thing and incentive for the gaming
aspect is the creation of narrative. You basically create the story,
through a series of gaming objectives (often called campaigns) by
playing. This battles you fight with dice and a series of model
armies builds up a narrative of tabletop combat action and is the
avenue to writing up missions of your own which have a bit more
flavour than simply setting up your two opposing forces and dueling
without any real background to the goings-on; think motives and
history to the events which your rival factions find themselves
entangled in the conflict in the first place.
In saying all that though, the idea
of playing with the rules, creating my own Space Marine chapter
with their own rules and so forth harks back to my days in game
design. Rules is always a bad word, when something like "guidelines"
should be a better applicant of intent in gaming. Yes, I miss the
roleplaying of a bygone era, though I enjoy a bit of multiplayer
on S.T.A.L.K.E.R. every
now and then, 40K offers up the best combination of social interaction,
the painting and craft side of it, and the design and storytelling
aspects of gaming.
My mate is looking at the Black Templars.
The great thing is, you can get dedicated Space Marine chapter boxed
sets, but you can also get standard units and buy accessory packs
which allow you to customise them to a given chapter. A good idea
when you're building up a specific chapter or have some spare marines
left over from other kits, or boxes, including the new Assault
on Black Reach. Unfortunately, though I was considering it,
I'm not interested in Orcs in the 40K world, if the OF was Tyranids
it would have been a go though.
This new boxed set starter rolls with
the new 5th generation rules. Yip, they've done it again. The rules
are now less complicated and more flexible from what I hear. Not
to mention plenty of new options tactically. Eventually I guess,
we shall see.
Top ^
My First Game
On a fine November day I headed down
to the local Games Workshop store to ask a few questions
about the current state of the Warhammer 40K world. Costs
of miniatures and paints was in the forefront of my mind as, having
a few mates who used to play pretty regular, I knew that it was
compulsory to have yourself a prepared army on board before you
could play. The initial motivation is actually something I can't
quite declare here but needless to say it has something to do with
Christmas. I'd need a bit of practice on a Space Marine or two before
I could get my hand back into the necessary skills of avid painter,
to get the results I really wanted. So, if I was going to buy up
a couple of dozen figures to do so, might as well build some sort
of an army, right? Ah, that's my excuse anyway.
Then it would just be a case of getting
my hands on the 4th Edition hardcover rulebook. Some $100 I believe.
Then I remembered I'd at least need one Codex. In this case Space
Wolves. Oh dear, and at some stage, I'd have to get the root
reference of the whole deal with the Space Marines Codex. Games
Workshop sure know how to market and generate that cash!
Hardcover Rulebook
Anyway, the guy in the shop was soon
to clarify the benefits of the hardcover rules, being that it featured
the Combat Patrol rules, designed by some UK school kids
who wanted to be able to play in their lunch hour. Short games which
only require very small army purchases. Basically as little as one
box of figures which'll only set you back $50 or so. And heaps on
the history of the Warhammer 40K universe, the armies that wage
war in the 41st millennium and bits and pieces on the hobby, building
and painting. Well worth it, and being hardcover the book is a proper
investment which will last.
After talking the talk and gaining
the necessary information I required to consider my first steps
into the 40K community, I was offered up a game right there and
then.
One of the missions contained in the
Battle for Macragge
boxed sets involves a squad of Space Marines who have to hold back
a Tyranid alien horde from their valiant commander, who has crash
landed and is currently protected by a force field. Well, he will
be for a few turns anyway. If the marines can manage to keep their
commander alive they win. The Tyranids of course must kill that
mere mortal of a lieutenant. Well, no, if you know anything of the
Space Marines you'll know they are genetically enhanced killing
machines with, of all things, two hearts.
I played the aliens convincing myself
that ripping and tearing things to bits was going to be less complex
a job to resolve than fires, flamers and rocket launchers. Well,
not really. All pretty simple stuff. Or at least, that is what our
resident Games Workshop man made it out to be as he rattled
off stats in a way I recall doing with THAC0 during my AD&D
days, without referring to any manual. Ah, the simplicity of wargaming.
Though I am aware of just how complex this game can get, with such
a detailed universe, and some very interesting cultures in there.
There are certainly plenty of options in a game that harks back
to the early 80s.
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On the left is my courageous but ill-fated
opponent, and on the right is me, a genestealer of the
Tyranid horde.
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Before I start spending too much on
this new hobby, I have to remind myself that my plans to get to
Gallipoli are forefront in my mind, so there is a need to allow
my initial intentions perpetuate over a excessive keenness to build
an entire 5000 point army all in one hit. Today I didn't actually
spend any money, for which I was glad. Just a few figures, probably
some scouts, and some paints and brushes will deal to the initial
requirements for this little project.
After what must have been no more than
20 minutes I found myself victorious as the alien hordes, having
dealt to the Space Marine commander. This only after my cunning
opponent did try to convince me to kill off the rest of the rescue
party. But I, avid gamer of many years recalled my objective and
kept my eye on the ball. That commander was toast.
The marine armed with the rocket launcher
was seriously inept and needed to go back to the School of Heavy
Weapons to relearn his craft. That didn't help my opponent at all.
How much fun can you have playing Warhammer
40k? A whole lot! And coupled with the craft of painting, building
dioramas and writing up missions, and perhaps even creating my own
Space Marine chapter, you've got one seriously enjoyable hobby.
Top ^
Space
Wolves
November 2005
I've come away with my little project
in mind, a copy of How to Paint Space Marines, and the Space
Wolves Codex, in order to have at hand the necessary information
to build an army from that revered founding chapter, and a metal
figure, being the character Ragnar Blackmane, from the Space
Wolves. It didn't take too long though, and I realised for the project
I really want to build up a figure which is going to be, in part,
scratch built, while also using several parts from several different
miniatures, including a Tech Marine, servitor. And it must feature
at least one lightning claw - why? Because they are so cool.
Space Wolves marine armed with standard
issue Bolter
About a week later I had my first game,
as explained above. Reading the material I got my hands on, including
a copy of the latest White Dwarf, sinks me deeper and deeper
into this world. There is certainly plenty to do. You could spend
a great deal of money but there is really no need. Not with Combat
Patrol rules, and a clear sight of what you're wanting to build
up, focusing on one army of say 1000 or 1500 points. And when you
add it all up, its only comparable to most other past-times out
there.
No doubt though, there will be natural
desire to explore other armies, build bigger armies, and that all
costs the dollars. The best bet is to get another job, get a pay
rise, or budget an allowance per month, which I hear is what some
hardcore types do. Either way, there is plenty worse things you
can spend your money on, with much less reward. For now, the craft,
painting and diorama building holds the greatest attraction.
I'll endevour to get up pics of any
of the stuff I do, perhaps even briefings on the games I get around
to playing.
Happy gaming.
**********
Missions
for Macgragge
I was able to download some additional
missions for the Battle for Macgragge boxed set. Unfortunately
it would call on the need of additional models above those you get
in this starter kit. An additional squad of marines, and a dreadnought
as well, from a first look over a few of the missions. But if you're
getting into this game, you'll probably already be well on your
way. You can check out the campaign at the following URL;
http://macragge.oz.games-workshop.com/scenarios/default.htm
In mission 9, with the introduction
of Ferrox the dreadnought, a armoured walker, armed with,
in this case, an assault cannon and a flamer, the marines have some
serious firepower. I would adjust the glancing hit table though,
making it more likely for a stun or a shaken hit, while forgetting
about a destroyed outcome, as the whole point of glancing hits or
wounds is that they don't do any critical damage. Still, a dreadnought
is a fearsome piece of hardware and perhaps this was done for the
purposes of game balance. More likely to take the behemoth out.
**********
Combat Patrol
Just in case you're interested in Combat
Patrol, the small scaled battles I've mentioned elsewhere, as
a veteran, or especially as a beginner, or if you happen to be on
a budget, then you can find them at the following URL :
http://www.patrolclash.org.uk/pcrules.htm
The basic outline of the rules are
as follows;
• Armies cannot exceed 400 points.
• You must have at least one "troops" choice.
• You may have one "HQ" choice, but no more.
• You may spend your remaining points from anywhere in the
Codex.
• No model can have more than 2 Wounds.
• No Special Characters.
• No 2+ saves.
• No vehicles with a total Armor Value greater than 33.
• No ordnance weapons.
• Games are played using the "Combat Patrol" mission.
• The mission should be played on a 4' x 4' area.
The rules first appeared in White
Dwarf issue 288.
Top ^
**********
First Unit Purchase
After a mate told me he needed some
super-glue told him I was intending to get some anyway, shortly.
For building up miniatures. Headed into town and decided to get
my first installment of my 40K army sooner rather than later
on that basis. Funny thing was I didn't realise the metal sets didn't
have alternate weapon choices, so I didn't need the glue at all.
Will for future works, and since the weapon load-outs for this set
doesn't conform to the squads I've built up on paper, will need
to do some serious conversions. No problems once I get a few more
kits, I'll have all the options I require.
Need to get some Greenstuff
for those modifications, too. Will get the required brushes and
paints next week. Thanks to my SwissTool I've got most of
the tools I need already. File, knife, pliers.
Was told by the store guy that the
boxed set I got was the only way now to get the unit captain like
this one, with the chain fist. Cool. The plastic set of scouts comes
out at the end of the month, so, in time, that will sort out the
correct weapons assortment for my army.
Was cool to find out that a couple
of mates have been on the same page of the book lately, wanting
to return to a bit of kit building. One here, and one in the States.
My mate here, he wants to get into the model railway stuff and I
realised that, deeming the need for dioramas and scenery-building
much of these skills are transferable. The official Games Workshop
site has heaps of hints for just such activities and its all going
to be handy stuff for rolling back into the craft. Just imaging
a gothic-like derelict train site based in the 40K universe. There
would be something to look at. Perhaps something styled on those
huge carriage-mounted artillery pieces of World War One.
Top ^
**********
The Rulebook
Okay so I rocked into town on a mission
for food and came home with the hardcover rulebook. I've now decided
on a plan to ensure that my spending of money is more restrained.
Not something I am historically known for requiring as it happens.
Here is my plan;
December
• Grey Hunters
• Space Wolves Grey / Shadow Grey
• Primer can
• Brush (detail)
The Grey Hunters gives me another
base unit for my Combat Patrol, while the two paint pots give me
the goods for the initial two coats on my marines, along with the
brush and the primer.
January
• Blood Claws
• Paint Set (includes brush)
• plastic template / marker set
Second come the Blood Claws,
these young entusiastic fighters of the Space Wolves Chapter. Along
with my leader character miniature and the Scouts I already have,
that's my models squared away for the Combat Patrol, with a few
figures to spare, including spare parts. Always handy. The template
and blast markers will be good when I finally get down to my own
games.
February
• Tyranid Codex
For my wee project, Tyranids
will form the opposing force so this will be a beginning to at least
having the materials for that purpose. You need some bad guys and
these alien scum of the Hive are definitely the way to go in my
humble opinion. Love Aliens, love Starship Troopers
so really, there is no competition.
Remember that, even with the rules,
you still require a codex for whatever army you intend to fight
with. If you choose a Space Marine army then you may need a Chapter
specific one on top of the Space Marines codex as well.
The rulebook has heaps of helpful stuff
on collecting and painting your miniatures. The Combat Patrol
and Kill Zone rules in there are a excellent way to start
playing without the need for a massive and somewhat expensive assembly
of troops. Plenty of colour plates amongst the dreary darkness of
the 41st Millennium. A well put-together product well worth the
price. And the hardcover will ensure it lasts.
There isn't a massive amount of history
in there about the 40K universe but well and truly enough to get
you started and give you a good feel for the world, and the races
that dwell there. I love the Latin influences here and the different
cultures from which 40K breathes life, such as Japanese in the case
of Tau, the Samurai and Robo Wars types stuff with the
mech designs. There is absolutely heaps of stuff there on the hobby
aspects of the game, from painting, to making terrain, to the building
of armies. Very inspiring.
Certainly, there are lots of rules
to take in, but you can easily do this a bit at a time and build
your experience slowly if necessary, as you build your chosen army.
And already I am realising just how much human support there is
for the game. When I picked the rules up, I was able to discuss
issues with different armies and then was offered a demo on painting.
Well, its been a while so I went over with the store manager and
spent about half an hour on a marine figure taking it through the
first two stages of painting. With that in mind, two paint pots
and a brush, I can do the very same thing with all the models I
have so far. Production line type methodology surely speeds things
up and gets an army on the field of battle (play) rather quickly.
Not for a couple of weeks yet though.
http://oz.games-workshop.com/games/40k/painting/painting.htm
http://oz.games-workshop.com/games/40k/terrain/terrain.htm
There are so many ways to play this
game once you can field an army it really is suitable for anyone
in any situation regards time or experience, and indeed, money.
From long several session campaigns, through to quick-fire exchanges
of combat between single squads, its a winner.
Terminator Marine with Assault Cannon
Now, to leave this world, and re-enter
my own. Work does call.
Tactica Imperium
"A good commander does not
need to take risks - he merely waits for his foe to do so."
After November, there won't be much
time for the hobby but I'm looking forward to getting back into
doing as much as I can.
All the best in gaming,
Leon "Junior" Harrison
Top ^
Links
Games
Workshop Australia
Warhammer
40K
Battle
for Macragge
Warhammer
40K Forum
Warhammer
40K Tactics
Combat
Patrol
GW
Combat Patrol page
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