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Posts Tagged ‘games workshop’

Our Day at White Dwarf

Firstly, Happy New Year to all our followers! Hope you all had a fantastic time celebrating with friends/family/toy soldiers. The keen eyed amongst you may have noticed some familiar faces in this month’s White Dwarf! I thought it’d be interesting to give you all the “behind the scenes” lowdown on this!

I can’t really remember what I was doing the day that Pete Foley sent me and Innes a message on Twitter. I want to say playing Star Wars Battlefront 2? From a quick skim back, it was all the way back in April of 2018! He told us that he was a listener of the podcast, and that he found our views really interesting. This was a surprise to be sure, but definitely a welcome one. We had no idea that HQ was listening to what we had to say, never mind actually feel happy enough to reach out to us for a chat. read more

Game Review: The Horus Heresy – Battle of Tallarn


Developed By: Hexwar

Platform(s): Microsoft Windows, iOS, Android, Mac

Genre: Turn Based Strategy



The astute among you will undoubtedly say “wait, this is a 30k game, not a 40k game”! While this is true, we wouldn’t have the 40k universe that we all know and love without the hardships that our heroes (and heretics) endured during the Horus Heresy. Battle of Tallarn is a turn based strategy game, in which you command Chaos or Imperium forces (the choice is yours) in the legendary armoured division battle which took place all the way back in the 31st millennium. Command waves of tanks, or even more fearsome war machines such as Reaver titans, and lay waste to the opposing forces in mortal combat!

Before we get to the main review, followers of the podcast may remember that we actually interviewed some of the Hexwar team around the time this game was released. If you’re interested, you can check that out at the link below:


Hexwar Interview Podcast



For new players to the game, i’d definitely recommend the tutorial before diving into the main game itself. The tutorial is really well structured, coaching you in the basics of movement and combat – it really scales up appropriately in terms of what you need to know to command your forces, I absolutely recommend checking this out.


Similarly to Rites of War which we also reviewed recently, Battle of Tallarn also uses a hexagonal based movement system, but the gameplay is fundamentally different. Units can move a certain number of hexes based on their unit type (and can advance, forfeiting shooting for some extra speed). Some units then have 360 degree fire arcs for their main weapons, and some need to pivot to shoot the target accordingly. This is handled quite nicely, as when you rotate a red outline snakes across the map, showing you what targets fall into that unit’s firing arc.

Some units have a mixture of both ranged and melee weapons, and can charge across small distances to deliver these attacks. I definitely found in my experiences playing the game that melee combat (whenever I got an opportunity to deliver it) was extremely deadly, and I was motivated to push such units as aggressively as possible into the enemy lines!

Other than the larger units such as Titans or 

Thunderhawk Gunships read more

Game Review: Inquisitor – Martyr (PS4)


Developed By: NeoCore Games

Platform(s): Microsoft Windows, PlayStation 4, Xbox One

Genre: Action RPG




Inquisitor: Martyr is an Action RPG game (in the same vein as the Diablo series), where you don the mantle of one of the Imperium’s most feared agents. Slaying your way through hordes of enemies, your ultimate goal (besides gaining more loot and power – believe me there is much of this to be had) is to get to the bottom of the mystery surrounding the mysterious space hulk “Martyr” which has just recently re-emerged from the tides of the immaterium in the Calligari sector. There are also an infinite number of side quests and missions available to you, such that you might level up and develop your character as much as your heart desires! For reference, I have only played the PS4 version of this game, and also mostly only the campaign.



If you’ve played Diablo 3 (or any of the Diablo style clones out there), you will instantly feel at home playing this game. In a nutshell – your character gains experience by completing missions (which raises your inquisitorial rank), and improves their power rating by finding and equipping better wargear. You also acquire fate during missions and for completing challenges (more on this later).

Combat is really fun – you can use any of Melee Weapons, Ranged Weapons, Psychic powers or support skills to attack and crush not only hordes of enemies, but also elite enemy champions and war machines alike. It’s immensely satisfying to watch waves of enemies fall under hails of your heavy bolter fire, or a bunch of them get blown up by a lucky fuel canister explosion, or even to see them crumple under your merciless melee attacks. There is a cover system available to hide your characters (and cover can be destroyed by the way!), but honestly i didn’t use this much at all. Perhaps this is because I played as a crusader – I could see the potential value for the psyker or assassin.

In my playthough I had only reached level 31, but the array of weapons on display is impressive. So many of the old classics (and new weapons) make an appearance, and you can truly shape your hero to be the warrior you need. Weapons and wargear all have their own skills, and you can combine interesting armour abilities with your weapons.


For example – my Crusader “Lachdanan” (spot the Diablo reference) was equipped with a Jump Pack and a Thunder Hammer. He could easily jump into a horde, and then smash huge enemy numbers with a powerful Area of Effect attack. Make no mistake, whether its a deadly assassin sniper, or a charging thunder hammer wielding crusader – the selection of death on offer is widely varied and interesting.



There is also a really interesting (at least I found it that way) combat mechanic which isn’t in the likes of Diablo, called Supression. Basically suppression is an indicator of how much combat pressure your character is. This is represented by a red/amber/green circle which surrounds your health bar.

Essentially, if you’re in combat you will take both physical AND suppression damage. If your suppression is in the green, all is well – but if it falls to Amber or Red, then you could be in trouble. In lower brackets, your character becomes susceptible to being stunned or even knocked over (and at the mercy of further attacks). You can counter suppression loss by using your innoculator (if you have customised it in such a way) or by disengaging in combat.

You can also inflict suppression damage on enemies – and some weapons have attack modes which are really designed to inflict massive suppression damage to your enemies. This is a really subtle inclusion to the game, and it really makes you think twice about how to tackle your latest horde of adversaries.



Unlike in Diablo 3 where the world is interconnected, every mission in the game offers its own unique map.  Whether you are playing a campaign mission, or doing one of the recursively generated side quests, you can browse the Star Map to search for a mission that suits your tastes.

Speaking of quests, in addition to your general hack n’ slash tasks which you’ll be carrying out in every mission, there are a decent amount of sub-missions, including:

  • Deactivating Gun Batteries
  • Purging an Entire Map of Enemies
  • Defending Key Personnel or Equipment
  • Destroying Key Targets on the Map
  • Limited deaths per map

You also have access to Priority Missions, which are like “mini campaigns”. You are often prompted before these missions to make a choice in some way – such as scout out a planet with hired psykers, or purchase reinforcements for a battle. These options sometimes cost Calligari Credits (which you can also use to craft items or purchase wargear from the merchant), and can affect your chances of success. Some options increase the Collateral Damage, which means that your completion reward is less worthwhile.  

Uther’s Tarot read more

The Top 10 Units in 40k

Hi everyone, thanks for clicking this clearly click-bait title!

Before most of you lean forward at your PCs (or mobile devices) with torches and pitchforks in hand in anticipation, let me preface this article by saying that this is merely one gamer’s stab at trying to pin down the top units in the game (at least for now).

Trying to predict the meta in the game right now is like dangling upside down, wearing a blindfold, trying to shoot a water pistol at a moving target all at once – nigh on impossible! For the benefit of those who may read this article at a later time, this is just after the Ork FAQ, and still before Chapter Approved, so at the time of writing these are (at least I think so anyway) reasonable opinions about the real pecking order of the 41st Millennium!

To give some more clarification on why I’ve made some choices, I’ll try to touch on the below points for each unit choice:

  • Synergy Units – Units which perhaps are not good on their own, but add great benefits to others
  • Recommended Factions – To try and pick out why these particular attributes are useful
  • Stratagem Choices – Getting the most out of these units
  • read more

    House Ordos Project Blog – Mission 12

    Greetings fans of the Executrix!

    If you are reading this post, i’m assuming that you have followed the journey of building this army from the start. If that’s the case (and even if it’s not), thank you SO much for following this journey. It’s been an absolute pleasure to share this experience on the website, and I hope that you’ve enjoyed following it along the way.

    I feel like I have learned so much, and tried so many things:

    • Magnetising
    • Stripping Paint
    • Basing Techniques
    • Plasma Glow Effects
    • Freehand Banner Work
    • Knowing how to thin my paints!
    • Transfer sealing

    I’ve made this point a few times in the series, but I really want to express how bad a hobbyist I usually am! But If I can at least have an attempt at these techniques, you absolutely can give it a go as well! I hope in some small way my techniques and experiences have helped you (or at least shown you what to avoid)!

    I would also like to put some shout outs to the following people for their help and support during this project:

  • Fabricator General Paul Metcalfe – For building my Questoris Knights many moons ago
  • Hobby Killer (he’s not really) Neil Powell – For some great advice on the restoration of my painted knights, and general painting advice
  • Kris Mills – For some great advice on painting techniques and ideas to try out
  • Dennie Nuijten – For chatting about some awesome Dune-based Ideas (see the end of this post….)
  • Iain “Blood Claw” Waterston – For taking some amazing shots of the army for your viewing pleasure
  • Duncan “God of Painting” Rhodes – You may never read this post Duncan, but your tutorials are an Inspiration – thank you very much for all that you do for the Games Workshop community
  • Westwood Studios – For creating such a cool addition to the Dune extended universe in House Ordos
  • read more

    House Ordos Project Blog – Mission 11

    Greetings fans of the Executrix!

    In this installment I get the Castellan up to scratch like the rest of his Knightly Cohorts. I’m going to keep this article shorter, because many of the techniques I used to paint this model are ones that I have already discussed through painting both the Armiger and Questoris class knights. So firstly i’ll just show you some photos of the chassis from the painting process:


    One difference in this model that I did want to draw attention to was the Plasma Decimator. Plasma guns are something that i’ve been scared of in the past. I usually just slap on one colour and call it finished. I went to check YouTube for a tutorial, and to my relief and surprise, there was a Duncan tutorial on just this subject!



    So there was one problem with this – I didn’t have any of the colours that were mentioned in the video. A problem to be sure  but I had come far, and I wasn’t about to be deterred. I made the decision that I could try and get a “green” glow as opposed to a “blue” glow. I started by painting the plasma coils Incubi Darkness (one of my favourite colours that citadel has ever produced):


    Not the best attempt, but I was struggling to keep my hand steady on some of the finer details. Next, I went with Sotek Green to try and give some sort of “glow” effect:

    Again, not a great effort – and I had to wipe paint away a few times because I had overlapped with the Incubi Darkness. Duncan had recommended adding a third, lighter colour to give some more effect – but I was not confident enough to try this. Instead, I tried to drybrush some Tyrant Skull over the ridges to give that last glow:

    It’s definitely not the best effort, but its still better than the mono-colour attempt that I would have done in the past! The paints that I used for this model are:

    • Mechanicus Standard Grey
    • Leadbelcher
    • Balthazar Gold
    • Nuln Oil
    • Mephiston Red
    • Shining Gold
    • Xerus Purple
    • Caliban Green
    • Gorthor Brown
    • Tyrant Skull
    • ‘Ardcoat
    • Incubi Darkness
    • Sotek Green

    With the Castellan complete, the Knights were finished! Next up, some “group shots”!


    <<Prev                                                                                                                                                                                         >>Next read more

    House Ordos Project Blog – Mission 10

    Greetings fans of the Executrix!

    So with the colour scheme nailed, it was time to move onto painting the Questoris Knights. I painted both Knights together over the space of a few days, doing the same parts on each knight at the same time. This way I found it easier to maintain a level of consistency – not too different to the “production line” technique that i’ve seen applied to units such as Tactical Squads or the likes.

    As mentioned in an earlier post, I had undercoated all of the components with a spray base-coat of Mechanicus Standard Grey:



    And then again applied a drybrush layer of Leadbelcher, followed by again doing “points of interest” with Balthazar Gold. I also found an old pot of Tin Bitz and mixed this a little with the gold:


    And same as with the Armigers, I worked some Nuln Oil into the metal work to enhance the detail:



    This time (to allow maximum drying time), I applied the Sand to the bases before I started building up the layers of colour:


    Next up was fleshing out the Caliban Green and Xerus Purple on the armour chassis. One particular picture I wanted to draw your attention to is the “one coat versus two coats” comparison. Check out this picture of the shoulder plates:



    Historically, i’d have settled for that “washy” looking green, and slapped a wash over it and called it finished. It’s actually quite startling to see how poor the quality is compared to the solid purple colour of doing two coats. I realise this is a painting fundamentals 101 topic of discussion, but remember i’m trying to banish some painting daemons here! This was a big revelation for me, and I knew that I wanted to make a point of getting this one logged! Here is the completed shoulder sections (with 2 thin coats!):


    Then as before, I used Shining Gold to pick out the emblem details on both the face and armour plates (and also on the loincloth fabric around the main design). I even had a go at doing some freehand on the chest scroll. I painted that in Tyrant Skull, and tried some freehand using Abbadon Black. If you squint your head, you might be able to see the word “Ordos” on it? I at least had a go, and it was kinda fun to try:


    Then it was back to the bases. Again, i stuck with Gorthor Brown followed by Tyrant Skull. This time i was far less liberal with the drybrushing, and I am much happier with how these bases turned out than on the Armigers:


    Some feedback from friends said that this looked good, but could do with some of the tufts of grass you can buy from Games workshop. I’ve really resisted this though, to maintain the “Arrakis Invasion Force” theme. There is no greenery on Arrakis!

    With transfers, I just stuck to the ‘Ardcoat method of applying to the armour plates and over the transfers, and that was it! The Questoris Knights were now complete:


    I am super delighted with these knights. When you consider all those blog posts ago how they looked initially (dunked in Detol), to now acting as a great addition to the Armigers – I am thrilled. I’ve never re-done such large models before, and to think that I was able to turn unused models into a prominent part of my new army was an awesome feeling. I can’t recommend the re-use of models enough, if for nothing else the challenge of trying to “resurrect” an old friend! And remember, to any non-painters out there – I guarantee I am worse at hobbying than you – if I can do this, then YOU can definitely do this!

    Paints used:

    • Mechanicus Standard Grey
    • Abbadon Black
    • Tyrant Skull
    • Gorthor Brown
    • Shining Gold
    • Balthazar Gold
    • Tin Bitz
    • Caliban Green
    • Xerus Purple
    • Mephiston Red
    • Nuln Oil
    • ‘Ardcoat
    • Leadbelcher

    Here’s the full album:

    Questoris Photos

    Next up, the Dominus Class Castellan!


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    Episode 74 – Hachi Hammer (There are no Dogs on Terra)

    We review Bad Decisions II, chat about the implications of canine squad members, and mull over decent 8th edition units (other than the usual suspects!)

    Website: Caledonian Deathwatch Network
    Facebook: Caledonian Deathwatch Network Facebook Page
    Twitter: Caledonian Deathwatch Network Twitter Page

    Episode 72 – The boys who cried Space Wolf

    We review Codex Space Wolves, and chat to Jordan from Red Rose Gaming!

    Website: Caledonian Deathwatch Network
    Facebook: Caledonian Deathwatch Network Facebook Page
    Twitter: Caledonian Deathwatch Network Twitter Page

    House Ordos Project Blog – Mission 5

    Greetings fans of the Executrix (bonus points if you read last edition’s fluff article)! In this installment of the project blog, I take on the challenge of building and magnetising a Dominus class Imperial Knight – the dreaded Castellan!



    This thing was absolutely monstrous! I didn’t count, but there had to be at least 100 components in putting this beast together! The whole thing came over 3 separate sprues:



    It was certainly looking to be a challenging build:



    Thankfully the instruction booklet was decent, and I had a reasonable idea of what parts of the model I wanted to try and magnetise. As before with the questoris class knights, I didn’t feel the need to magnetise the torso joint. This piece was solid enough, and I didn’t think that there would be much to be gained from magnetising here (as opposed to the armigers). I decided that i’d try and magnetise these components:


    • Volcano Lance
    • Plasma Decimator
    • Siegebreaker Cannons
    • Shieldbreaker Missile


    I started by building the torso as directed in the booklet. I left things like the twin meltaguns “movable”, but I didn’t really see the point in magnetising any parts here:



    The legs were next, and again, I really didn’t see the need for any magnet work here. The pin joint on the torso is really solid, and holds the chassis of the upper body just fine:


    Now I was ready to start the magnet work on the arms. You’re probably sick of this diagram already, but for completeness:


    • Green – Super Glue
    • Blue – Bluetack
    • Red – Magnet
    • Brown – Cardboard


    So far on other models I’ve magnetised, this really has seemed solid, and nothing seems to have fallen apart or broken (which can only be a good thing!). I put magnets on the shoulder joints and inner torso of the Castellan:



    Here is a closer shot of one of the joint “sealed units”:


    For the top weapons (cannons + missile), I drilled into the top sections as indicated in the instructions  for gluing them, and sort of “nestled” the magnets inside. I will paint over these when it comes to getting a lick of paint on these guys:



    And here is the complete build!


    One thing I will add, is that I actually don’t think I am as big a fan of the aesthetics of these knights as I am the questoris class knights. They seem more “dynamic”, whereas this seems more of a walking gun battery (which I accept may be the point!)

    I just can’t help but look at him, and compare him to a guy who goes to the gym and never does leg day! Anyway, hopefully you guys enjoyed this edition of the project! Next time, Armiger Helverins!

    << Prev                                                                                    Next >>

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