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27 February 2012

Necron Annhilation Scarab List

Nick speaking,

OK, so onto a list for my Annihilation Barges, and this time I want all my green stuff Scarabs in the list as well. I recently saw a Necron list over on Fritz 40K featuring thirty Scarabs that he took to Conflict GT a few weeks ago. It has some interesting concepts to it, so I thought I would build on that list as a starting point for my Annihilation Scarabs. Fritz didn't use any Annihilation Barges, so I had to switch a few things around here and there to get my two Barges in it. Please check out this post by Fritz to see his take on the list.


HQ
1 x Stormlord (225)
Royal Court:
1 x Cryptek Harbringer of Eternity/Cronometron (40)
1 x Cryptek Harbringer of Despair/Veil of Darkness/Nightmare Shroud (70)

ELITES
1 x C’Tan Shard/Spirit Dust/Writhing Worldscape (240)
5 x Flayed Ones (65)

TROOPS
10 x Necron Immortals/Tesla (170)
5 x Necron Warriors (65)
5 x Necron Warriors (65)
5 x Necron Warriors (65)
5 x Necron Warriors (65)
5 x Necron Warriors (65)

FAST
10 x Canoptek Scarabs (150)
10 x Canoptek Scarabs (150)
9 x Canoptek Scarabs (135)

HEAVY
1 x Annihilation Barge/Tesla Cannon (90)
1 x Annihilation Barge/Tesla Cannon (90)

Points 1750

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26 February 2012

THE 40K NOOB (150+ Followers Giveaway)

Nick speaking,

Congratulations to Warflake for getting to the 150+ milestone of followers over on his Blog, THE 40K NOOB. Please go over and check out his competition post here, where he is having a nice little giveaway for anyone who wants to participate...

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24 February 2012

Necron Traveller Lance Lists with Barges!

Nick speaking,

Now that I have my Necron Barges done, I need to incorporate them into a few of my lists so that I can get them on the table. First I am going to have a look at my Traveller list, which has been in desperate need of a Command Barge since day one! I have found a Veiling Traveller to be too random and he really does need a transport. I know the new ruling regarding fire points has brought up a lot of opinions on the Travellers Mind Machine ability. I am taking the view that Open Topped vehicles do not have specific fire points so he can use his ability from the Barge. Please feel free to agree or disagree in the comments section...

 
As for the list itself, fitting in the Command Barge really wasn't a problem. All I had to do was drop a Cryptek and a few Warriors. With a few tweaks to the other slots, I was still able to keep the Veil Cryptek in the list to give me that extra last minute objective grab chance, and I think I have done it without compromising the rest of the list...

HQ
1 x Anrakyr the Traveller (165)
1x Command Barge/Gauss Cannon (80)
Royal Court 1:
1 x Cryptek Harbringer of Despair/Abyssal Staff/Veil of Darkness (60) (Joins Troop 1)
1 x Cryptek Harbringer of Destruction/Eldridge Lance (35) (Joins Troop 2)
1x Cryptek Harbringer of Destruction/Eldridge Lance/Solar Pulse (55) (Joins Troops 3)

1 x Necron Overlord/Warscythe/Phaeron/Resurrection Orb/Mindshakle/Weave (180) (Joins Troop 4)
Royal Court 2:
1x Cryptek Harbringer of Destruction/Eldridge Lance/Solar Pulse (55) (Joins Troops 4)

TROOPS
1) 5 x Necron Warriors (65)
2) 5 x Necron Warriors (65)
3) 5 x Necron Warriors (65)
4) 10 x Pyrrhian Eternals/Gauss (170)

FAST
6 x Canoptek Wraiths/2x Particle Caster/4x Whip coils (260)
10 x Canoptek Scarabs (150)
3 x Necron Heavy Destroyers (180)

HEAVY
3 x Canoptek Spyders/1x Gloom Prism (165)

Points 1750

I also came up with a dual Barge list to try and get both of my Barges on the table...


HQ
1 x Anrakyr the Traveller (165)
1x Command Barge/Gauss Cannon (80)
Royal Court 1:
1 x Cryptek Harbringer of Despair/Abyssal Staff/Veil of Darkness (60) (Joins Troop 1)
1 x Cryptek Harbringer of Destruction/Eldridge Lance (35) (Joins Troop 2)
1x Cryptek Harbringer of Destruction/Eldridge Lance/Solar Pulse (55) (Joins Troops 3)

1 x Necron Overlord/Warscythe/Tachyon Arrow (130)
1x Command Barge/Gauss Cannon (80)
 Royal Court 2:
1x Cryptek Harbringer of Destruction/Eldridge Lance/Solar Pulse (55) (Joins Troops 4)

TROOPS
1) 5 x Necron Warriors (65)
2) 5 x Necron Warriors (65)
3) 5 x Necron Warriors (65)
4) 10 x Pyrrhian Eternals/Tesla(170)

FAST
6 x Canoptek Wraiths/2x Particle Caster/4x Whip coils (260)
10 x Canoptek Scarabs (150)
10 x Canoptek Scarabs (150)

HEAVY
3 x Canoptek Spyders/1x Gloom Prism (165)

Points 1750

Any thoughts welcome...
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21 February 2012

Thunderwolves and Tervigons at last!

Nick speaking,

Well, Finally they are here. Thunderwolves for my 13th Comapny...


More Tervigons for my Stinger Hive Fleet...



I will probably need the Swarmlord as well then...


Other models coming our way will be the Tyranofex and Harpy, nice models but I don't think I need them...




And I have my Fenrisian Wolves already, not as dynamic, but they will do...




It's my Birthday in March and I was going to get Ghost Arcs, but now what to choose?
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Rescue Mission Battle Report (not video)

Nick speaking,

Been digging up some of the old missions lately and found one of my favourites from 4th Edition, Rescue! I have had a lot of fun with the old Rescue game over the years and when my buddies and I decided to have a 800pt four way game, I jumped at the chance to play it again. In case you don't know the mission, basically you place down six counters that have hidden numbers on them, roll a dice and the result of the roll is the hidden number you have to rescue. Whoever is holding the objective at the end of the game wins. Here are my objectives to give you an idea...



In the original mission anyone could pick up the counter, but to bring it up the fifth, we decided to played it that only troops could. Well, now that Phase Out for the Necrons has gone, playing a multi play game with the 'Crons isn't an issue anymore, so that was going to be my army. Two Overlords with relentless and Orbs, two full units of Gauss Immortals, two Veil Crypteks and a Cronocryptek with the spare forty points. My plan is to reserve, Veil on the objectives until I get the marker and then keep Veiling out of any trouble.


Terrain and objectives are placed and we roll a three for the marker we have to find. I end up on the right hand side of the table with four objectives on the left. To my left I have Daemons, Blood Angels are opposite and Grey Knights are over in the other corner to the left. You are only allowed to deploy troops in this mission, so every one reserves all except for BA who deploy two Rhino's. Using the old Random turn rules and Blood Angels are up first moving out to an objective...


Turn one for Daemons and some Blood Letters and Pink horrors come in next to an objective.


Turn two and Blood Angels get pulled out first again. His reserved Mephiston doesn't come in. He then disembarked his guy's onto the counter, but it's a six and is disregarded. Next turn two is Daemons who's reserves also don't come in. He moves his Blood Letters on the objective and turns it over, a three and he has now picked it up. All the other counters are disregarded and Necrons are pulled out for the next turn!


My turn two and one group comes in from reserve. I Veil them in and shoot out the Letters who drop the counter. Grey Knight are next and two of their reserved Rhino's come on from reserve shooting my Immortals, killing just one...


We all fight it out a bit and on turn three Daemons brings down a Fateweaver who scatters the full distance into my Immortals. He then throws a two on the mishap table, ouch, that had to hurt! Grey Knights teleport in a unit of ten troop Terminators next to my Immortals, taking them out in the assault next turn. Mephiston eventually comes in for Blood Angels who are a bit out of it now with all the guy's too far away to do anything after being annoyed by some Flamers...



Now it's turn four and I am last, using the old rules means that the game is going to end on turn six. My second group becomes available from reserve and I have one chance to Veil in and grab the objective next to the Terminators which still hasn't been picked up by anyone. I will then have to rely on the random game turn and hope that I come out before the Knights, so that I can teleport out again on turn five! I scatter a bit with the Veil, but manage to run onto the objective and pick it up...


Turn five and I hold my breath as we start to draw for who has first turn, Blood Angels come out first who are unable to do a great deal and the next turn counter is drawn. If it's me, I Veil out for the win, if it's Knights, I get assaulted and the Knights win! The counter is drawn and it's the Knights first, no one has the ability to take them out and get the objective in the turns left, so we call it a victory for Grey Knight. Really enjoyed the game, and if you haven't played this mission, it's worth a go.
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18 February 2012

Green Stuff 'Rubble Scarabs' Finished

Nick speaking,

Second unit of green stuff Scarabs done...







Click here to see the first 'Rock Scarabs' unit I did
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16 February 2012

Battlefleet Gothic Bug!

Nick speaking,

As I travel along the blogosphere and YouTube Channels I follow, every so often I see articles on other games and gaming systems. I have played Blood Bowl and Man O' War a few times over the years, as my 40k buddies still have all the stuff from way back. I enjoyed playing them from time to time, but it was nothing that inspired me to get my own models...

There was a time when a few buddies and I decided to have a go at Fantasy back when it was in 6th Edition (I think). We bought the rule book and chose our armies, mine being Dwarf's, but we never actually went ahead with it for some reason. A few months later the Rule book was updated and I ended up being glad I didn't start another system. In the end I just stuck to 40k and started expanding my armies instead, which was hard enough for me to keep up with anyway. Having said all that, I have to admit that I have started to get a little bit of a bug for Battlefleet Gothic! I have had nothing to do with Gothic previously, except for watching a game of it for a few minutes once at Games Day, so I know absolutely nothing about it except that it is a game of spaceships fighting it out in space!

So why Gothic?

Putting aside the fact that I am a Star Trek fan, and playing with spaceships just sounds like fun, I think it's just a case of liking the models. I have seen a few Blog posts and YouTube vids of late featuring Gothic, and the more I see them, the more I like them. A quick look at the GW site and I have already decided what my favourite three fleets are, and funnily enough all three of them are armies I already have for my 40k. Maybe that's coincidence or maybe just a subconscious thing, but the three fleets that catch my eye are Tyrands, Eldar and Necrons, in that order.



Like I said, I have no idea about this game, but being a specialist game, I assume that you don't need many models to build a little fleet up to start playing it. Or have I got that wrong? Is it a game where you have to build a big army up to get the most out of it? I don't know anyone who plays the game, but if it is just a case of having a small fleet to play with, I might be able to get a few friends involved? Having said that, I am even thinking about just getting myself a small fleet anyway, even if I don't get to play with it, just for the fun factor!
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14 February 2012

Embolden is a must!

Nick speaking,

I don't mean Embolden on your Warlock, I am talking about an up and coming Blog that I have found called Embolden 40k. Rob over at Embolden is a great guy who has been doing a lot of fantastic posts on his Blog recently, including battle reports, conversions, general Eldar, Necrons and 40k stuff. Please go and have a look at his Blog and give him some support by following...
 

For those of you who haven't already gone over to check out Robs Blog, here is one of his battle report posts for you to enjoy...

Battle Report: Eldar V Grey Knights (Paladins) 1750

Hey everyone,

After my recent tournament at Caledonian which I’m sure you’re all sick of hearing about! I wanted to get some play testing in against a Paladin list before the Battlefield Birmingham Tournament at the end of this month.

We were playing mission 4 from the rules pack, Supply Drop, which is a strange mission, it’s take and hold with 3 objectives, 1 goes dead centre worth 4pts, with the other 2 worth 3 each which deep strike randomly in, deployment is Dawn of War.

Grey Knights:

Draigo
Libby – quicksilver, shrouding, sanctuary, might of titan
10 Paladins – 4 psycannons, apoth, banner, stave, then a mix of halberds and hammer
1 Paladin – hammer
2 Dreads – autocannons, psybolt ammo
1 Venerable Dread – autocannons, psybolt ammo

Eldar:

Farseer – guide, warding
Autarch – fusion gun, chainsword
6 Dragons in Wave Serpent – scatter lasers, shuriken cannon
6 Dragons in Wave Serpent – scatter lasers, shuriken cannon
5 Avengers in Wave Serpent – scatter lasers, shuriken cannon
5 Avengers in Wave Serpent – bright lance, shuriken cannon
5 Avengers
2 Vypers – scatter laser, shuriken cannon
Falcon – bright lance, holofields
3 War Walkers – 6 scatter lasers
3 War Walkers – 6 scatter lasers

The plan is to totally ignore/hide from the dreadnoughts best I can, I don’t plan on going in reserve, I want maximum turns of shooting, walking on turn1.

We roll for first turn, the Paladins win the roll and choose to go first.

Deployment:
The Paladins roll for the Grand Strategy and make the ven dread and a normal dead scoring.

The Paladin squad and Draigo deploy in the middle, and then trail back to about 8” in from the board edge.

I choose not to deploy anything and will walk on turn1.

Early Game:
The libby walk’s on and moves into the Paladin squad, which then run further into the centre of the board, 2 deads including the ven dread walk in on the left flank, with 1 normal scoring dread in the centre behind a LOS blocking ruined 3 story building. I then move on with the walkers on either flank, everything else moves on in the centre, my shooting is fairly ineffective, I wound a couple of Paladins and take a wound off Draigo. With my army now in light, the Paladins shuffle move of the Paladins lagging behind inc the libby, while the dreads move further infield, the scoring dread moves into the ruin and up a level (still out of sight). The Ven dread opens up into the falcon in cover, stunning it, while the normal dread destroys a dragon serpent, killing 2 dragons in the explosion. I then move up with that squad of dragons and the other squad moves up and disembarks from their serpent, the walkers move infield with the vypers (now guided) shuffle out of LOS from both dreads on the left flank, both Avenger serpents move further right. My shooting is much more effective thanks to the libby failing shrouding! I then throw both dragon squads into the Paladins, wounding draigo twice more! And killed 2 paladins! I both Walker squads and the vypers open up into the Paladins but can only wound 2 more paladins.

Mid Game:
The GK objective deep strikes in, which then scatters about 2” from the central objective that the Paladins are camped on! The Paladins move further into cover in the centre, they dread in the ruin moves up to the top floor, while the dreads on the left flank move infield again, the Paladins open up and kill the 6 man dragon squad, the dread on the top floor stuns the falcon again, the dreads on the left flank kill the remaining dragons. My objective still doesn’t arrive, so I then turbo boost one avenger serpent to the far right behind a ruin, out of LOS from the dreads and paladins, the, the walkers then target the paladin squad again, torrenting the libby and killing a paladin, the Vypers then torrent off Draigo, now my opponents army starts to crumble with the rest of my shooting killing another 2 paladins (now down to about 4 paladins, inc the apoth). The lone paladin deep strikes in, my opponent tries to hide him behind the ruin the dread is in, but it scatters out into the open... then runs towards the central objectives (in cover) the Dreads open up in to the Serpents they can see, they destroy one avenger serpent with bright lance and the remaining empty dragon serpent while the Falcon loses its pulse laser, but can finally move. My objective comes down on my left flank, which I move the falcon onto, the war walkers move up to give it cover, I move the avenger serpent on my right flank to shoot the paladins, I then open up with everything I can into the Paladins I finally kill the unit to a man, then with the final shots I fire into the single paladin, but do no damage.

Late Game:
With very little left, the dreads move towards the centre of the table, shooting my Falcon, taking it’s bright lance off and stunning it, the single paladin moves onto both objectives, while the Dread in the ruin moves and runs down through the levels and into the open heading towards the objectives in the centre. I then make a dash for the central objectives, the Vypers turbo boost to contest both, the wave serpent on my right flank turbo boosts to tank shock the paladin, which passes the test, and stays contesting 1 objective (the 3 pt objective) with walkers on my right flank move infield and run towards the objectives, while the walkers on my left flank shuffle round to protect the falcon. My shooting it brief and all I can do is take a wound of the paladin.

We roll to see if the game continues and it does!

The paladin moves to punch the tank, which it does, knocking the scatter laser off, the dreads close in the central objectives, the non scoring dread destroys the vypers, the ven dread shoots the serpent, doing no damage while the other scoring dread moves and then runs to contest the objectives with the serpent. With not much I can do to stop the contesting, I jump the autarch out the back of the serpent, he fusion guns the scoring dread, destroying it, the war walkers on my left flank open up into the paladin, killing him, the walkers on my right flank move up and shoot the ven dread, getting 5 glancing hits!! Blowing both weapons of and immobilising it! Then with re-rolls it still loses a weapon and is badly shaken...

We then roll to see if the game ends and it does!

It was a close game and with the Battlefield Birmingham rules I win 16-4 by holding both 3pt objectives, while the 4pt objective is contested so worth nothing.

Overall I was happy with how the game went, ignoring the Dreads gave them free rain until I could kill the Paladins, the Farseer was a game changer, my opponent rolled a lot of 3’s when making cover saves! I still made a number of mistakes, not hiding the Falcon turn1 when it moved on, after the game I had another look and there was a space to hide it, so need to be more careful with placement, the bright lance serpent didn’t need to be so close the paladins and if the dread hadn’t destroyed it, the Paladins would have! And a number of silly mistakes that where just me being slightly lazy and wanting to get greedy with shooting turn1, I should of just played for position knowing I wouldn’t do much damage turn1.

More play testing to come!
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12 February 2012

Annihilation/Command Barges Painted (Part 2)

Nick speaking,

OK, part two, and here are the pictures of the Command Barge versions of my magnetised minis. I also magnetised the green rod spinning top I had on one of the Barges, to indicate the Travellers Barge. I tried putting it in different places, but it only seemed to work on the front due to the size. I am still not 100% sure about it, what do you think?






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10 February 2012

Annihilation/Command Barges Painted (Part 1)

Nick speaking,

Pictures of my finished interchangeable Necron Annihilation/Command Barges. In the end I had too many pictures for one post, so here are the Annihilation Barge pictures first. Just for reference, I painted the main guns as if they had green rods in them to try and match them up to the rest of my army. I also magnetised the main Tesla gun in addition the the other stuff as in my original tutorial. I just found it was easier to take the gun off that way rather than if it was glued onto the base section. It also gave me an opportunity to angle the gun for more dynamic poses. Hope you like them...









Command Barge pictures coming in part two...
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8 February 2012

T-Nid Battle Report Vs Blood Angels (not video)

Nick speaking,

With all the Necron Scarab farming I had been doing lately, I started to get the itch to actually get my Nid T-list on the table. You may remember me talking about working towards the list in my Tervigon/Trygon posts, but I recently couldn't resist trying it out. It would mean a few stand in models and a majority of unpainted minis, but I really wanted to have a go with it. So, with some Carnifexes and a Hive Tyrant as Tervigons, Warriors as Hive Guard and Ravanar as Venomthropes, I was ready for my first game...

Based around Fritzilla tactica, my 1750pt T-Nid version starts with three Trygons and four Tervigons. I was up against Blood Angels and we rolled Seize ground with five objectives. I lost the roll off and was put in first, deploying my poisoned Trygons up front, two Venomthropes behind them and three troop Tervigons with catalyst behind them. HQ Tervie went on the left and the distraction unit of two Hive Guard went on the right. One unit of the obligatory Termigants went at the back with the other two on each flank. Blood Angels deploy a Crusader containing five TH/SS Termies, a Chaplain and Priest, backed up with two Preds and three Razors...


My opponent failed to seize the initiative, so I throw up FNP on the Trygons, successfully spawn all four Tervigons with just the HQ Tervie constipating. I move everything forward as a blob, and the Hive Guard nicely draw some attention by wrecking one of the Razorbacks...


BA turn one and the Assault Cannon Razor moves to my right flank to work on some Gants, and the Hive Guard get targeted by the Preds, taking them both out. My opponent then came right at me with the Crusader, dumping out the Termies ready for the assault. He seemed to have great faith in his Death Star unit and multi assaulted two Trygons and a unit of Gants! One of his guy's died on the way in from the Spore Cloud and I wipe out his Termies before they strike, leaving only his Chaplain and Priest locked in combat...


My turn two and this time all of my Tervigons constipate except for one, and the board is starting to get filled with Gants around all of the objectives. I make a push forward assaulting a Razorback with some Gants, but I end up just outside the 6" range to give them furious charge from the Tervigon, so they do nothing. My two Trygons finish up their assault and consolidate...


Turn two for the Blood Angels becomes a bad rolling turn, and all his guns either fail or I save the wounds. The Marines from the wrecked Razorback assault my Gants that were up front, and I end up with one left locked in combat...


My turn three and I start to think about the mission. The two objectives on my far left look like the obvious two for me to hold, with just the Crusader nearby to contest. I make a push to at least immobilise it with my Trygon, whilst spawning more Gants with my last Tervie to help contest the rest. I send a Gant brood into the Marines already locked in assault to hold them up further. The Trygon only manages to destroy a weapon on the Crusader...


BA turn three and the Razors move fast to my right flank to move out of range of my Trygons, and I lose four wounds on my front Trygon from some good shooting. The Crusader tries to move away from my Trygon, but in my turn four I get it back into assault and wreck it. My last spawning Tervigon continues to spawn without constipating and turn four sees my opponent concede with no hope of turning the game around.
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