A tale of four gamers- This is your kabal

Posted in Uncategorized on April 21, 2010 by adamchrimes

Evening all. I thought it would be an opportune time to assess the shape of my army as it is at the 1,000 point mark and to hammer out what’s been working and what hasn’t with each unit. This has the virtue of perhaps edumucating me on how to fiddle with the force or what new toys to add as we cross into the 1,500 mark and beyond.


Archon- The boss man himself,  Prince Jeremarkus, Archon of the Kabal of the Weeping thorn.  I can honestly not think of a game that has passed where he hasn’t cause a significant amount of damage.  He is fast becoming my favourite HQ i have ever fielded. Stunningly quick, fantastic weapon skill and an array of brutal wargear to choose from, all for 60 points to begin with. He does have his flaws however- the eldar toughness value of three means he can be insta killed by any weapon with a strength of 6 upwards. Luckily this is off set somewhat by his shadow field- a fantastic piece of kit that grants him a 2+ invulnerable save (the field is destroyed as soon as you fail the save sadly, but the odds of that happening before he’s gotten stuck in, are slim at best).

His strength is absolutely pitiful aswell, putting him on an average with human troops.  The dark eldar wargear seems to be geared towards cheating these limitations however, which is why i always field him with an agoniser- a power weapon that always wounds on a 4+. Suddenly your strength 3 weakling boss man can merrily slap down wraithlords as if they were nothing more than a french cut steak. Combat drugs are an absolute must aswell.  Granting you a range of mix and match benefits such as +1 attack, re roll hits and a 12 inch charge range, theyre essential for the discerning raider.  Sure he might occassionally wound himself in the process of shooting up, but it’s totally worth it.

Incubi- As fantastic as my archon is, he is still a tad fragile to be wandering around on his own. That and Dark eldar society practically demands someone make an attempt on your life every 5 minutes, so it would be a prescient idea to hire a retinue of trustworthy (or relatively so) warriors to guard you. The incubi are absolutely devastating on the table. A high initiative, great weapon skill, the best armour Commoragh can afford (3+!) and every one of them is armed with a power weapon (all of them!) Their tormenter helms also count as pistols which grants them an extra attack in combat. Coupled with the ability to give the incubi master combat drugs (whos effects  are passed on to the squad) means they hit with as much punch as the Archon, whilst at the same time acting as ablative wounds for the boss man.  They do have their downsides- their bulky armour means they lose the fleet of foot ability, making them slightly less fast than their lighter counterparts. This is offset by mounting the squad (and Archon) in a raider transport. That and giving the master a 12 inch charge range means the squad can in most cases get a first turn charge in, which you know, doesnt suck.


Wyches- Ah, the ladies. Another done deal in terms of must haves in any Dark eldar army, these bloodied gladitorial hell wenches are a joy to behold on the battlefield.  I’ve only managed a few games with them so far but they’ve certainly made a big impression.  They bring the high initiative expected of eldar units, combined with a multitude of attacks and a handy 4+ invulnerable save in combat to round them off as a brutally effective close combat unit.  They even have their own flavour of combat drugs which gives you a randomly determined upgrade at the beginning of the game,  Not to mention Wych weapons- a 1 Point upgrade that negates an attack off each enemy model attacking them.

There are negatives of course, chief of which is their meagre 6+ armour save against shooting which will offer no protection against 80% of the weapons in the game. This coupled with their relatively high points cost, means you need to be careful to make sure the ladies make it into combat. As always, this is aided by mounting them in a raider transport, significantly reducing the time it takes for them to reach the enemy.  A slight area of consternation is the random nature of their combat drugs that sometimes leaves you with a fairly useless upgrade (for example, i rolled “Always strike first” when fighting orks). Their low strength sometimes means they might bounce off harder units as opposed to ploughing through them so i find it’s best to use them in concert with warriors, letting the splinter rifles thin the ranks before the Wyches charge in to finish them off.


Raider squads- The work horses of the army. Astonishingly cheap with an excellent ballistic skill and  a nice variety of weaponry to kit them out with. The warriors normally work in concert with the Wyches and the Archon’s squad, jumping out of the Raiders next to them and whittling down enemy squads in preparation for the assaults. The key to an army with lots of fragile elements is to only fight battles on your terms and if some well placed firepower can tip an assault heavily in my favour, then so be it.

Now for the bad- Like all dark eldar, their toughness value is pathetic, their 5+ armour save leaves a lot to be desired as it means they fall like wheat to Marines or equivalent firepower. The raiders are a big pain aswell; although absolutely necessary to make the force effective, the amount of games you come across that rely on kill points to win (especially with the new battle missions book) means these cheap transports can end up biting you in the foot. I can count half a dozen games where a clear cut victory for me has been turned into a draw because my opponent has (and rightly so) taken out the raiders for some easy victory points.

My advice would be to keep the Raiders around only as long as you need to, incase you need to make a quick extraction of units. However, there should come a point in the battle where you have the enemy entangled or have at least incapacitated their heavy firepower. Once this point comes that the game is clearly under your control, send the raiders back into your deployment (they can shift 18 inches a turn) try to get them out of range of most of the enemies guns and avoid giving them some easy kill points.

Heavy support:

Talos- Ah he’s a weird bastard. My floating torture scorpion thing.  The only issue with this chap is explaining the thing to my opponents.  Counting as a skimmer means the chappy can float over to the enemy fairly quickly and it’s respectable toughness and armour saves means it’s proof against all but the heaviest of weaponry. In terms of firepower, it has an average Ballistic skill and a 6 shot gun that is sadly wasted by having to split the shots among the nearest enemy models.  The strength of the Talos lies in close combat however, with it’s attacks counting as a monstrous creatures, meaning it can slice through armour with impunity. Sadly, the unit is marred by an inherent random nature. It’s attack value is determined by a roll of a D6 (adding one if it has charged) This can sometimes lump you with a single attack, which is frankly less than desirable if it leaves you facing down an angry marine with a power fist. Should you roll high however, the Talos is frighteningly effective. I would suggest using it to take down pesky space marines or elite troops of other armies. As for the weak rank and file, the high toughness means that you can merrily wade the Talos in without fear of harm.


A Tale of four gamers- An addendum….of rape.

Posted in Uncategorized on March 24, 2010 by adamchrimes

Evening Colostomy bags. Apologies for the lack of updates on my front, Work and Fantasy commitments have left my 40k exploits rather neglected.  In a small change to our scheduled programming, the orks are on hiatus to be replaced in the TO4G by my fledgling dark eldar force. The dark eldar are the souless, piratical and just plain bastard like cousins of the eldar race who excell in lightning assaults to sieze resources and slaves to take back to their city and do Christ knows what to.  The background to any army is key in collecting a force i feel. If you can’t conenct with the narrative/driving force of the race in question then i dont feel you will have the most wholesome experience collecting them. Luckily, the vile, uncaring nature of the dark eldar is something that appeals to me greatly and i do enjoy letting off sibilant hisses as i swoop around picking off the enemy.

Early performances with the army have been very promising. The play style of the dark eldar is vastly different to armies that i normally play. As a dwarf  and Imperial guard player, im much more comfortable with a static deployment, laying out a solid defensive battle line and generally not moving much. The Dark eldar army thrives on a mechanised, transport heavy approach, with the entire army swooping along the board to engage the enemy.  I shall bash out a run down of my units and how they have been working for me, but suffice to say, i have had great fun using this force. Another odd virtue of the army is that it is very outdated compared to all the other armies (the latest codex was published in 1998) That means three editions of the game have passed since. Oddly this hasnt diminished the effectiveness of the force and indeed, the rarity of the army means that my opponents generally havent much idea about what they are capable of- which is frankly how i like it.

Painting wise, i’ve made a rough start on the warriors but im not entirely sold on the colour scheme. Theres a very definite pattern of purples, deep reds and ethereal blues that work for the dark eldar, i just havent picked one out yet as a clear favourite. Pictures will come once my computer has gotten rid of the bout of Chlamydia it has and when i have settled on a scheme. But for now,  Will has some lovely pictures of a penis gunned Tyrannofex up, go look at that. Go. LEAVE.

A Tale Of Four Gamers- Face/Vest of the enemy.

Posted in Uncategorized on February 5, 2010 by adamchrimes

And in a flash of napalm, mr Jonny Ellis has rose to the occassion and joined the blogosphere: http://jonnyellis.wordpress.com/

There you can find the devilishly handsome goth rake’s progress as he collects his sweaty legions of vest wearing sylvester stallones. And occassionally watch me curse at him in Swahili as i pray he doesnt find a way to field as many troops as me

A Tale Of Four Gamers- The face of the enemy.

Posted in Uncategorized on February 4, 2010 by adamchrimes

Here be mr Will Curran’s blog if you wanted to go stare at his nids as he assembles the matter eating bastard swarm:


A Tale of Four Gamers- Prologue (Edited for Dark eldar)

Posted in Uncategorized on February 4, 2010 by adamchrimes

In a break from tradition, it’s time for a non comic book related post on this blog/suicide note/ mental colostomy bag.

In my spare time (which, lets face it is in abundance when you’re doing an English degree),  I’m an avid wargamer, exclusively a Warhammer Fantasy and 40,000 tabletop gamer. Unless you’ve been living in a cave, subsisting only off of protein rich moss and VHS recordings of “Beadles about” you’ll know that these are strategy games published by “Games Workshop” set in respectively Futuristic and fantasy style worlds. I regular wander down to my local Games Workshop branch in Colchester to game and natter with like minded sociopaths such as myself. In GW’s premier hobby publication “White Dwarf”, there is a long standing series called “A Tale Of Four Gamers” where in which, four hobbyists, each start a new army for the hobby and expand upon said force with a set financial limit each month. The participants also must assemble and paint what they purchase in that month and eventually it all devolves into a showdown between the armies.

Anywho, it’s all good fun and seems to be an economical way to start a new force (as everyone doesnt have a chunk of cash to lob at an army straight away.) In discussion with a couple of the lads at GW, we all decided to give it a go and do our own Tale of Four Gamers where we would choose a new force for Warhammer 40k and then Blog about our armies progress as it went along.  Joining me will be Will with his Tyranids (Swarms of bio engineered planet eating aliens),  Mr Johnny Ellis with the Catachan Imperial guard (An army regiment of Rambo’s) and Jake Polley (pocket) with the Necrons (Terminators “Shhh they’re not Terminators!”……Yeh they’re basically Terminators).

Our conditions are simple. For the first month we must all purchase our respective army battleforce (an army starter box basically) and a suitable HQ model (the bloke in charge.) After that we shall havve 25-30 pounds to spend each month and at the end of each period, we must present our painted models.

After much debate, i finally settled on the Piratical, sibilant moral quandary that are the Dark Eldar , so heres a taster of what i’ll be getting:

Bloodworks#1 Preview

Posted in Uncategorized on February 4, 2010 by adamchrimes

Good early morning scumflints. Been a bit radio silent due to the christmas break and an influx of uni work meaning its been quiet on the comics front. Not anymore though chillblanes! In a nice return to productive form, KC from Mickey’s tavern (where i do go write my comics and wot) sent me a message informing me three pages of my superheroey lark “Bloodworks” has been coloured. KC’s been tinkering like a mad bastard with digital colouring techniques and as youre about to see it looks f`ing gorgeous. It really does compliment the amazing pencils by artist and co creator Francisco Hnilo. If you want to know more and compliment the guys on their work, then i reccomend you head over to  http://mickeys-tavern.com/ and fawn at them. Its got lens flare for God’s sake- LIKE THE NEW STAR TREK FILM *Ahem* anyway:

Magnus Volk and his undersea railway

Posted in Uncategorized on July 22, 2009 by adamchrimes

Saw this on “Coast” yesterday on BBC 1 and was frankly amazed that after 20 years of life in this country, that I had never heard of this absolutely madcap idea before. Magnus Volk’s electric railway was literally a coastal railway from Brighton to nearby Rottingdean. As quoted from urban75.org:

 After the success of his Brighton electric railway

, local inventor extraordinaire Magnus Volk looked to find ways to extend his line eastwards to nearby Rottingdean. 

To advance his existing railway would have involved costly works to construct a steep climb to the top of the cliff or a viaduct running along the unstable undercliff, so he hatched a somewhat bonkers alternative plan to create an railway which ran through the sea.

Undersea quite literally. The tracks were supported on concrete blocks morticed into the chalk bedrock of the shoreline and were infact submerged come high tide. Now the astute of you will be asking, what sort of train could operate on a submerged track? The answer is the daddy long legs:

A frankly Wellian display of otherworldly genius. Sadly the train was doomed to failure after the long legs toppled into the sea in 1910. Although normal service resumed soon after, the railway remained difficult to promote as more than a mild eccentricity. Still, it’s just fucking mad isn’t it?