Issue 09
Transcription
Issue 09
The Southlander Issue 09 June 2009 Apocalypse - Way of the Warrior - Warcon - Take a look inside. The South African Fanzine for Games The Southlander - Issue.09 - Jun.2009 In this issue The Content Editorials - Page.02 News and Releases - Page.03 The Fractured Archives Kronikalz Part 4 - Page.04 Primarch Chibi - Page.06 Warhammer Fantasy Warhamer 101 Episode 4 - Page.07 Warhammer 40k Way of the Water Warrior Part 2 - Page.10 Army Profile - Necrons - Page.14 Clubs and Stores in the Southlands Apocalypse - Page.17 Warcon - Page.20 Club Listing - Page.22 The Team Nic “The Emperor of Chaos” Kirsten Grand Master (Editor) Simon “sie42” Strehler Engineer (Layout and Design) Jan “The Penitent Crusader” Slazus Warrior Priest (Lead Contributor) Jo "elitist" Kirsten Battle Wizard (Sub Editor) Nuhan “twak” Yssel Marksman (Cover Artist) Jaap “Java Knight” van Beest Prophet of Doom (Cartoonist) Primarch Chibi Mascot Futures - Page.23 Links Special Thanks Download the Southlander at http://the-southlander.deviantart.com Richard Tyrer Thys van Zyl Evan Hurwitz Andrew Christianson Official GW and Supporting Companies http://www.games-workshop.com http://www.forgeworld.co.uk http://www.blacklibrary.com http://www.specialist-games.com http://www.warhammer-historical.com http://www.fantasyflightgames.com Support and Contributors http://www.warhammergenerals.co.za Submissions To submit photos, articles, letters and advertisements, mail them to the_southlander_netzine@hotmail.com All photos must be in .jpeg format. All text submissions should be in either .txt or .doc format. Clearly state the game system covered in your article (i.e. Warhammer, Warhammer 40k, Mordheim etc.). Clearly state the title of your article. Clearly state the category of your article (i.e. Battle Report, Army List, Rules etc). Page.01 The Southlander - Issue.09 - Jun.2009 Editorials The Dirge Caster From my own side, I’m still working on my display piece, a little more info on that - it’s a Space Marine sniper in power armour. Think about it. It’s in painting stages, and I hope to have it ready for ICON, but we’ll see. A seemingly fruitless month turned out to be very fruitful in the end. Exams and other projects kept me busy enough to nearly miss my own deadline! Enjoy this one, as ever. - Simon As some of you may know by now, I have called together a national planning committee to organise events other than tournaments. In the end, we hope to expand the hobby and draw new people in to join our ranks of gamers. Sister Dialogus South Africa may have a small gaming community, but we can sure show the rest of the world a thing or two about dedication towards the hobby! And so I give to you, Issue 09. Enjoy! - Nic And to help you sleep... So the hobby takes steps forward. I must say it is interesting following forum discussions and the like, particularly discussions on South Africa’s own Games Day. Oh, the joy of putting together the first units of your first army... So now I can borrow fewer models from big brother. And, on top of that: I had my first win! I have to give big brother's advice and the favouring terrain most of the credit, but I can't help but feel good about it all the same, muhahaha! But, and I have to share this with you, I tried to explain to the "normal" women at work what Warhammer is and why I love it. The only result I got was a lot of laughing and mocking, and getting me labelled as the official office geek/freak. The ignorance... - Jo As crazy as these things seem, they well... are crazy. But all good things come from crazy dreams, or something like that. This very magazine started like that, with a forum discussion. ++ SIGNAL:...RETRIEVED...+ ++TEXT ONLY:++ Greetings fellow readers and gamers. +(SUCCESSFUL)+ Half way through the year and nobody got killed on the Southlander team... yet. Just a few more weeks till the holiday, for those who would be fortunate enough to enjoy it, unlike myself and the select few of society. Here I present to you Part 4 of Kronikals and a rarely seen picture of Chibi during his adventures. Enjoy and take care. ++ SIGNAL:...SECEDE... ++ ++ ORELLA CLOSED COMMINICATION ++ Page.02 The Southlander - Issue.09 - Jun.2009 News and Releases New Releases Games Workshop June 6 Forge World June 22 Empire Steam Tank Empire Greatswords Empire Archers Empire Elector Count Marius Leitdorf Uniforms & Heraldry Of The Empire Empire Captain with Hammer and Pistol Empire Captain with Sword and Shield Vulture Gunship Valkyrie Vendetta Conversion Kit Aircraft Flying Base Aircraft Multilasers Fuel Tanks Aircraft Missile Launchers Aircraft Multiple Rocket Pods Aircraft Heavy Bombs Aircraft Hunter Killer Missile Aircraft Autocannons Aircraft Punisher Cannons Aircraft Lascannons June 16 Lizardmen Scar Veteran with Army Standard June 20 Warhammer Temple of Skulls The Black Library June Courage and Honour Reiksguard The Killing Ground Courage & Honour Dog Tags Courage & Honour Pendant Courage & Honour Key ring Too see more information on new releases, head over to www.games-workshop.com Tournament Calendar Upcoming Fantasy Tournaments: 2nd Cape Regional - CT - 27-28 Jun ’09 * ICON - JHB 10 -12 Jul ’09 * JHB Nationals - 12-13 Sept 09 * Upcoming 40k Tournaments: 3rd Cape Regional - CT - 18-19 Jul ’09 * ICON - JHB 10 -12 Jul ’09 * Dragonfire Bigun - CT - 8-10 August 2009 * means it counts towards national ranking. See www.warhammergenerals.co.za for more information. Page.03 The Southlander - Issue.09 - Jun.2009 The Fractured Archives Kronikalz at da Weedy Grot Part 4 - Jan "The Penitent Crusader" Slazus The Southlands. Some say it is the furthest one can be from whilst still being in civilisation, whilst others say you already long passed the border into the wilderness. A land full of wonder and potential, yet unknown and dangerous for the unwary. This is the kind of place where myth and legend still lives, yet the modern age does have a foothold in this primitive-like world. A world where both stone and technology coexists. The story thus far: With the formal introduction of the Space Marine known as “the Emperor of Chaos” things started to settle down in Da Weedy Grot. Unlike the Penitent Crusader, Emperor was more than willing to tell a bit more about the establishment and its origins, over a pint of Fungus Beer of course. Also, some light was shed on the subject of the elusive Crusader, as Emperor told the traveller on how they first met and how he was introduced into the “World of War” as his apprentice. Clearly there were much more to them than previously perceived. However, several questions still raced through the traveller’s mind. Before he was able to ask, their conversation was abruptly interrupted. This is where our story continues. Part 4 – Beginnings By pure instinct, the traveller drew his concealed golden hilted dagger from his left sleeve and brought it down onto the silhouette, only to hear the blade snap. As the broken tip of the dagger fell onto the floor with a metallic chime, he realised that he stabbed the right forearm of Crusader, tankard still firmly in hand and an expressionless stare on his face. As the initial shock started to set, the traveller fell over backwards from his chair and scurried backwards into the corner close by, fearing how the robed figure would react on such an action. “Talk about biting the hand that feeds you,” was the only response from Crusader as he placed the two brought tankards down upon the table, drew back the robe’s long sleeve and inspected the damage upon his upper forearm. Luckily, as the traveller noticed, the right arm was also armoured, but unlike the left vambrace, there where no golden decorations upon it. As Crusader lifted his arm to get better light upon the struck area, the traveller also noticed that, although there are some similarities to the Astartes power armour like the type Emperor was wearing, Crusader’s armour appeared to be less dense and had a more organic appearance to it as the industrial/Gothic style of the Imperium’s Adeptus Mechanicus. Pulling down his sleeve, Crusader took the golden tankard, went around and placed it down at Emperor’s right side. He then went back to the counter and quickly retuned with the same silver goblet from earlier, again misty smoke drifting in his wake as he took up his seat. “So,” Emperor broke the silence, “what do you want to do to him?”, he asked, giving a sinister glance at the traveller. It was only then that the traveller realised that he was still holding the dagger in his hand. It fell with a clank onto the stone floor. What is going to happen to him now? In silence, Crusader brought up his goblet and made a gentle swirl before his nose, savouring the smoky contains’ bouquet, closing his eyes as to increase his sense of smell. “Let him be”, he said, eyes still closed whilst bringing the goblet up to his mouth, “it was not like he intended to do real harm.” and he took a gentle sip. “I,… I think it’ll be better that I leave now,” the traveller spoke, quickly, but cautiously coming to his feet. Reaping up his dagger, he started to make his way to the exit. “I would appreciate it”, Crusader spoke, stopping him dead in his tracks, “that you would at least finish your drink I brought for you.” The traveller was unsure what to do next. Noticing the traveller’s discomfort, Crusader continued, “You are free to leave at any time. Of course, it is your choice.” The silent seconds that followed felt like hours to the traveller, thoughts racing through his mind. Despite his inner voice telling him to run, he returned to the table and picked up the brought tankard. “No need to rush”, Crusader spoke as he brought up the tankard to his mouth. “Take a seat. It is not like we are not going to bite you.” Turning his gaze to Emperor, “That includes you Furry-One.” A playful hurt look appeared on the marine’s face as if disappointed by the statement, followed by a muffled, ”Awww, man.” Hesitating for a moment, he picked up the upturned chair and again took his original seat. Taking a cautious first sip from his tankard, the traveller realised that it was just normal beer this time. Most defiantly a little less green than the Fungus Beer, which is clearly the favourite of Emperor, as he noticed the crisp green foam sliding off the side of the golden tankard. “So,” Crusader began, “where were you before my return, Furry-One?” “I just told him on how we met and how we started the Southlander.” “I hope you have not told him any too scary aspects about ourselves?” “No, nothing out of the usual”, Emperor replied, stroking his short beard as in deep thought. “Hmmm, then why is the poor newcomer so nervous?” “You do have the tendency to sneak up to people from behind. However, I do believe it must be the heart eating part that really got him a bit tense.” “As if you would not do the same.” “True, but you are the one most likely to do it.” “Can’t argue with you there, but you’re no angel either.” With a chuckle, Emperor lifted his tankard, “Cheers!” In acknowledgement, Crusader also gracefully lifted his goblet. “To new faces”, he said and also lifted his goblet towards the traveller. The traveller responded in kind with a nervous nod, raised his tankard and took a long, slow drought. “Always the diplomat, aren’t you”, Crusader remarked with the hint of a faint smile in the corner of his mouth as he put his goblet down. “Well, you know me.” “Indeed. You were always able to utilise individuals more efficiently than I could. However, you are like a Leviathan as well. You state your position with no conditions, only once, and if someone even dares to upset the calm waters, you strike from underneath and pull them down with you into the deep. Then again, you do prefer the more… aggressive negotiations.” “Whaaaaagh!”, came the cry from the back, followed by a large green rugged bulk flying from behind the serving counter, hitting a table with a loud crash. Surprisingly, the thick wooden table withstood the impact, but the same could not be said for some of the chairs placed around it as the green bulk rolled off the tabletop and crushed it underneath. Even the small gretchin all the sudden disappeared again as if sensing that the threat was not over. “What the…”, Emperor spoke as both he and Crusader rose from their seats simultaneously to see what was going on. Page.04 The Southlander - Issue.09 - Jun.2009 “Claw?” “Ow”, the bulky ork muttered. “Why I oughtta..”, he continued as he slowly brought himself to his feet, blade fingers on his mechanical hand clanking angrily. Once he steadied himself, he turned his gaze towards the table. “Oi, Long Toof!”, he shouted, pointing an accusing finger to Emperor. “One of dose coin thingings you gave from dose spikey boyz turned into a red boy. Ye bring it ‘ere, so ye get rid of it!” Strange noises still kept coming from the store room behind the serving counter that sounded like some kind of large predatory creature, followed by the occasional sound of something fragile breaking or the last desperate shriek of an unfortunate gretchin who was unable to escape from the unknown threat. “Might as well go have a look at what has got Claw so up-and-about.” Emperor pulled the chair to one side and casually made his way to the back. The traveller still kept his head low, fearing the worst. Could this night get any worse? Crusader still stood where he had risen, eyes fixed on the doorway as Emperor’s large armoured bulk disappeared through it. It went silent all the sudden. “Man, you are an ugly one!”, was the only warning that came from Emperor. A blood-chilling howl filled the entire building, the traveller clasping his ears in a vain effort to muffle the sound. Crusader stood unmoved, still keeping vigilant watch. Again, a large bulk flew through the back store doorway, over the counter, nearly hitting Claw and struck the opposite wall, just a little too left from falling into the blazing roast pit, with a bone-cracking crash, and fell into a lifeless pile on the floor. It did not stir. Emperor reappeared at the doorway, fresh red-blackish blood dripping from his grey breastplate. “Damm, I missed.” “Missed?”, was the only word the traveller was able to mutter before another howl came from the creature. It twisted and turned violently as it came to its feet, spilling blood all around it. Time seemed to slow Page.05 down as the creature stretched to it full stature, making it impossible to misidentify the fiend, no matter if you where from the world of magic and or even science. A Bloodletter daemon. Although more or less the size of the average human, one should never underestimate the red skinned, long, thin limbed creature, armed with long finger claws as well as a sharp tooth filled mouth with a long leathery tongue. These creatures live for combat, or, to be more precise, the slaughter. Blood was dripping from its head where one of its two antler-like growths was broken off, most possibly due to the first encounter with Emperor. This is bad. The smell of blood only fuels it's bloodlust rage, making it even more dangerous. Even though the fiend was deprived from its demonic sword, it is still a natural spawned killer of the Blood god, Khorne, one of the four Chaos gods. Claw, who was also an old Kommando veteran, did the “Sneaky move” by diving underneath the nearest table and leopard-crawling to a more… strategic position until the situation improved a bit, keeping anything between him and the abomination at all times. Even if the daemon did notice the potential prey close by, it did not show any interest in the escaping ork. Its fiery glowing yellow eyes slowly surveyed the room, its tongue swaying from its mouth, tasting the air. When it saw Crusader and the traveller isolated in the one corner, it gave a mind-shattering howl, the likes that would drive a lesser man to madness, and charged like a rabid beast towards them. Either jumping over or going through furniture, ripping them to splinters, nothing slowed its approach. The traveller did not hesitate. He stood up, drew his laspistol and let loose a volley of red energy bolts unto the creature. Despite every shot hit, it seemed that the energy bolts where absorbed by the creature’s skin, not even wounding it. A sense of dread started to manifest in the traveller, but he stood firm, still firing his weapon as he gazed into the gaping maw of his death leaping towards him, claws posed ready to strike. …to be continued. The Southlander - Issue.09 - Jun.2009 The Adventures of Primarch Chibi The other day I met this Empire Knight fellow with the name of Gunther. Now Gunther is a knight, so he isn’t afraid of anything, much like us Space Marines, but, as we all found out, he is terrified of women! So one day at Da Weedy Grot, we were sitting there, kuiering as always, when this hot Bretonnian damsel strolled in. As you all know, Bretonnian women are some of the hottest women you can get, and as one man everyone was trying to buy her drinks and stuff. What they didn’t know, is that Bretonnian damsels are classy women with taste, so nobody managed to chat her up or anything. I thought to myself that this was the perfect time for Gunther to get over his fears and get himself a nice girlfriend! So I tuned him to go over to her and ask her out, but he nearly choked on his beer and I had to slap him on the back a little. This little thing of one friend helping another in distress caught the damsel’s eye and she was looking at us with those nice eyes of hers. Poor Gunther nearly dived in behind the counter when he saw her smiling at us. Now as everybody knows, us Space Marines aren’t afraid of anything and neither are Empire Knights, so I told Gunther to get a grip and ask her out. I managed to push him to stand right next to her and gave him a kick to start him up. Poor Gunther stuttered so hard that he nearly dislocated his jaw and pulled his tongue muscle and eventually his fear got the best of him and he ran back to where we sat. As everybody knows, I can chat up just about any chick, so I tuned him to watch how easy it is when I do it. After taking a few gulps of fungus beer to get my mouth wet enough so my tongue doesn’t stick to the roof of my mouth, I missioned over to her. I pulled on her dress to get her attention and when I got it, I started chatting her up like a pro. She asked me a few questions about Gunther and I asked her name. Apparently her name is Rosie or something like that. Not that a woman’s name matters, I just ask because they think it’s good manners. So after about two hours of chatting, she told me that she really had to go home now, so I offered to take her in my super cool Land Speeder, but she tuned me she already had a lift. Before I could ask who it was, she jumped up and klapped me with her fancy handbag! By the time I got up again she and Gunther was gone. Claw told me that she grabbed poor Gunther and ran for it. I just don’t get women you know? The next night Gunther was already there by the time I got to Da Weedy Grot. He looked like he had seen a ghost or something. He tuned me that that Rosie chick didn’t have all her squigs in the pen. When I offered to help catch them, as I have experience with catching squigs, he tuned me that she didn’t have squigs, she was just a little crazy. I must agree with him… Anyone who klaps a Space Marine must either be brave or crazy! So then I asked him how he got away. He then told me that he got so scared that he fainted. When he woke up she was gone. He couldn’t find his purse by the time he got his senses back. Poor Gunther probably lost it when she dragged him out of the bar. At least we both got away from that crazy chick! Gunther is even more afraid of women after that, and even I am cautious about new chicks that come into bars! So let's drink to freedom! Page.06 The Southlander - Issue.09 - Jun.2009 Warhammer 101 - Episode 4 - Evan “Und_ed”Hurwitz Greetings again 4) Magical attacks I promised last episode to go into further strategies in this edition. Evidently, I lied. My mother would be ashamed. Instead of my promised further generic strategic article, I felt I’d rather go down the road of looking at specific armies, and naturally my favourite (and many people’s most hated) army leapt to mind. So without further ado, we’re gonna dive into the wonder/horror that are the Daemonic Legions of Chaos. While in most cases meaningless, all daemons have magical attacks, making Forest Spirits and ethereal creatures feel rather naked. Daemonettes have that effect on people. Strengths Daemons play with an obscene number of special rules, and whether you’re learning to use them, or trying to defeat them, understanding of these rules is critical. The general rules to take note of are the following: Daemons are known to be strong, but many players have very little idea of what it is about the foe butchering him that is actually tipping the scales. Daemons have many unique strengths that make specific tactics and strategies less effective against them, and of course that lend themselves to specific tactics and strategies for the Daemon player. Here follows a list of the more pressing strengths Daemons posses. 1) Instability 1) Big Characters Halfway between undead and a normal Warhammer trooper, instability is the rule that confounds so many facing Daemons. A Daemon unit losing combat will take an effective break test, taking a casualty for every point by which they fail the test. This means a Daemon unit is incredibly difficult to crack on the charge, while Daemon players need to be aware that it effectively dooms any unit stuck in a bad combat, as fleeing and rallying are not options. Daemons can bring arguably some of the most vicious characters in the game. Greater Daemons are terrifying creatures on the battlefield, and not to be trifled with. Heralds of Nurgle are well-nigh unkillable, and a Khornate Herald on a Juggernaut is usually just as hard to kill, plus is a match for most lord-level characters. They’re big on points, but fighter daemon characters should not be taken lightly. (Exception for the Slaaneshi Herald – she is just as fragile as she looks, and Daemon players need to either treat her a little tenderly, or be resigned to her inevitable death.) The Palanquin of Nurgle deserves a special mention for ludicrous power when combined with Noxious Vapours and the Standard of Seeping Decay. Characteristics 2) Daemonic Saves Daemons have (with one or two rare exceptions) no access to armour, but instead have an across-the-board 5+ Ward save. Once again, this changes the goalposts a bit for players, since while the 5+ save is certainly not enough for the Daemon player to feel safe, Daemon opponents need to re-evaluate the traditionally paramount importance of the strength characteristic against Daemons. 3) Daemonic Gifts Daemons have no mundane upgrades, so no armour, crossbows, great weapons etc. in place, their equivalent of magic items (daemonic gifts) are protected from harm. This means usual protection against tooled-up characters is often less effective. 2) Character-slot Efficiency Daemons get a lot of bang for their character slots’ buck. The greater daemons only take up a single Lord slot, usually bringing magic levels with them. Fighter characters from Slaanesh and Nurgle can also bring a magic level, easing up the need for wizards (Tzeentch Heralds) to add magic protection. Lastly, and possibly the biggest advantage brought by Daemons, they can use their core slots to bolster their magical prowess and defense by means of Horrors. 3) Charge Absorption Daemonic instability provides a very similar bonus to undead crumbling, in that it is incredibly difficult to kill a ranked-up unit on the charge, even with a big Hammer unit. That’s not to say a big charge gets shrugged off – it Page.07 The Southlander - Issue.09 - Jun.2009 hurts something fierce, but the odds are very high that a couple of troops will still be alive, almost guaranteed if the BSB is within range. Here’s a handy table of expected instability casualties from instability: Effective Ld Average Casualties 8 0.55 7 0.97 6 5 4 3 2 1.55 2.28 3.11 4.03 5 This requires planning from both players. A Daemon player needs to realise he’s living on borrowed time when in a losing combat, as his wounds cannot last forever, and in fact get harsher after every roll. The Daemon opponent needs to realise he cannot expect to crunch straight through a daemonic unit in one round without a massive amount of casualties. 4) Magic Supremacy. A Daemonic force that desires to go magic heavy can do so with appalling ease. The daemonic magic lores are all nasty, and the light show can be devastating. 5) Multi-wound Flankers and Skirmishers Flesh Hounds and Flamers both have two wounds and a toughness of four. While this isn’t a massive advantage when compared to their points (they come in at the equivalent of a full infantry block of twenty with full command for a paltry five of either), their value lies in their perceived weakness. Few players treat them as respectively more than a bigger version of dogs or shades, while in fact their points and wounds demand a more serious treatment. While many complain bitterly about these two units, they are still habitually treated on the field as minor harassment units. Daemon players should capitalise on opponents making this mistake, while opponents need to treat these as full units in their own right, not as support units. 6) Fear and itp Fear is less impressive than with undead here, as it’s incredibly unlikely that the daemons will outnumber their foes. Still, there's nothing like a failed Ld-test or two to really ruin an enemy battle-plan. In addition, Daemons never have to make such tests, adding a nice amount of reliability to the daemonic plans. Weaknesses 1) Charge Reactions Daemons can only hold, or in one rare case stand-andshoot, as a charge reaction. This opens up a number of vulnerabilities, while removing many tactical options from the Daemonic player. 2) Expense Nothing in the Daemon army is cheap. The very cheapest troops will still run you 12 points apiece, and there are absolutely no cheap units to bulk up the model count with. The characters are heavily priced, and hence also chow up a goodly portion of the availably points. As a result, very few units can be cheaply sacrificed. In addition, Daemons are almost guaranteed to find themselves badly outnumbered. 3) Fragility With one or two minor exceptions (Nurgle’s pretties, I’m looking at you), Daemons are very fragile for their points. Their 5+ save may be untouchable, but it’s still only a 5+ save, meaning two out of every three wounds are going to stick. In addition, their low toughness on infantry (once again, cast a dubious eye back to Father Nurgle’s minions) means they will have more wounds to save, again not a pretty prospect. Daemon players, do not let your ward save go to your head – an axe reaches that head more reliably than the Ward. 4) Unimpressive Fighters While Daemonic stats may look pretty, they don’t have much in the way of hitting power for their pointage. With only characters to pull them out of the fire, this usually leaves daemonic troops on the short end of the stick in prolonged combats. It also means any sizable unit of daemonic troops needs a character to baby-sit it. Even servitors of Khorne himself find themselves jealous of an Elf’s ability to swing a pointy stick. Strategies with Daemons Daemons are incredibly varied, and can be built to utilise a large variety of strategies and tactics. On the strategic side, a fast daemon army can get away with a refused flank, but in this case the slower elements (read: “infantry”) are likely to get left behind. Multiple heavy chargers can effectively play a hole-in-the-wall game, especially if this includes any of the non-Nurgle greater daemons. An infantry-heavy army can, provided terrain provides some flanking cover, play a solid hold-the-line game, and in such cases will usually have a strong support phase through magic, Flamers and possibly screamers. Lastly, remembering the value of the multiwound hounds, Daemons can play a very effective linedisruption game, especially if using Furies for sacrificial distracters and redirectors. Daemonic Tactics Daemons can make some great anvil units, keeping in mind their limited shelf life as indicated above. The addition of Siren Song into their bag of tricks only enhances this. This makes a two-man pincer a highly valuable and powerful tool in their arsenal, only enhanced Page.08 The Southlander - Issue.09 - Jun.2009 by the presence of flying monsters. While very few true hammers exist in the daemon army (Khornate Heralds in Flesh Hound units and Blood Crushers are actually the only hammers I can think of), Daemons can easily and effectively utilise the impromptu hammer tactic to great effect. Character assassination is viable, but not likely, considering that the units hunting the character are likely to be more expensive than the hunted character itself. Lastly, charger interference is alive and well with Daemons, with all of the auxiliary troops being perfect diverters, often good for many rounds in the case of multiwound troops. Anti-Daemon Strategies While strategy should usually adapt to the strategy of your opponent, a crowding strategy is almost never a bad idea against Daemons. Their inevitable numbers disadvantage combined with their lacklustre troops means that a well-crowded daemon army is forced to watch in horror as his troops slip away from him combatby-combat. Important is to recognise threats in the daemon army here – a Nurgle block can be considered a hammer against a lightly-armoured unit, especially if including a palanquin-riding, Noxious-vapour-emitting Herald. This selfsame unit will struggle to dent a heavilyarmoured Anvil block, and will crumble away as with everything else. Hold-the-Line armies should almost always adapt to a crowding strategy, since merely holding will allow the Daemon player to create those inevitable impromptu hammers, and crack holes in your well-formed wall. A Line disruption can also work wonders, especially if keeping the BSB away from the rest of the Daemon army. A disrupted daemon army will not be able to flank, and once again falls down to inevitable lost combats. Of special note is the Hole-in-the-Wall strategy. It does not work against Daemons! Without divine intervention, a daemon block will not crack to a charge in one round, so do not count of going through that unit! Ignore at your own peril. Anti-Daemon Tactics Again, the tactics one uses are obviously limited to the tools your own army is suited to. Nonetheless, there are some general tactics that work very well against Daemons. The first is the bait-and-switch. Daemons cannot flee from the countercharge, and so get caught out in the flank with revolting ease. The outnumbering issue also leads to an easy game in which to practice creating two-man-pincers, again leaving Daemons in a fair amount of trouble. Special note for both of these needs to be taken of Slaaneshi units – Slaaneshi characters can draw in your prized units with Siren song, while Slaaneshi units can take the Siren standard, which forces your unit to hold as a charge reaction. Plan for these and adapt. Character Assassination is an incredibly valuable tactic, but be sure you actually have the tools. It Page.09 takes hard work and a violent character to assassinate either a Khornate or Nurgle Herald, and if you don’t have the tools then it’s better to find another way. Combat Res is often a much easier way to kill these characters than trying to ding them. Running charger interference is an incredibly useful trick against daemons, performing two important potential tasks. The first is to prevent an impromptu hammer from forming, protecting your anvil blocks. The other would be to protect your flanks if the enemy is attempting a pincer-like trap, again protecting your important blocks. Special Notes As with every army, Daemons have special tricks to look for and beware of. First up is the Nurgle Herald, almost always the army BSB if he’s around. On his palanquin, he gets a bonus six WS3, S3 attacks, with poinson, and rerolls to hit from his unit standard. Enemies will strike last, so he really is vicious. Anything lightly-armoured will be butchered by him – don’t try it unless you’re looking to punish that unit for insubordination. Another scary character is the Khornate Herald, riding on a Juggernaut. Internationally, he almost always comes with S7 attacks and Flaming, while in SA he’s more commonly encountered wearing Obsidian armour, negating enemy magic weapons. Regardless, he has hatred, Killing Blow, a 0+ (Yes, that’s right, 0+!!!) armour save and a 5+ Ward, minimum strength 6. Without killing blow, this guy is wellnigh unkillable. Even strength 7 wounds leave him with a 4+ armour save. Lastly, big flying monsters (or movement ten ground monsters) are a common sight in Daemon armies. These typically eat up a quarter of the army’s points or more, and are terrifying. What is worth noting, though, is that they are much more shootable for their points than the usual equivalents (ie dragons). They have fewer wounds, worse saves, and once the rider is included don’t hit as hard. Even the Bloodthirster, scary as he is, doesn’t have the hitting power of a Dreadlord on a black Dragon, or even a Highborn on a star Dragon. They can be combat res’d to death, but don’t let them into flanks/rears. One round of focused small-arms fire will usually be enough to scare these monstrosities into hiding due to their unimpressive saves and Large Target penalties. Final Notes Hopefully this episode has opened many eyes to the wonders of the Legion. Who knows – maybe a couple of opponents will even kick some daemon in the squelchies a little more often. I’d like to pretend that’s what I’m hoping for, but who am I kidding? My loyalties are firmly Daemonic, and I hope the Daemon players reading this are inspired to try something new and corrupt some Sigmarites. For Slaanesh, our Dark Prince! Your cross-dressing bard - Und_ed The Southlander - Issue.09 - Jun.2009 The Way of the Water Warrior - Part 2 - Silent Requiem edited by Severian This is a follow-up on the previous article, dealing with a tactica, as written by Silent Requiem (aka Taurean Drayak) and posted on The Bolter and Chainsword forums. While the tactica is meant to deal primarily with the Grey Knights, the philosophy and thinking behind the ideas are universally applicable. The tactica was written during the 4th ed rules, but has been updated where possible by the author. I’ve attempted to edit the tactica into a proper form for publication, and if this in any way detracts from the original, I tender my apologies to both the readers as well as the author. The original post may be viewed at Way of the Water Warrior. On to part 2 then - Severian (Thys van Zyl) Alright. Let’s actually look at an army list now. As a disclaimer, I'll say that this is not the only list for playing reactively, it is simply MY list. - Silent Requiem 1000 point List Brother Captain Psycannon Sacred Incense Justicar Melta Bombs 5 Grey Knights Incinerator Justicar Melta Bombs 5 Grey Knights Incinerator Land Raider Extra Armour Smoke Launchers Land Raider Extra Armour Smoke Launchers This is my basic 1000pt template. As I refined the list, I started switching the incinerators out for psycannon bolts, and I moved the sacred incense to a justicar. I toyed briefly with dropping the GK squad sizes and heavy weapons to upgrade the BC to a GM, but I didn't like it as much. As the points move up, I add another Raider and some GKTs. Then I upgrade the HQ. Some explanation for my choices and particular play style will follow in this section. Evolution of the list I have always liked mechanised lists, but like most people, I thought the Raiders were a bit much. Not having other options, I went with a foot slogging army. It didn't take me long to realise that against shooting (Earth) armies, most of my casualties were sustained getting to the foe. A little maths told me that if ten more guys made it to assault than otherwise would have, a Land Raider would have justified its existence. So I tried one. And I was hooked. I found, though, that the added mobility was better spent not rushing my shooty foes, but out manoeuvring their heavy weapons. I also found (courtesy of the mech Tau) that one lucky shot was enough to deny me my mobility and leave me stranded. So I added another. Now my entire army was mounted, and my Water style tactics began to develop. The predominant metaphor in my mind at that time was of a gun carrier fleet. The Raiders were my gun heavy aircraft carriers, and the PAGK (Power Armoured Grey Knights) were my defensive fighter screen. I used my Raiders to snipe high value units, and then fall back as the enemy is forced to come to me, wearing them down with firepower, before an eventual assault. This is the basic idea of a Water army: retreat before them, allowing them to take whatever ground they wish, but wear them down as they do so. When they can no longer hold what they have taken, the tide comes in, washing them away. Although this sounds simple, it is actually VERY difficult and intense concentration and careful consideration of every move is required. In about 20% of my games I did not take a single casualty, but I never had a single easy game (except one against a Khorne player with no S8 or higher weapons). I will write up a detailed sample of this plan in action against each type of player in a later post, but right now, I want to say a word about Massaen, whom I met on another forum. In fact, I joined that forum with the sole aim of speaking to him. I am not the first person to successfully use a GK list like this. Massaen, who is primarily an Eldar player, used a similar list at 1850 points to win the Australian GT in about 2004. While his tactical philosophies may be different from mine, it was his encouragement that lead me to pursue this list (Raiders are expensive cash-wise, and my play group was very negative about them). It is only fair, therefore, that I credit the list to him. Page.10 The Southlander - Issue.09 - Jun.2009 5th Edition With 5th edition, I have dropped sacred incense and melta bombs to get dozer blades on the GHLR (godhammer Landraider). Without our old LOS games, you sometimes have to park in cover and hope you roll well. With random game length, being able to take 'short cuts' through cover is also very valuable. Fighting the Four Elements Alright. So you have picked your army and are keen to try it out. But what now? Here is an overview of what it is like to fight each of the elemental players you will meet. The Fire Warrior (aka the aggressive opponent) This guy wants to get up close and personal. What shooting units he has will likely remain static to take advantage of long range heavy weapons, and are often deployed centrally, or spread out, trying to get them to cover as much ground as possible. Neutralise them by denying LOS, something your low numbers help with, and maintaining distance, so that you maximise your shrouding. Otherwise, ignore them in the early game. The bulk of his army will probably be assault forces, lead by some CC HQ monster. Again, they will probably be deployed centrally, to reach you quickly. You will need to make sure your forces are close enough to support each other in the inevitable assault. Otherwise, your priority is maximising your SB (Storm Bolter) love time. This means falling back (to the flank, as well as the rear) as long as you can (incidentally, making his shooting elements more useless), while keeping him in SB range. Some armies, like foot orks, can be totally destroyed at this stage. If at all possible, retreat into cover and receive his charge (there is no direct benefit to GK charging). While it can be tempting to deny him the charge, his forces are probably pretty strung out at this point, and so denying the charge to one group may just mean giving it to another, a group that may not have reached you that turn if you had fallen back instead. If you have managed your forces carefully, you should be engaging no more than half his army with all of yours, and the outcome should be heavily in your favour. Ironically, he will probably have started moving his shooting forces forward to support the assault once he saw how things were going. They should arrive just in time to save you a long walk back to them. The Earth Warrior (aka the cautious player) This is the guy with a wall of tactical marines and a mean assault squad sitting right behind them, led by an ugly CC HQ. The message is clear: assault him and get beaten down by hidden powerfists and assault squads, try to out shoot and you eat las and plasma till you die. The trick here is to nibble at his edges until he makes a mistake. Use terrain to block as much line of sight as possible, while taking shots at his exposed flanks. Terminators, Raiders and Dreads allow you to reposition heavy weapons each turn, and SB's prove their worth too. Killing even a marine or two each turn while denying his return fire will make him FEEL defeated, even though the damage is minimal. Page.11 With luck, he'll advance to flush you out, at which point you can treat him like an aggressive opponent (but weaker). If he turtles, keep nibbling, and position yourself for a last minute objective grab. You won't win big, but you should still win. The Air Warrior Less common that the last two elements, Air is one of the few armies guaranteed to take the initiative from you. To the Air player, everyone (except another Air player) looks very much like an Earth player, as the disparity in movement makes everyone else look like they are standing still. He will try to treat you like one, and that's fine. Don't read too much into his initial deployment as a turn of manoeuvring can make it irrelevant. Air players habitually go for the flanks, as the points they spend on mobility mean that they have less actual fighting power, so they want to take on small chunks of the opponent, rather than all at once. Keep your small army together to remove the benefit of a flanking move. The key here is to attack the source of his movement. This will mean taking out transports if he is assaulty, or stunning his vehicles if he is shooty. Fall back as ever to gain time, but keep in mind that with no defined front line, "falling back" can mean any direction. Remember that turbo boosting changes an armour save INTO an invulnerable save, so your incinerators and psycannons will make short work of bikes that try to outflank you. Ultimately, you will want to assault him if he is shooty, and keep him out of assault if that's where he is trying to get. With my list, assaulting Air armies are not too great a threat, as my GK's can hop into a Raider if they get too close, and transports tend to be flimsy enough that even storm bolters can take them out. Vehicle heavy shooting lists are far more dangerous, but with my mobility, each time one lines up a firing solution my entire army can move and counter attack. This tends to make them cautious once you down the first light unit or two (speeders/ vipers/etc). As his units tend to be (almost) as expensive as yours, you should not be outnumbered too badly, and a few casualties will force him to take risks to win the victory point race. Make him pay for those risks. The Water Warrior The least common of all the elements, in my experience. Do not to expect to have an edge in movement, shooting, or assault. This is a game where the first person to crack, loses. The goal here is to manoeuvre around each other, inflicting casualties while limiting your own. Do NOT commit too early, as you will just be turning yourself into a weak Earth or Fire army, and we know how those battles end. Once you gain a clear advantage, fall back, as he will have to chase you and start taking risks to catch up in victory points. Again, make him pay for those risks. 7 Habits of Highly Effective Gamers Despite the title, I don’t actually see a lot of people doing the things on the list, but as they have helped me, I shall pass them on. I’m leaving out things that you commonly hear about (know your codex, etc.), and focusing on the more obscure. The Southlander - Issue.09 - Jun.2009 I have personally used these habits and found it a great benefit. At the very least you’ll have less of those instances when during the close combat phase, you realize you never shot with your Devastators. – Thys 1) The Pause As in chess, a game of 40k starts off with infinite possibility (actually, chess is only near infinite, whereas 40k achieves infinity). However, as with chess, permutations decrease sharply as pieces are removed, and certain possibilities are discarded as obvious poor choices. This is why people become better players as the game progresses; their finite processing power is applied to progressively simpler problems, with greater chance of arriving at a successful conclusion. This accounts for many of the amazing comeback games that we have all seen (freakish dice rolling accounts for the rest). As Grey Knight players, we are in the unusual position of starting the game with relatively few models on the table, so it behoves us to turn that perceived weakness into an advantage. Spend a while in silence at the beginning of each of your turns, while you figure out what you want each unit to do, and how you want to set about doing it. Move around if you need to; check LOS, gauge distances, that sort of thing, but don’t start making moves until you know what all your moves are going to be. And don’t chat... it can all too easily distract you. We are not playing orks or guard here. We don’t have 100 models on the table. I have less than 20. So there is no good reason why I shouldn’t know EXACTLY what I’m doing before I start doing it. 2) The Monologue Once I know what I’m going to do, I don’t shut up. I narrate EVERYTHING. Here is a sample of one unit at the start of the shooting phase: "All right, that’s it for my movement, I’ll start my shooting phase now. I’m starting with squad Eddard here, and I’m going to roll to see if I can target that marine squad instead of the nearest target. I need 9 or less. I rolled a 7, so I’m shooting at the marines. "I have 6 men in the squad, with no specials, so I get 12 dice, needing 3’s to hit. 8 hits. Now I need 4’s to wound. 4 Wounds. You save on 3+. OK, that’s it for this squad.” The reason I do this is twofold. First off, it helps me know where I am and what I’m doing (game-wise). I’m not likely to forget much. Second, though, is that it allows my opponent to correct me BEFORE we have a problem (Uh, actually, you need 5’s to wound, they have Mark of Nurgle?) This makes my turns run very smoothly, with the added bonus that I get a reputation for being an honest and forthright player. We all know how hard it can be to distinguish between honest mistakes and attempted cheating. Example: Do you agree that this is the LOS for your marine with the lascannon and that he cannot see anything to the left of this line? I’ll do this with all relevant enemy lines of sight, and then I’ll do the same for LOS that I DO want. Example: Do you agree that this is the LOS to your lead two tactical marines, including the vet sergeant, and that anything to the right of this line can see them? I can now move my Land Raider out from behind the trees, to the left of the first line, but to the right of the second line, secure in the knowledge that he can kill the lead marines without worrying about return fire from the lascannon. I may even confirm this with my opponent, depending on the quality of the player (poor ones can sometimes really need you to spell it out for them). The huge benefit of working this way, is that it avoids those heated LOS arguments that we’ve all had at one time or another. This makes the game more enjoyable and helps it run smoothly. 4) The Walk Periodically, you should walk a full circle around the table, stopping at various points to get a good look at the table from different vantages. Like Ender Wiggin, we must learn to shed our traditional "up-down" view of the table, and see what our enemy sees. Stand in his spot and ask yourself what you would try to have each of his units do. In this way you anticipate him, while perhaps seeing some LOS's that you would otherwise have missed. I know some gamers who go so far as to play recon games entirely on what would normally be their opponent's side, with their troops advancing to meet them as the game progresses. 5) Always Measure Always measure the distance to your target, even if you know that it is within (or out of) range. Distance measuring is a limited commodity; you get to do it once per firing unit. Don't waste it. Imagine an assault squad bearing down on your PAGK. You know it is within range, but measure anyway. It is 19" away. Now you know it cannot assault you next turn, allowing your other units to fire on more immediate threats. Imagine a devastator squad in the far corner. You declare you are firing at it, although it is clearly out of range. You measure anyway, and learn that it is 42" away. Now you know you can safely leave cover, as the plasma cannons cannot reach you. I try and follow this religiously – makes it so much easier. Avoid the pain and embarrassment of missing a charge by an inch and getting shot. A lot. – Severian (Thys) 3) Agree LOS With a Water army, denying the enemy LOS is often critical. I determine LOS by using my tape measure, but with the blank side up, so no distances are being measured. I’ll then mark that line with a couple of dice and ask my opponent whether they agree that I have marked the line of sight correctly. 6) Victory Point Denial In 2/3 of all standard games (Gamma and Omega), the winner is determined by victory points. While these will be examined in more detail later, there are two ways of getting VPs: you can take objectives, and you can kill the other guy. Page.12 The Southlander - Issue.09 - Jun.2009 QUOTE If I can make one suggestion, you may want to mention that both Air and Water style combat usually has an emphasis on VP denial tactics while Earth and Fire typically do not. VP denial is a critical aspect of the 4th edition game, and deserves definite mention in just about any strategy article, in my opinion. Ezzeran Brother Ezzeran is quite right. In any given game, the Control player (usually us) has to go to great lengths to deny their opponent the VPs that their superior raw killing power will give them. This is especially true for Grey Knight players, as our units are so expensive. A GK squad reduced to below half strength will often give the opponent more VPs than the entire value of the unit we are targeting. We must always weigh the VPs we are risking against the VPs we hope to gain, and use our greater mobility and conservative tactics to minimise what risk we must take. Thanks to Brother Ezzeran for raising the point. I believe this to still be valid in 5thed, if not more so than in 4ed. Killing units may not be as important as in 4thed, but victory point denial is essential under the 5thed rules. – Thys (Severian) Page.13 7) Agree Terrain At the beginning of each game, before sides are chosen, point to each piece of terrain and agree the following points with your opponent: - area terrain or WYSIWYG? - if area, what height? - what is the cover save? - what defines the limits of the terrain (important where terrain is mounted on a base)? - is it difficult/dangerous/impassable? - are any special rules being used (CoD, swamps, etc)? It may seem tedious to do this before each game, but it avoids conflict later in the game when your Deepstrike scatters into terrain you think is merely dangerous (which is why you were deepstriking near it), but your opponent swears is impassable (thus killing your HQ unit). I believe that this constitutes enough information for purposes of section 2 of The Way of the Water Warrior. Catch the last instalment next time. - Thys The Southlander - Issue.09 - Jun.2009 ARMY PROFILE NECRONS: +The 3rd Undying Legion+ - Andrew Christianson Introduction At first glance it is not a particularly easy task profiling a Necron Army, as there is apparently little background material on which to base a force around. Imperials have a massive amount of information; the black library abounds with stories of innumerable IG and marine information. It is characteristically the xenos who are 'short changed' as it were by an apparent lack of guiding information. There are not many stories that are told from an alien perspective – the Eldar have some, but usually the information is provided to us from an imperial viewpoint. This is almost a necessity to enhance the very alienness of the xenos and the threat they pose to us. "Us" in this case is obviously the Imperium. We are human, they are human – the Imperium, although strange to us in its dark Gothic setting, is still understandable and accessible to us. Collecting Necrons So how does one go about collecting a xenos force and yet create some kind of underpinning story or theme to ones army? It is in fact the very lack of material around the aliens in the 40k universe that inspires many collectors to choose these armies. Necrons in particular have possibly the least supporting material to go on – most information exists only as assumption based on 2nd hand stories and confused first hand observation which is all too often discounted as rumour. This obscurity and lack of information on the Necrons only serves to enhance their mystique and dark brooding threat, and one can only get the sense that only a fraction of the full power of the Necrontyr and their masters the C'tan have yet to be unleashed. Certainly there is quite a lot of influence from other sources: Mayan imagery, Stargate the TV series [obviously Egyptian] and the like. The pervasive image of death undying, the very word Necron, all serve to create a powerfully chilling mythos around which the necrons are formed. inspiration that first got you to buy the miniatures in the first place, begin to flower. Painting and Converting the Army Of course this army started off not very differently from any other. Following GW's advice of building your compulsory selections first [which is better advice now in 5th edition than ever before], I built up the 2 warrior troop choices and the Necron Lord. Performing this operation set the colour scheme for the army – I wanted to achieve an ancient and tattered theme to these implacable monstrosities, the first of the Undying Legion to awake and walk the surface of their ancient, dead and derelict tomb world in millennia. I wanted the cloth [what little of it there is] to reflect the crypt shrouds of dead, the metal must look ancient, though not rusted as rust would indicate decay rather than just a patina of extreme age, the theme of these Necrons is one of ancient agelessness touched but unaffected by the passage of time. Personal Motivation So how did I start my collection? I was working in the UK in 2002 and saw the new monolith model that had just been released. I had always been attracted to the Necrons, even in 3rd edition, where their powerful imagery caught my imagination. Who plays sci-fi games and would not be attracted to Ancient Egyptian mythology mixed in with star gods and powerfully arcane technologies beyond our wildest imaginations? I bought the monolith, and the special edition army box that accompanies most GW launches of updated armies. I was very impressed with the quality of the miniatures. The obvious Egyptian imagery was gone but the subtleties remained. The army was coherent and the various units looked good together out of the box. The artwork in the codex was a powerful driver to the design and execution of the army, but this was to come through only later. When one sits down with ones miniatures and begins to remove them from the sprue, remove excess flash and assemble, undercoat, paint and base, so too does the germ of inspiration grow. As you assemble the models, conversion opportunities present themselves as you see how the parts of the models fit together. You return to the codex, re-read the material and view the artwork again and again and the seeds of HQ, Troops and Monolith After doing the troops and Lord, I was free to add any model I wanted. Of course I wanted to do the Monolith! This model continued the theme reflected in its colours, but I began to modify the model. I am a fanatical converter but a mediocre at best painter. I felt that the monolith weaponry could do with being more exposed as per the artwork in the book, I felt that the flux arc tubes concealed too much of the plastic gauss rods so I exposed these on the model. Of course this made them astoundingly fragile and I have often cursed the fact that we'll be back and living metal doesn’t self repair models! After the obligatory Force selection and Monolith came the flayed ones. I was particularly impressed by some art I had seen of a very spiky flayed one. Additionally, I felt that newly awakened flayed ones would not have had time to 'harvest' skin and thus the Spiky ones arose from the featureless sands of their desiccated tomb world. Led by a converted immortal flayed one with almost zombie like mechanical entrails, this unit has drawn more than its fair share of first blood. [Those are real pins, and you would think that me telling people that would result in fewer flung miniatures and perforated fingers.] Page.14 The Southlander - Issue.09 - Jun.2009 APOCALYPSE – THE BIG ONE - asdasdasdasd Flayed ones We seem now to be settling into a steady theme here. Newly awakened tomb world and primarily artwork inspired conversions. The scarabs are no different. In the codex they are described as flying bugs with legs and pincers, the artworks shows much the same thing. I was most excited at how far the actual models fell short of this description. Another conversion opportunity! This unit is perhaps a little over the top. I have only realised in retrospect that there were over 1300 knife cuts employed in the creation of all those legs and mandibles. GO Scarabs! The rest of the Undying Legion, destroyers, heavy destroyers, Immortals and Pariahs followed suit. The Destroyer types were unmodified, the Immortals had two of their number 'upgraded' and the Pariahs and lord that led them had weapon upgrades. The destroyer Lord [every army has one] had his war scythe modified to be a war mace. The Pariahs, as the newest creation of the C’tan, still look shiny and fairly new. The Harbinger of Minor Inconveniences, Paraihs and a friend. “Hey who swapped our res orbs for tennis balls?” Page.15 The Deceiver and his wraith support. He only wants you to THINK he’s the Nightbringer. As you can see there are tremendous conversion opportunities in an army that many believe to be a rather static and uninspiring army. [They would be wrong.] Necrons, from a modelling perspective, are only as limited as the constraints of one's imagination. The lack of supporting material that is the Necrons lot is in fact freedom to exercise ones imagination, not a constraint. I am currently busy with scratch building a doomsday monolith as well as a Necron Aerospace fighter precisely because these models don't exist. Everyone knows what a Marauder bomber looks like a Thunderhawk gunship, and there are some very good scratch built examples in their own right out there, but no one knows what these Necron units look like, so one is free to exercise one's imagination to the limit! Precisely the challenge I enjoy. The works in progress may be seen here: Doomsday Monolith - http://www.thecsg.co.uk/csg/index.php? topic=6464.0 Necron Fighter - http://www.thecsg.co.uk/csg/index.php? topic=5679.30 And yes, this is a plug for the C'tan support group, and Necron players out there are encouraged to join! Playing with Necrons So how does this army do on the battlefield? Well, that’s the 3 Zimbabwean cent question, isn’t it. Necrons have never been top dogs by any stretch of the imagination – I stand to be corrected, but to the best of my knowledge Necrons have never been placed, let alone won, a Grand Tournament. On the odd occasion they have been fairly highly placed. So how competitive are they really? This is a good question, and one that has been hotly debated over the years. It is generally believed that Necrons have been badly compromised by the advent of the 5th edition of the 40K ruleset. Personally I also believed that this was the case, but Warzone as a club rose to the challenge and set out to disprove this theory. There were quite a few battles fought by top notch players and they proved that Necrons are still competitive. In fact, they probably still occupy the place of celebrated mediocrity that they did in 4th edition. That is, it is difficult to do overwhelmingly and consistently well with them, but they most definitely do not deserve the bottom of the log army rating that they were given in an article on BoLs a while ago. http://www.belloflostsouls.net/ 2009/03/40k-editorial-also-ran-armies.html The Southlander - Issue.09 - Jun.2009 As part of my ongoing passion for the 3rd Undying Legion [yes, for those who wish to know, the 1st two did die], I took a Necron army to Warcon, the premier 40K war gaming event bar Regionals and Nationals in SA. There were 36 40K players, and the 3rd Undying Legion Led by the Lord, the Harbinger of Minor Inconveniences managed an entirely average tournament. 2 wins, 2 losses and 2 draws. They managed to get themselves placed a reasonable 14th overall. This was a pretty good test of the army, it is highly likely that more ably led [I have had only played 6 5th ed. games prior to the tournament], they would have faired even better. the troops at all costs+ i.e.: go for the draw and if you can pull of a win, so much the better! Army Selection The Scarabs also performed admirably. Quite frankly the little beggars are invaluable. 2+ cover save when turbo boosting, +2 to cover when not. These little guys move up to 24", can assault up to 18", and can threaten just about anything. 3 wounds a base, 3 attacks too, 4 on the charge. A unit of 10 of them generates 40 attacks on the charge. That will make anything quail – in 40K the old adage of 'He who rolls the most dice wins' is never truer. Put a Lord on a Destroyer body into the mix, give him a lightning field, and watch the fun! Next time there just may be another unit of them coming to play. The section of the 3rd Undying Legion that went to War consisted of the following: The Harbinger of Minor Inconveniences. Necron Lord with Staff of light, Veil of Darkness and Resurrection Orb. The Deciever. Not the actual deciever of course, merely a manifestation of a fraction of his essence. [It is highly unlikely that a star God, destroyer of worlds, subjugator of billions etc, can only tool about at mediocre walking pace and explode violently in the presence of a couple of sniper rifles.] 10 Immortals. 4 Pariahs. 2 units of 10 Warriors. 8 Scarab bases with disruption fields [known as the GO Scarabs! - at least that's what they seem to get shouted at them all the time]. 1 Monolith. Tactics The standard tactic for the Legion was for the Deceiver to deploy behind the Monolith, flanked by the Pariahs. This group would slowly advance [curse the slow and ponderous rule] until the pariahs soulless ability could support the Deceivers abilities and they could engage the worst the opponent could throw at them. The "What do you mean I get no saves, not even invulnerable ones?" echoed across the table fairly often! The Harbinger would anchor the Necron [ability] component of the army with the res orb around the home objective. The Scarabs would generally make a huge nuisance of themselves by zooming about with a 2+ turbo-boosted cover save, and then throw themselves in to contest the enemy's objective along with the veiled unit of Immortals and the Lord. Of course, no plan survives contact with the enemy, but the prime directive stood. Especially if things were going badly: +Kill Man of the Match. The so called 'man of the tournament' would have to be the Deceiver. He took down Eldrad and the Avatar of Khaine in one game, waltzed through a unit of Blood Angels Death Company in another, and destroyed a unit of close combat terminators and their Land Raider in yet another. On the whole, even when he didn’t get into combat, the mere threat he posed was game changing. My advice? A C'tan. Don't leave home without one. Necrons may on the surface look simplistic, but the synergies and tactical opportunities are myriad, and there are few opponents that see most of them coming until its too late. Conclusion However, this is not an article on Necron Tactica. That brings us to the end of this Army Profile and I hope that some of you out there who are disappointed by your Necrons at the moment will have your interest renewed, and that some others are inspired to give this 'underdog' army a go. Remember, the real Necron awakening is still to happen, and when it does, the galaxy will tremble. Heavy Destroyers. Heavy Support. Hea-vy! - Andrew Page.16 The Southlander - Issue.09 - Jun.2009 Clubs and Stores in the Southlands APOCALYPSE – THE BIG ONE - Richard Tyrer Adept Carsten was excited. After months of interstellar travel and the sickening effects of the warp, he was about to make his first planetary landing. As the Valkyrie approached the space port, he was able to watch the descent on the view screen mounted in the cabin for the benefit of the passengers. Initially, he did not see much as the craft burnt its way through Petrolum’s upper atmosphere. The craft slowed and the picture slowly emerged. At first, all he could see was a brown swirling ‘nothingness’, until he realised that what he was seeing was the rolling toxic cloud that was Petrolum’s atmosphere – destroyed centuries ago as the Imperium harvested the carbon and mineral riches from the planet surface far below. He then saw spikes emerging through the toxic waste and realised that these were the famed mountain peaks of Petrolum, once revered as the most beautiful topography in the Imperium. All he could see were the last few 100 metres of the spikes, their bases disappearing 3km below to the surface through the brown mess. Klaxons sounded as they prepared for the final descent to Sky City, capital and main processing facility on the planet. Sky City projected from the largest peak in his view screen, a massive complex of industrial plant, agri facilities and the urban sprawl which accompanied such an industrial enterprise. He watched as bright flares burnt from stacks within the vast refinery complex into what remained of the atmosphere, as candles on a birthday cake. These flares gave Sky City’s whole purpose, to refine and fuel the galactic fleet of the Imperium for the whole Tyris sector. The Valkyrie flared and settled at the great space port lying on the outskirts of the main urban sector. Emerging from the craft, the adept saw the great bridge which spanned the sectors of Sky City and which in times of strife was raised to keep the population away from the critical industrial sectors. Carsten descended the steps into the passenger arrival area, not aware of what awaited him – not in the city, but light years away, entering the warp from different sectors, fleets of chaos and xenos. Fleets headed for Petrolum and Sky City in Baneblades defend the South of the Bridge Page.17 The Southlander - Issue.09 - Jun.2009 particular. Carsten would not see space travel again, in fact, in a few days he would not see anything again. This was the opening scene setting to our Warzone club game of Apocalypse held on Saturday 18 April 2009. We played on a single day, 4 turns, with about 76,000 points spread across 4 factions (Xenos – Eldar, Tau; Chaos; and 2 Imperium forces) and some raiding Dark Eldar pirates. The scene above describes how the tables were laid out. We had a large table 6’ by 16’ in one room, another 6’ by 12’ in an adjacent room and both tables were joined by a 6’ long bridge built specifically for the game. Additional terrain included a refinery, tank repair facility, space port and defence fort. All built for the day, by Warzone members. The day began with the Imperium setting up its defences around the bridge and the major installations such as the space port and the refinery. Chaos then deployed on the large table, right in the face of the Imperium, basically 12” away. The Xenos were more circumspect, holding back on their table. From then on it was all systems go. To add interest and keep the players guessing, each player was given a personal objective which would gain him or her extra victory points if they achieved their objectives. If they revealed it in any way, then they would lose their side 2 VPs and lose the benefit of their own. Fortunately no-one revealed their objectives, but it did cause much laughter and confusion during the day. Memorable objective moments included the Blood Angels charging targets in first turn and doing so in the firing phase just so they could claim first contact with the enemy, as well as the Black Templars sneaking up the one flank with Grimaldus so that they could claim to be the Imperium unit further forward than any other by the end of the game. They even managed to contest an objective by doing this. The game began with mighty explosions and long range shots as the Imperium tried to halt the tide. Much damage was done, but too little effect before the swarm of chaos hit their lines. Turn one saw a Baneblade go up in a mighty explosion – fortunately it was not nuclear. Leman Russes died in droves and the Sisters hardly saw turn 2 as they fell to the chaos guns. But the Guard held the line, just. Turn 2 saw the arrival of reserves, but disruptor beacons caused most units to appear on other tables. Tau rail guns appeared beneath the mighty Chaos Warlord Titan and managed to destroy it by the end of turn 2, only to have it reappear on a reinforcement strategic asset the next turn. Morale really started dropping in the Imperium lines when this happened. Most of the Blood Angels arrived behind the Xenos, thus managing to wipe out the Eldar Titan, much to the Xenos' dismay. One of the sneakier moves was conducted by the Black Templars. They commissioned 2 Leman Russ tanks and disguised them as chaos renegade tanks, deploying them in front of the Xenos lines. The intention was to prevent any unholy alliances between Xenos and Chaos. The tanks were seen as an interesting diversion by Xenos, who plainly just ignored them. Of more interest was the Chaos advance with refinery in foreground Page.18 The Southlander - Issue.09 - Jun.2009 Doomsday device planted in their midst, but again they did not do anything about it. The device was an additional chaos look-a-like diversion which was in fact another Black Templar dummy, planted to sew more confusion. Nonetheless, no Xenos-Chaos-alliance materialised. In-between the carnage, Dark Eldar pirates raided indiscriminately, hunting slaves for their sex pits. Although their presence was seen in all sectors, no faction allowed the loss of any units to these foul traitors, and by game end they were seen disappearing back into their warp portals. The main objective for all factions was to control the bridge, and do so by being the sole holder. By turn 4, all factions were on the bridge in some form. Other objectives such as the Xenos landing site and the Space Port had been destroyed to deny the enemy, so it all came down to the bridge. Abaddon decided it was to be Chaos’s day, so he ordered his elite terminators from one of his minions to deep strike into the Imperium line, only to see them vanish into the warp. He decided it was up to him, and as his own terminator squad died around him he approached the line of guard and inquisitor troopers, who saw their doom approaching. Suddenly, Abaddon saw his past flash before him as multiple pulses of pure energy blasted him into oblivion. He was sure he saw these shots coming from the Chaos Warlord Titan, but surely not? This, in fact, was one of his minions claiming his personal objective by killing Abaddon through friendly fire. At game end the worst happened. The only IG commander on the board had to show his colleagues that the guard could kill more units than any one else in the faction. To do this, every guard unit in range opened up on the Warhound Scout Titan, killing it on the last shot. As the titan collapsed, the nuclear reactor went critical, blowing up all around it, including the refinery. This went up in a more spectacular fashion than even the titan. Overall a 32” radius of table was cleared and the Southern sector of Sky City collapsed and began a 3km slide to the ground below. The commander gained his VP, but lost 2 for the destruction of such a valuable asset. And so the game ended. Final result: Chaos 2 VPs, Imperium Southern sector and Xenos 1 VP, and Imperium Northern sector and Dark Eldar 0. Total result: Imperium driven off the planet, but Xenos and Chaos have to still fight out who has final control. Given the level of destruction, there is not much left to fight over. All in all, a great time had by all, with some very tired commanders going home at the end of it. Thanks must go to the faction commanders Sarel (Chaos), Marco (Xenos), Vic (Imp North), JP (Imp South) and Sian (Dark Eldar); also to their sub-commanders Chaylin, Jonathan, Luigi, Deidre, Bort, Giuseppe, Nicholas, Ryan, Sean, Cecil and Johnray. - Richard Page.19 The Southlander - Issue.09 - Jun.2009 Warcon - Richard Tyrer Warcon was full with 10 days to go. That equated to 62 places or 31 tables... 56 players did battle – (sadly we lost 6 entrants at last minute – one due to a vehicle accident outside the venue), but the venue was buzzing! the amusement of some players and many spectators, many a game was played in character and the roar of cannon fire, the screams of the wounded and the crackle and spiff of close combat weapons followed by battle cries washed over the gaming areas. Some of the initiatives implemented were: Players urged to bring trays so that rather than repacking after each game and unpacking from cases/containers the tray would hold their models and make it easy between games – this saved much time at the deployment phase of each game – next year I will make a tray with folding legs... "Hard" time keeping with regular "time remaining" updates from the TO's. "Swing" players were organised for both fantasy and 40K in case there was an odd number of players on day one, but as this was not the case they were given a cup of coffee and dismissed... Guess what I’m holding R3 000,00 in prize support, one awesome venue, some of the best (in all respects) opponents to test your mettle, make you laugh, commiserate on your roll of 1's when all you wanted was a 3, and to pour Jack down your throat when you looked disheartened... Who could ask for more? We also solicited three Sponsors among who were Stallion Security & Fabio Costa who donated money to the event. Players came through from all areas of Gauteng, Rustenberg, Potch, as well as one from Durban. No interference from the "gallery" of watchers and well wishers – spectators could watch games but were not permitted to comment on the game, the tactics or the rules in any way and there were sufficient TO presence to ensure that this was complied with. The two top 40K and two top Fantasy tables were in fact cordoned-off so that spectators could not get too close to them to interfere with the top players' concentration. A good time was had by all... and then it was all over. The winners back-slapped and congratulated, the losers commisserated. Everyone else wondering if they could make their army: faster, harder, shootier, assaultier (delete where inapplicable)... Next year we expect to have at least 4 female players (in this most male of pursuits). We also hope to grow the entry number, Both Fantasy and 40K had great scenario's which turned Warcon into a "thinking" tournament. Army size was 2250 for Fantasy and 1650 for 40K, and all seemed to get through their turns quickly – certainly no-one complained about time. Most finished with time to spare. All tables had great quality terrain – especially with the new WYSIWYG terrain rules for 40K. Warcon really came down to who could hold his nerve in the face of unrelenting pressure coupled to looming exhaustion. Day one (4 games) went beyond marathon status and moved into the rarefied atmosphere of an Ultra – something like Two Oceans or Comrades. At lunch-time some players grabbed a couch for some shut-eye. The real trick was to hang in there and hope that your opponent made more mistakes than you. Even the winners made mistakes over the 6 rounds. Early games saw the "party animals" doing the hair-of-the-dog trick and slugging Jack followed by hot coffee, whilst the late games saw many of the senior players sucking on some golden brew... But overall there was respect shown between players. To Andrew impressing an Earth female Page.20 The Southlander - Issue.09 - Jun.2009 Well, that round didn’t go too well Marco on the Fantasy Helpline so if you live far away, contact anyone at Warzone or NickTee, and if you can get here, we will accommodate you thus reducing your costs considerably. - Richard Fantasy Results: 1 2 3 Evan Hurwitz Warzone Sean Martens Warzone Eli Golovey No Club Daemons of Chaos 180 Empire 160 Warriors of Chaos 151 Best Painted Fantasy – John McTurk with Dwarves. 40K Results: 1 2 3 Mike Rosenburg Warzone Orks 180 Gavin Du Plessis Durban Wargames ClubEldar 151 Ben Fouche Warzone Blood Angels 151 Best Painted 40k – Ben Fouche with Blood Angels. The grot scribe himself I think I’m going down Page.21 The Southlander - Issue.09 - Jun.2009 Club Listings 3+ Wargaming Club – Rooseveldt Park Durban War Games Club The DWGC is arguably the oldest war gaming club in the country. We play Warhammer 40K & Fantasy as well as Historical games covering all periods from Ancients to Modern. There are also regular board games and role play. Join us at the Westville Library every second Sunday and every Thursday Evening. Contact Colin for more details at cydomrac@gmail.com, Tel 082 563 4775 Attention all War Gamers in Centurion/Pretoria!! We play Fantasy and 40K (Some Warmachine some times) on Thursday evenings from 18:00 as well as every second Saturday from 9:30 at my place. 7 Vlakvoëljie, Rooihuiskraal, Centurion. You can contact Jaap on cell - 084 505 9941 or e-mail jakob@multimediapublications.co.za for more information. Playing 40k & Fantasy along with other sundry game systems (mordheim, BFG and various boardgames) Playing on Saturdays between 11h00 & 18h00 and Wednesdays between 17h00 & 22h00 Located at the Rooseveldt Park Bowls Club, Milner Avenue, Rooseveldt Park (Near Northcliff Corner Shopping Centre) Call Peter van Dyk on 082-555-9611, email: peter@wilbury.co.za or Jan du Toit on 076-050-9010 Warzone at WARFAIR WARFAIR is a dedicated gaming venue. There are various clubs which call WARFAIR their home, including Warzone (fantasy and 40K club, mainly, but also BFG and blood bowl). Warzone meets on Wednesday nights from 6 pm 'till late and on Saturdays from 9 am 'till late. WARFAIR also has a Junior 40K club that meets one Sunday a month, ages from 7 years old, to 13 years old. The other clubs at WARFAIR are on a Thursday night playing Chess and Go, Friday night playing Magic the Gathering and one Sunday a month playing Board games. WARFAIR is at no. 35 Langermann Drive, Kensington, Johannesburg. Contact Fabio on 082-431-2242 or e-mail him at fabiocosta@iburst.co.za Dragons Den East London Strategy Gaming We are a non-profit gaming club that caters for Warhammer Fantasy, 40k and Magic the Gathering gamers in East London We gather almost every Sunday at the Beacon Bay Library from 1pm to 6pm. All are welcome. Contact us at info@elstrategygaming.co.za Wed-Sun 9:30 to 17:30 33 Voster Ave Glenanda Johannesburg (South) Shop stocks a wide range of GW products as well as various boxed board games. Gaming Club that plays Fantasy, 40K, MtG and LoTR. We also play many various boxed board games, when they have been organized in advance. Contact Hannes at 083 244 0530 Page.22 The Southlander - Issue.08 - May.2009 Futures Coming in Issue 10 Kronikalz part 5 Way of the Water Warrior part 3 Book Review on Mark of Chaos Page.23 The Southlander - Issue.09 - Jun.2009 Page.24 The Southlander - Issue.09 - Jun.2009 The Southlander - Issue.09 - Jun.2009 Page.21 Page.25 The Southlander - Issue.09 - Jun.2009 40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of War, the Double-Headed/Imperial Eagle device, ‘Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. All articles, photographs, and designs contained in this document remain the property and responsibility of their creators. The Southlander Magazine takes no responsibility for misuse or illegal reproduction of materials, and will co-operate fully to resolve any issues. This fanzine is not for resale. This fanzine is completely unofficial and in no way endorsed by Games Workshop Limited. Page.26