Why I’m Keeping My Old Codices

Tomorrow poor Mister Postie will be lugging an awful lot of very heavy boxes to the front doors of a lot very over excited geeks.

I am, of course, referring to the release of the much-anticipated and much debated 8th edition of Warhammer 40,000.

In addition to crippling postal workers across the globe (Dark Imperium weighs a stonking 2.5kg), the new edition of 40k is about to change the game and the background in some very dramatic ways.

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Anyone who follows the Warhammer Community page on the Facebooks will no doubt have seen the rule changes, the new – erection inducing – Primaris Space Marines and the galaxy map showing how royally fucked the Imperium is.

In the same way that Age of Sigmar rewrote (read erased) the Warhammer Fantasy universe, 8th edition Warhammer 40,000 is about to do something similar to the canon we know and love.

For new gamers this is no big deal. Total novices will enter Warhammer 40,000 with the galaxy already looking like someone spilt ink on a picture from Hubble. Or they’re new enough that the universe doesn’t mean as much to them as it does to more experienced gamers.

For us venerable old war dogs who have invested countless hours learning about the background – and 7 previous rule sets – we’re about to feel more like old dogs given new tricks.

That’s not to the say that the changes aren’t exciting (I actually knew about a lot of this for some time but more on that another day). I’m really pleased that the story is finally moving on and the freedom that can bring for narrative game play as well as future novels.

However, the background that I’ve spent the last 28 years learning is amazing and really rather precious to me so it seems a shame to cast out my old codices and supplements just because the rules aren’t relevant any more.

For me the background serves as a prologue for everything that comes next. Games Workshop have already stated that the previous books are still relevant from a background perspective.

The Gathering Storm books are especially worth hanging on to as they detail a lot of what’s referenced in the new book. Reading those before diving into the new edition will no doubt answer a lot of questions for the veterans gamers taking the leap from 7th to 8th.

I’m a little late to that party if I’m honest so let’s just acknowledge the fact that I turned up at all.

But there’s a few really simple reasons why the old codices and other books are worth keeping:

The Background is (in most cases) Really Good

The background has always been what made 40k and so walking away from that just seems crazy to me.

Change is good (you may as well embrace it because you’ve got no choice) but so is the journey so keeping a record is well worth it.

They give 8th Edition Context

The old source materials – particularly books like The Wrath of Magnus of the Gathering Storm trilogy – help to ground the new fluff so being able to refer back to that will be helpful.

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Plus according to a few sources there’s some easter eggs in the background that allude to all the mental shit that goes down. Finding them is proper nerdy fun.

The Books were Expensive

Let’s not kid ourselves, the rules, codices and supplements represent a significant investment.

I don’t begrudge that investment because a codex, per use, works out as one of the best value books you can own but that doesn’t mean you should just bin them every 5 years.

7th Edition isn’t Dead

As far as I can tell, the Horus Heresy will still be using the 7th Edition mechanic so there’s absolutely no reason why you can’t throw in some Orks or Eldar into your HH games.

We know the Imperium tussles with the other races of the galaxy before everything goes tits. To be honest, I’d love to see some games along those lines but I appreciate it would rather dilute the concept.

 

I cannot wait for my copy of 8th edition, or for the new Indexes or the new models. I’m excited to see where this is all headed and how many Primarchs will be returning to the fold.

But I’m also going to be looking back and marvelling at how far it’s all come and just how much fun it was getting there.

Why You Should Set Deadlines

Anyone who follows me on Twitter would have seen pictures going up of my House Terryn Imperial Knights army as it slowly progressed to completion.

Some of The Chaps and I were heading up to Warhammer World at the start of May and I wanted to take a fully painted army with me.

Something of an encore to getting the 5th Company of my Ultramarines done the year before.

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However, having learned my lesson from last year, I gave myself a little longer than 6 weeks to paint a 3,000 point army. This is old 7th edition points you understand. Fuck knows what the armies will cost out now.

This time round, having already decided back in January to make a return pilgrimage to Warhammer World, I gave myself 12 weeks.

12 weeks to build and paint 7 (because one was already painted) Imperial Knights ready for May.

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If I’m honest, I barely finished in time.

But the point is this: setting deadlines focuses your mind.

Don’t Stagnate

I’ve been doing the hobby a very long time and in that time I have collected, for Warhammer 40,000 alone (in no particular order):

  • Dark Angels
  • Eldar (thrice)
  • Space Wolves
  • Tyranids (twice)
  • Chaos Space Marines (twice)
  • Necrons
  • Imperial Guard Armoured Company
  • Imperial Guard Deathworld Veterans
  • Tau (twice)
  • Grey Knights (sort of)
  • Orks
  • Ultramarines (1st & 5th)
  • Imperial Knights
  • Deathwatch
  • Dark Eldar (new project)

Of that list none but the Ultramarines, Knights, Deathwatch and Dark Eldar survived. The latter three are all new in fairness so hardly count.

The other armies, however, were all sold or given away as the projects ground to a halt either because I didn’t like the way they played or I just lost momentum with collecting the army.

That is a lot of abandoned projects. Although one or two were sold because I was flat broke and it was that or starve.

But I did what a lot of gamers do: buy too much, too quickly and then not paint any of it. Eventually the prospect of painting that much grey would become overwhelming and then my head would be turned by the latest army and that would be that.

So what changed?

In short…nothing.

I still get new army syndrome like I did what I was a kid.

I still buy too much, too quickly. You just need to ask The Chaps to verify that one.

But now I’m setting myself targets. Last year I gave myself 6 weeks to paint an army.

This year I gave myself 12 weeks to paint an army.

Starting mid June, having taken a couple of months off to defrazzle my brain, I’m planning to paint my Dark Eldar by November for the next Black Library event. So that’s around 24 weeks.

Why so long?

The reasons are very simple:

  1. Setting reasonable deadlines keeps you focused but avoids burnout
  2. It allows you to plan your project and allow time for doing cool stuff like bases
  3. It accommodates having a life outside of the hobby
  4. It allows for time off to do something else of any evening
  5. You don’t rush

Whilst, all are important, the last two points are really important. Painting a battle company in 6 weeks is hard. The churn was roughly a 10 man (Marine) squad every 3.5 days from undercoat to done. Obviously there were some tanks in there as well but that was the average.

It meant no time off and no doing anything else. I was writing a novel that I had to put on hold because I simple couldn’t do both.

Each Knight averaged 12 days which included building, painting (including hand painting the heraldry from the Codex) and building scenic bases. The reality was slightly less but the real life regularly encroached.

And that’s why you need to give yourself 5-6 months to paint an army. Because it’s allows for you to power up the Xbox one evening or actually leave the house.

It allows you to go to bed at a reasonable hour or not feel guilty because you turned the desk lamp off at 11 rather than when your eyes start to sting.

Most importantly it stops the hobby from feeling like a chore.

Setting deadlines absolutely works. Probably because we’re all used to working to them in our day jobs. Regardless, it gives you the motivation you need to progress your armies at a steady pace, seeing regular improvements – which of itself spurs you on – and at the end you get to play with a fully painted army.

Who doesn’t want that?

Deathwatch: The Space Marine army we’ve all been waiting for

Followers on Twitter will know that I’ve started collecting Deathwatch.

It wasn’t entirely planned. When I picked up a copy of Deathwatch: Overkill it was to have a natty boxed game that could be whipped out of a games night and  to collect Genestealer Cultists.

The plan was to collect a small Deathwatch army afterwards to compliment my unnecessarily big Ultramarines army. Made more unnecessary by my Forge World purchases last year… #sorrynotsorry

Then I read the codex.

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For the novice or the oblivious, the Deathwatch are a dedicated chapter of alien hunters made up from all the other Space Marine chapters. Yes, all.

They deviate from standard Space Marines in a number of ways – how they’re recruited being the most notable. But more than that, they have specialist equipment that flies in the face of Adeptus Mechanicus doctrine which would be enough to brand them heretics in the eyes of many.

The amazing Corvus Blackstar and the highly effective Frag Cannon being just two examples of this particular brand of non-conformity.

They don’t follow the Codex Astartes in any meaningful way in so much as they don’t use Battle company formations and they’re squads not only have diverse armaments but they also attach members from other unit types to their standard Killteams to bolster their strength.

This lends them extra punch either at range or up close (or both) allowing you to make some very focussed, very powerful units. The other very that should go with that is expensive.

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It does, however, make them interesting.

Anyone who has read the multitude of Black Library novels about Space Marines (which is a lot of them) will no doubt have experienced a degree of disappointment over the comparative blandness of the models and rules to how they are portrayed in the books.

Depending on the chapter the novel is about, there’s all sorts of subtle armour variations, minor modifications and other distinguishing features that make the armies feel markedly different from their brothers that can’t always be reflected in the army.

Especially when the practicalities of model making dictate that the more generic a model the broader the commercial appeal. Obviously there are always exceptions to this – Blood Angels and Space Wolves most notably – but those ranges are justified through a significant divergence in game play and a large enough customer base to justify it.

But more than that, in the books the Space Marines are absolutely devastating.

Whilst Space Marine armies are hardly limp wristed in the fisticuffs department, they are also hugely watered down to allow for (a) Marine players to take more than a squad and (b) to give other players a chance.

A few years ago White Dwarf published, for bants presumably, the movie marine rules. Essentially a fairly tongue in cheek set of rules to demonstrate how tough a Space Marine should be in a game of 40k.

They started at 100 points a model, had multiple wounds, a 3+ invulnerable save with a re-roll and their profile had lots of 5s and 6s in it.

A bit of fun for some, an eye-rolling annoyance for those who feel Space Marines get too much of the attention already, it’s a reminder that Space Marines are absurdly tough. They were, after all, originally intended as a single squad ally for Imperial Guard armies. But Space Marines are cool and only an idiot wouldn’t want capitalise on that opportunity.

The Deathwatch provides the faithful marine nerd with the variety and customisation options we’ve all craved. The fact that the entire army is made up of Veterans gives the army that super elite, against all odds, feel. A base level model is an eye watering 22 points, plus upgrades.

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Moreover the mixed squads of Killteams, terminators, vanguard veterans and characters fits really nicely with some of the more dramatic moments in the books. Especially where the fighting is at its most desperate and the heroes of the Imperium are moving through the lines to support where they’re needed most.

I had the opportunity to play a 1500 point game with a standard Codex Space Marines army. Whereas I took a fully kitted out army which, excluding the Corvus Blackstar and the Dreadnought, was made up of 25 models.

My opponent, on the other hand took a captain, 30 Tactical Marines, 10 scouts, 10 assault marines, 5 devastators, 5 terminators, a predator, a rhino and two dreadnoughts.

Whilst there were very few (almost no) upgrades in the army, that was still 61 infantry models and 4 models with armour values. Considering the average cost of my models were weighing in at 37 points a model, being out numbered over 2:1 was about right.

However, despite my early apprehension that I was going to get absolutely slaughtered, I actually went on to win the game by a very narrow margin. The butcher’s bill was high but considering how I thought it was going to go I was content that the tithes would replenish the losses in good order.

The formations, because who takes an army without formations these days, actively encourage you to take the Space Marine army of your boyhood dreams, complete with re-rolls to wound differing units types depending on the formation.

Throw in Killteam Cassius and an absurdly good Watch Master (who is mental for the points) and you have the hardened, individualistic, monsters of war I’ve certainly always imagined space marines to be.

Seeing that translated onto the board is really quite something. The Deathwatch look and feel like the super elite army many (if not all) of us have always imagined taking. The models are imposing and the load-outs diverse. The heavy thunder hammer is hilarious.

The rules make them a small but highly effective team when used correctly (and sparingly). But more than that, the additions of things like the Corvus and the Infernus Heavy Bolter also make them elite because no one gets to play with their toys. Much like Grey Knights.

The background is also rich, interesting and tells of a force relentlessly committed to the cause unto death. They are the hero’s hero. They are the bending, but unbreakable line that pushes back against the alien.

They are the Deathwatch.

Kill Team – A Review

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So in the spirit of getting back into the swing of things I thought I’d revert to type and do what I’m good at: being very opinionated about other people’s shit.

And what better way to kick off than a game I lost at the night before. What could possibly go wrong?

So, Kill Team – Warhammer 40k’s remedial little brother.

Kill Team is one of a growing number of ‘route to entry’ boxes that Games Workshop is churning out at a fairly prodigious rate.

Whilst those without a bottomless hobby budget may well be struggling to find £100 every couple of months, Kill Team offers a genuinely affordable (by modern standards) route to entry into the Warhammer 40,000 universe.

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In the box you get a Space Marine tactical squad, a Tau Fire Warrior squad, a groovy tactical turret and everything you need to play, including a data sheet for both squads with points values and the mini rule book.

The models are as you would expect from the individual boxes rather than the okay (yet slightly disappointing) push-together’s we’ve seen in the past which really enhances both the value of the box and the gaming experience for those new to the hobby.

Games Workshop has finally remembered that short-changing new gamers is a great way to make them fuck off and never come back.

The truth is, for the money this is really quite good. The only things missing is some form of measure and a few dice but I guess you need some top-up sales somewhere.

But the fact that the rules are in there too means that novices are getting a proper introduction to the game rather than a bullshit stripped down version of the rules that means they’ll have to buy another version 3 months down the road.

Obviously for the seasoned gamers it represents a fairly hefty outlay when the only thing they’ll need to play Kill Team is the Kill Team rules booklet. For those of you who just want the booklet I suggest eBay or the fair trading group on Facebook.

The booklet itself is, for all intents and purposes the main event. Whilst the models are all good and groovy, they can (along with the rules) be purchased by other means.

Whilst far from the majesty of Mordheim or Necromunda, Kill Team does give you the merest taste of those long past glory days allowing you to take 200 points worth of your chosen army against your opponent.

There are certain restrictions of course. Such as no HQ choices, no vehicles with more than 4 hull points, nothing with a 2+ save (so no Terminators) and a smattering of others.

The idea is it encourages you to be incredibly careful with how you choose your force. For a season gamer and an Ultramarine player, I actually found this quite difficult as I’m so used to structuring my armies around the teachings of Guilliman.

Because, you know, nerd.

Whilst 200 points doesn’t seem all that much, depending on the army you can actually be pretty creative.

It’s a tooled up tactical squad, or a basic 5 man squad and a slightly tooled up Dreadnought.

Or 30 Ork boys plus a couple of upgrades.

Never before has the differences in points and unit composition been so starkly demonstrated as it is with Kill Team and it’s easily one of its best-selling points.

It so aptly highlights what an immensely diverse universe in which we game and how desperate even the smallest scale engagement can be.

Had I put my list together in plenty of time, rather than in a Burger King on my way over to Jezza’s I could have taken a small, but tooled up, unit of Sternguard which would have been hilarious. And short-lived.

Unlike Mordheim and Necromunda, beyond models being able to act independently of one another, the rules work more or less the same as standard 40k. Which means stuff dies just as easily as it always did. Or not.

This highlights Kill Team’s one glaring flaw. It is, essentially, 40k without unit coherency. Which means splitting up your models gets them killed. Which rather defeats the point.

You’re almost better off playing a 500 point game and have the freedom to take what you want.

However, what Kill Team does offer is specialists. In a nutshell, three of your models can be made specialists from a number of lists which gives them access to one of a variety of special rules.

Things like Feel No Pain, Armourbane, Infiltrate, Fear, Eternal Warrior and a host of others feature, all designed to give you a tactical edge if used correctly. There is undoubtedly some trial and error in selecting the right skills for your Kill Team.

It was very much more error on my part when I played Jezza but that was because I tried to be too clever and failed to consider how a lone Space Marine, whilst tough is still just a lone Space Marine and he’ll die just as easily when mobbed.

Looking at the skills on offer, the likes of Scouts and similar units can become hilarious broken, especially if you use them as a team. Which sort of defeats the purpose of Kill Team but there we are.

The scenarios in the book are broadly very good. They work well with the limitations of the both the size of army and lend themselves well to beginners.

But beyond the specialists and the scenarios, there’s not much more to Kill Team. There’s no progression to speak which is a real shame. Something that slow expands the engagement size as a way of scaling gamers up to a full game of 40k would have been really cool and a missed opportunity.

As a starter boxes go it’s not bad for the cash. For someone who wants to ease themselves into 40k without a huge outlay, this is pretty much on the nose. It has plenty of replay value for the beginners and lots of nuance for the veterans.

It’s also brilliant if you’re pressed for time or fancy dabbling in a spot of 40k in 40 minutes over a lunch break.

Kill Team suffers from being neither one thing or another which as a long-term investment makes it a bit of a waste but, whether you’re a beginner or a seasoned veteran, Kill Team at its heart bloody good fun.

The Horus Heresy: Betrayal at Calth – A Review

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Okay okay, I know I said I didn’t have any interest in getting this game but I’m weak and…well who gives a shit whatever other reason I have?

The Horus Heresy: Betrayal at Calth (for those living under a rock or too idle to go to the Games Workshop website) is a boxed game depicting the running battle between the Ultramarine and the Word Bearers Legions in the catacombs below the radiation ravaged surface of…well, Calth. Obviously.

If you’ve been keeping up with the Horus Heresy novels then you’ll be fairly aware of the events leading up to it and the major players. If you haven’t please run full pelt into a wall as punishment. Then go read them.

So Betrayal at Calth is a very splendid looking board game pitting the Ultramarines against the Word Bearers in the dingy tunnels and chambers of subterranean Calth. I do have to address the elephant in the room. Yes it’s kind of like Advanced Space Crusade…and Space Crusade. But in a lot of crucial ways it’s not. It’s easy to make direct comparisons between this and its forefathers but the truth is Space Crusade’s focus was exploration whereas Betrayal at Calth is open war and a fight for survival. It’s tunnel fighting at its very worst. The need for blip counters and a lot of the other very cool things that made Space Crusade iconic just don’t fit.

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Truth be told, Betrayal at Calth is a pretty good game. Much like Deadzone, the game uses a grid movement system with an occupation limit. However, unlike Deadzone it isn’t shit. The main differences are the hex system works instead of the vague and wooly cube system in Deadzone…and it doesn’t have all the other reasons that made Deadzone poor.

Broadly, the mechanic in Betrayal at Calth works much like its forebears. You roll some very groovy dice with icons denoting a hit or critical hit or a shield (which is either a miss or a defensive success). Unlike Space Crusade it’s far simpler with a straight forward activation system that allows turns to be rattled through very quickly. Much like the reboot of Space Hulk. Unlike Space Crusade it doesn’t bother with the two tier dice system so you’ll actually bother firing your boltguns in this game.

The aforementioned hex system allows for not only slick movement, shooting and combat but very elegantly represents the cramped environs of the tunnels the Ultramarines and the Word Bearers were fighting through. This is a very good thing. Best of all it’s a simple value equals dice rolled process with additional dice being rolled in certain circumstances. Which makes for a far quicker gaming experience. Of course it gets a little abstract but, to be honest, it doesn’t matter because it works.

It allows you to hamper the movement of your opponent or outright bottle neck areas by using the accumulative bulk of your Space Marines or, better yet, your Terminators. It’s a surprisingly tactical game for what otherwise would be a ‘go here and shoot them’ offering.

The production value is also amazing. The cards are thick and premium, the book almost as luxurious as one of Forge World’s Horus Heresy publications and is resplendent with their artwork. The double sided tiles are also loving rendered. The only negative is that they’re not quite as premium as the Space Hulk tiles. But considering the amount of plastic you get in Betrayal at Calth I’m willing to let it slide.

At first I thought a game of Space Marines vs Space Marines would be deeply deeply dull but the differences in the forces – big scary dreadnought vs badass terminators – and the legion specific decks players can call upon actually really works. Plus the critical hit system actually has the stench of genius about it. Rather than the obvious bonus hits, the effects vary from stripping away activation points to reducing enemy characteristics to zero…which means they get pulped basically. And the exploding assault cannon is back! Huzzah!

The scenarios are…actually a bit like Deadzone’s. They’re paced to gradually introduce gamers to the different unit types which rather highlights one of the reasons I suspect Games Workshop put the game out. To introduce new gamers to the 30/40k Universe. Considering the revival of Specialist Games it makes complete sense.

Betrayal at Calth has a simple mechanic, it’s quick and it doesn’t bombard you with the lore like the main rulebook does. Plus the models are superb.

Honestly, they’re all awesome. The terminators and contemptor suffer slightly from being plastics in a starter set compared to their awesome Forge World counterparts, but broadly Betrayal at Calth is absolutely worth getting just for the models. What really sells it is that the Space Marines aren’t the usual push together at but genuine multi-part models as detailed as the plastic tactical squad. They don’t have Forge World’s fidelity of detail to be sure but they don’t have warping, miscast detail or fucking horrid mould lines either.

Regular readers will know that I’ve got two companies of Ultramarines already and, because all the models are non-Legion specific, this box could put me well on my way to a 30% of third. If I felt so inclined. I’ve had to promise Lee that I wouldn’t use them as Ultramarines…at least not all of them. It’s a fantastic starter army though: force commander, chaplain, dreadnought, terminators and 3 tactical squads. I think it roughly works out you get the characters and a tactical squad for free based on rule retail price which is an absolute winner.

However where it does fall down is it lacks the progression of Space Crusade…which is absurd considering it’s 25 years old and, in that regard, the stronger offering. One of the criticisms I’ve heard is that the tiles used in Betrayal at Calth overall make up a smaller gaming space than Space Crusade. Whilst that’s true, they are double sided and the mechanic makes use of that space very effectively so larger tiles aren’t needed. Plus Space Crusade took forever to play so I’m not sorry that Betrayal at Calth is a quicker game.

Between the simple rules, straight forward mechanic, interesting critical hit system and some truly gorgeous models, Betrayal at Calth is a rare solid hit from Games Workshop. It isn’t cheap but we’re use to that. Plus buying 30 tactical marines alone would cost over £60 so in terms of getting some very cool models for not tonnes of money it actually makes complete sense.

The models really are worth every penny. They look fantastic, they’re cast perfectly and would look amazing either as the core of a new army or swapping out some of the older Mk6 and Mk7 armoured plastics. As I mentioned the terminators and the contemptor do suffer from the limitations of their kits, to be more child friendly, but it does nothing to diminish just how cool they all look.

The Horus Heresy: Betrayal at Calth is a brilliant little game. It looks great and plays well. It does lack some longevity but I believe the Games Workshop are remedying that with new scenarios and such. But even if that wasn’t true, you have the beginnings of a seriously cool looking Space Marine army.

The Horus Heresy: Betrayal at Calth is available from Firestorm Games priced £79.99.

Codex Craftworlds – A Review

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Another year another Eldar Codex.

At least it seems that way. Eldar have been a headache for the design team ever since the first Codex that came out for second edition 40k. They’re a fascinating army in terms of background, army composition and game play. Not even the Tau can match the Eldar for how well all the various units work in concert. Granted it’s very much the case of easy to learn, difficult to master but that’s true of armies like Space Marines. No really. No really. Shut up.

I’ve been frustrated with Eldar for a long time because the books are always brilliant until you get to the army organisation and then it all comes unstuck for one reason or another so I wasn’t surprised that another Codex was released so soon after the previous one despite the fact that the previous version was actually pretty strong.

But onto the current version. Which could have been superseded in to the time it took me to read it and write this review for al I know…

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Like the previous version the cover art is splendid. Not quite as dynamic but has veiled menace which I dig. It’s interesting that the Space Marine and Craftworlds codices both have junior officers on the covers rather than cool and groovy leader types. Not that they’re any less cool of course.

The production value has increased just as it did with the latest Codex Space Marines and there is lots of splendid new artwork. Not as much as I expected in light of Codex Space Marines but still plenty to make you boy parts and your girl parts (delete where appropriate) feel all warm and tingly. But like Codex Space Marines the artwork dominates double page spreads making the book incredibly thin in terms of actual content. Throw in 36 pages of photos and hobby section and the 160 page Codex Craftworlds doesn’t feel like…well a book. The artwork is beautiful, especially the newer stuff, but there’s just so much of it.

What content there is, however, is broadly well written. There’s still typos of course, but I’ve all but given up pointing those out because all it’s going to result in is an ulcer. There’s been a very well paced step forward in terms of the background for Codex Craftworlds. As with the previous version, this version seems to understand further still what it means to be an Eldar be it the path of the warrior, the outcast or balloon animal maker. Wait, what?

However some areas have been neglected either through space or the assumption that they won’t hold people’s attention. The biggest victim being the timeline. There’s fewer events and they just don’t feel as tightly written. The nice thing though is, overall, Codex Craftworlds does feel quite well written. I still feel at risk from hyperbolic overdose but nothing to the extent of Codex Space Marines. Although that was just poorly written rather than repetitive. Although it was that too.

There are some parts of the book that do feel rehashed and slightly lack lustre but overall all the Craftworlds have been given a vibrant lick of paint. Even Ulthwe has more going for it now than being stuck at the very edge of the Eye of Terror. Which is nice. I guess, more than anything, there feels like there’s a point to it all. The previous Codex did an awful lot in making the Eldar feel more tangible but this Codex builds on it and makes the Eldar feel like a people. More to the point a people that does actually interact with one another.

Weirdly that was always the thing with the Eldar: you never really got the impression that the various Craftworlds would have much to do with one another seeing as they have pretty different outlooks, ideologies, fighting styles and even agendas. This book does a lot to clarify that and to its very great credit. The Craftworlds feel more like nations now. Similar but yet different. Working towards common goals in very different ways that can cause friction, resentment and mistrust.

There’s also a general easing off the gas on the matter of the species dying out. Yes the race is the cusp but the emphasis is on that fact, not that they’re beyond saving. It’s an important distinction as one of the common grumbles was the point of playing as a species that was already doomed. Although if you really read into the background that can very much be argued for the Imperium. But I digress.

Broadly speaking the background in the Codex is great to read. Maybe it’s just me not remembering it much from the previous book but there seems to have been a lot of work done around the Wraith constructs and how Wraithguard, Wraithlords and Wraithknights fit into the grand scheme. I particularly like how unsavoury, yet necessary the entire situation is and that Spiritseers are treated with the same disgust as necrophiliacs.

The rules don’t seem to have changed…at all. A few things have gotten cheaper – like Howling Banshees. Presumably because everyone moaned that they were expensive die all the time. Now they’re less expensive and die all the time. So yay… That said the way Howling Banshees perform in this and the previous edition is a huge improvement on how they use to be.

The other tweak is that Dark Reapers get skyfire now which was badly needed.

The big deal in this Codex is, as with some of the others, the formations. Which are fucking mad. If it’s not free weapons platforms, it’s special rules or adding +1 to ballistic skill or weapons skill. Fire Dragons and Dark Reapers with a BS of 5 is just horrid. And wraith hosts make me want to vomit in terror. They get to re-roll failed hits against any enemy within 18 inches of the Spiritseer. I mean really?

Broadly speaking there wasn’t huge cause to redo the Codex. The points changes are convenient but I very much doubt they kept many Eldar players up at night. They will however be kept up masturbating furiously over the formations. There’s literally not a one I wouldn’t take. They’re all amazing. Dire Avengers get 3 shots. What the hell?

Of course the cynic in me would argue this entirely to sell all the models. But you know what? Who cares? Eldar range is gorgeous. Even the Eldar Guardians which must be around 17 years old now, are still awesome. And the bottom line is this:

The Eldar army has had significant weaknesses since 3rd Edition. Weaknesses that made the Eldar a real challenge to use. I’d go so far as to say that they’re one of the hardest armies to use. I’m certainly not the best gamer in the world but I’m certainly not the worst and I found them a challenge. I good challenge but I found strategy and tactics were tempered with faith far more than with other armies. And I’ve played with them all.

The formations in Codex Craftworlds give all the various units a buff that dramatically improves their combat effectiveness. It broadly doesn’t tackle their biggest issues – poor toughness and poor armour – but by increasing the odds of hitting or beefing up the fire power it goes some way to mitegating those weaknesses. Because, if you’re doing your job right, there will be fewer things alive to shoot back. The big revelation is this – it’s going to make the Eldar a challenge to play against.

You’re not going to save killer levels of points with the free support weapons and free upgrades but free guns are free guns. But it’s the special rules and stat buffs that you’re after anyway.

Is Codex Craftworlds going to set your world ablaze? Actually it might just. The formations are so good that no self respecting Eldar player should be without…any of them. The minor rule tweaks and points reductions are an added bonus. The flyers and wraith constructs are still sick and be crammed into your armies wherever possible.

Codex Craftworlds is available from Firestorm Games priced £31.50.

Codex Adeptus Astartes – A Review

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I must admit, when I saw a new Codex Space Marines had been released I had to check the date of my last review to make sure I wasn’t going mad. The previous edition was just 2 years old. Now I’ve never been one to stand in the way of progress (stop laughing) but that does seem a little soon and understandably makes people nervous about committing to a £35 book if it’s going to be replaced just 24 months later. It’s little wonder the illegal download underground is getting bigger all the time.

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As with other, more recent, Games Workshop publications, the by line is absent. Presumably to stop the bilious tirade directed at any one person that ensues when a new codex comes out. Bringing a new book so soon is bound to cause a certain degree of justified gnashing of teeth.

As with the previous book it’s just lovely to look at. From the cover art to every picture on every page is glorious and much of it, if I’m not mistaken, is new. Which for us old buggers is a bit of a treat. But there’s also a couple of images realised in colour that I’ve only seen in black and white, which is nice.

The quality of production has been increasedThe lining paper is a better fit and feels less luck it was stuck down by PVA. The hateful fold-in reference sheet is gone and with it the embarrassingly shonky folds.

Sadly the increase in quality doesn’t extend to the writing. There are fewer typos than the last book and they weren’t on the first page but they are still there. There’s also some stellar mixed metaphors, the worst of which is in the opening gambit. The background of Codex Adeptus Astartes feels, if I’m honest, nearly as lacklustre as the previous version. There have been some improvements for but the overarching theme doesn’t have any of the sense of urgency, drama or presence that previous books sweated from every surface. This book kinda feels like the Codex equivalent of the Amazing Spider-man 2: it’s drips with obligation rather than inspiration. It’s fulfilling of an intellectual property requirement rather than a promise of excitement, heroism and valour.

So Codex Adpetus Astartes isn’t worse than the 2013 Codex Space Marines. Hooray! Although I’m fairly certain there’s a smaller word count despite it being a thicker book (200 pages to 180). The artwork, splendid as it is, occupies a half page apiece on average. Sometimes more. The timelines in the previous edition were not only far prettier to look at, but more substantial. Each of the first founding chapters got fluff and timelines, that’s all been replaced by three of four paragraphs. It’s shame because the Ultramarines end up dominating the book more than they did before which does nothing to smooth over the – by this point – fairly mean-spirited bitching and belly-aching that is abound within the 40k community towards them. It would be good news for Ultramarines if the their background was written with any personality what-so-ever.

That said there’s some interesting tweaks to the background, one of which actually makes the Iron Hands interesting. Like: Horus Heresy books interesting. Like they’re all a bunch of repressed, self mutilating, sociopaths that are all one tin-man joke away from losing their shit and killing everyone. It’s brilliant. The best bits about the Heresy Salamanders is also evident, emphasising their compassion and their place as leaders of humanity rather than rulers. So whilst Codex Adeptus Astartes does condense, it does work harder to draw gamers towards the more exotic adherents of the Codex Astartes.

Overall though the layout of Codex Adeptus Astartes is strong and brings it in line with Codex Orks, which is a fantastic book. The army list is long but clear. The variety of Space Marine units available means there’s going to be a fair bit of flicking backwards and forwards for the purposes of army list writing but the upside it that you shouldn’t miss any notes or special rules with everything right there in front of you.

It does get a bit woolly in places and the Imperial Fists and their successor chapters are relegated to tertiary chapters whose histories focus around Lysander, Helbrecht and Grimaldus. But the good news for Black Templar players is they get an apology by way of really good Chapter Tactics. The Black Templars used to piss me off royally with their bullshit list of special rules. Whilst this list is thankfully a thing of the past, they still fare far better than most benefiting from bonuses to running, bonuses to Deny the Witch rolls, they get Counter Attack and Rage and all its cost them is the use of Librarians.

The rest of the rules are largely unchanged with a few points changes here and there. There’s been a subtle push towards flyers and anti-flyer units as the Stormtalon’s weapons systems have been halved in points and they get +1 to their jink save when hovering which makes them a massively more appealing option albeit at the cost of the Escort Craft special rule (this has been thrown into a formation instead). Equally the Stalker’s gun has lost a shot but can now split fire with its remaining three shots at Ballistic Skill 4 or, if it shoots at a single target it’s twin-linked. That’s nasty.

One of the changes that’s tickled me and is up there with equipping Havoc squads with plasma guns and a rhino as something to try is you can turn Tactical Squads into Wraightknight hunters. All you need to do is equip the squad with a grav-cannon, grav-gun and a grav-combi bolter. Although you could do similar with Devastator squads in a Rhino. You’d need to pick your moments wisely but it’d certainly make a real mess.

Master of the Forge appears to have gone the way of the Dodo and instead the humble Techmarine has had a 15 points increase but got an extra wound for their trouble with the option of all the cool and groovy upgrades. This is by no means the end of the world as you can still have a Techmarine leading your army but you’ve saved 25 points and it’s cost 1 point of Ballistic Skill.

The formations are no doubt what will get many hot and hard as it affords lots of big delicious bonuses for taking certain combinations of models. I deliberately missed out the word ‘expensive’ because it was obvious. Unfortunately it’s those with the deepest pockets or the biggest collections (they’re not necessarily the same thing) that will really benefit from these formations and they’re bonkers special rules.

Regular readers will know that I have two full companies of Ultramarines – 1st and 5th. This means I can, and often do, field a full battle company. This means I get all my transports for free. Hurrah! I can also field a Land Raider Spearhead the bonuses of which means I get to ignore everything but immobilised and vehicle destroyed results on the damage table as long as they stay in formation. Oh, and re-roll failed rolls to wound or for armour penetration. I mean really? I would actually feel embarrassed fielding that. I mean I’m gonna, but I’ll blush slightly as I kick the shit out of whoever I’m playing against.

Although there’s still no way to take a legal 1st Company army list which is such a shame, especially as the 1st Company formation feels more like they’re trying to push expensive models than because it’s accurate. It’s not the end of the world as gamers can just use an unbound list, it just would have been nice to give the option.

The hobby/showcase section in this Codex is huge. A fairly indulgent 43 pages compared to the previous 28 pages. So 15 of the extra pages in this version have been given over to pictures basically. Although I shouldn’t be surprised as most of the pages in the book have been given over to pictures. That said, because of the way the images are presented it’s going to make painting and marking Space Marine chapters are less painful experience now which is an extremely good thing. Thinking back to my staff days, one of the hardest things younger gamers had to deal with was getting that stuff right and it’s nice to see the book written inclusively rather than targeted at one audience or the other. I just wish it wasn’t quite so much of the book.

The reality of Codex Adeptus Astartes is that it’s essentially the second edition of the previous one. The background is blah rather than bad. The rules have had a review and there’s been a few interesting changes. Some subtle, some not so much. The presentation of the army list is clear and concise. The irritating things about the old book, like the folded reference sheet, are gone. It’s a nicer, better put together book.

I do still yearn for the days of Chapter traits because they made them all far more interesting. The tactics are fine and being an Ultramarine player I certainly can’t grumble but it still doesn’t quite grab me by the hobby spot. This said, there is still some improvements in there that’ll please one or two of the wargaming community. Unfortunately this book is, again, very much aimed at gamers that use Codex chapters. It doesn’t mean there’s nothing in there for Salamander players etc but there’s just not as much. Actually I’m pretty sure there’s less than before but I suspect that’ll be remedied with supplement books.

Overall Codex Adeptus Astartes is an average offering fixing many of the bugs in the previous books whilst introducing some interesting – albeit Easter egg sized – changes that will have far more impact than some appreciate. The formations are interesting enough that people will want to take them and broken enough that they’ll feel guilty doing it. But with some of the combinations out there, they won’t be alone. The background is a little stale but it is better but there’s still huge room for improvement. It is, end to end, beautiful. It’s also a big book about Space Marines.

Codex Adeptus Astartes is available from Firestorm Games priced £31.50.