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Warhammer 40K

Introduction

 

July 2009

 

My First Game

Space Wolves

Battle for Macgragge

Combat Patrol

First Unit Purchase

The Rulebook

 

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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/

 

Games Workshop

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

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.

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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.

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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!

Warhammer 40K Rulebook

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.

 

Ultramarine in power armour

On the left is my courageous but ill-fated opponent, and on the right is me, a genestealer of the Tyranid horde.

Genestealer

Ultramarine
Genestealer

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.

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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 Wolf in power armour

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.

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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.

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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.

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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

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

 

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GW Combat Patrol page

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Space Marine rocket launcher vs. Tyranid onslaught

 
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Copyright (c) Leon T. Harrison 1996-2009. All Rights Reserved.

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