Sunday, April 27, 2014

Hobby Update: Painting a Raven Guard Caestus Assault Ram from Forge World!

Hey guys check out my latest project, its a Raven Guard Casestus Assault Ram from Forge World! This is one of the vehicles I am taking to Texas GamesCon to play in the Narrative Event! Hope you enjoy the video!

Wednesday, April 23, 2014

S.M.G. 40k Tournament Format

S.M.G. 40k Tournament Format
As of - 22 April 2014
Allowed Armies
  • All current Codices, and White Dwarf armies will be allowed. 
  • Escalation and Stronghold Assault will not be allowed.
  • Data Slates and Formations will be allowed.
  • Allies per the Rule Book will be allowed. Please note, only 2 different factions are allowed per list. For example, White Scars+Ultramarines, or Tau+Eldar, or Imperial Guard+Inquisition. You cannot have more than 2, so no Iron Hands+Space Wolves+Inquisition. Formations count as an ally source.
  • Forge World units will be allowed so long as they are neither a Super Heavy nor Gargantuan Creature. The most recent version of the rules must be used. This means not just the “40K Approved” units, but any that do not fall within the above restrictions.
  • Forge World Army Lists will be allowed. Experimental rules are not allowed.
  • Each player MUST have his pertinent rulebook or digital supplement with him to show his opponent.
Rules Judgments
Rules issues will be dealt with swiftly by a roaming judge. We use a hierarchy for determining rules issues as follows:
  1. Main Rule Book
  2. Games Workshop FAQs and Erratas
  3. Consensus of judges present at the time. Please note, that these judgments are fina
Mission Order of Operations
  1. Roll for Warlord Traits and generate Psychic Powers/Gifts/etc. Each player rolls 1D6, chooses any of the three Warlord Traits with that number for their trait. If rolling from a codex Warlord Table, roll for the power as normal.
  2. Roll for Night Fighting.
  3. Roll for Sides. The player rolling highest chooses their deployment zone (but does not yet deploy their army, as normal) and deploys any Fortifications. Fortifications must be more than 3″ away from a board edge or another piece of terrain. Exceptions to this are the Aegis Defense Line which can be placed anywhere in your half of the table, and the Skyshield Landing Pad, which can be placed touching our board edge. If a piece of terrain cannot be placed without being more than 3″ away from a board edge an/or another piece of terrain, move the terrain the minimum distance to legally place the Fortification. The player going second then does the same. Please note, that you can still deploy inside of a Fortress of Redemption even if it is slightly outside of your deployment zone.

  1. Place objectives, with the player that chose their deployment zone first, placing the first objective. This can be any of their objectives. The Relic automatically goes in the middle and is placed before any other objectives.
  2. Roll for first turn as normal, following book guidelines for deploying forces, reserves, Seize the Iniative, etc.
Each scenario is built using two book missions played simultaneously with all 3 book bonus points. Each mission is distinct, for example, Heavy Support units in Big Guns Never Tire can not take the Relic. Winning one mission earns that player its points. If a mission is tied, neither player earns the points. Any bonus points earned via Warlord traits, etc. apply to the primary mission only. For example, if your Warlord becomes a scoring unit, that will only apply to the primary mission.
In the Scouring, each player places 2 objectives in their opponent’s deployment zone and 1 outside of either player’s deployment zone following normal objective placement rules (6 total on the board for the Scouring). Each player has a 1, 2, and 3 point objective, which are revealed just before the role to seize the initiative as normal. You will end up with 2 objectives in no man’s land, and 2 in each deployment zone. Destroying fast attack choices counts for points to this mission.
In Big Guns Never Tire, each player places 2 objectives, one in their own deployment zone, the other in their opponent’s following normal objective placement rules (4 total for this objective on the table). You will end up with 2 in each deployment zone. Destroying Heavy Support choices counts for points to this mission.
Book bonus points are added to the total, not to each mission. For example, if you win the Primary mission, lose the Secondary Mission, and get First Blood, Slay the Warlord, but not Linebreaker, you would have scored 6 points total (4 for primary, 0 for secondary and 2 of the 3 book bonus points for 6 total). You will have a score sheet for each scenario that makes tallying the points very straightforward.
  • Mysterious objectives and Mysterious Terrain will not be used.
  • If you roll your Warlord trait out of the BRB, you roll once and choose any trait with that number. If rolling out of a codex, generate the trait as normal.
All models are expected to be WYSIWYG as much as is reasonable. Proxies are not permitted. Counts As armies with counts as allies will only be permitted if they represent a clearly concerted effort to build a unique army around an obvious theme. For example, an Adeptus Mechanicus army using extensive kit bashing and conversions will be fine. If you go this route, YOU ARE REQUIRED TO HAVE A HANDOUT TO SHOW YOUR OPPONENT THAT SHOWS WHAT EACH UNIT IN YOUR ARMY IS ALONG WITH ITS STATS AND PERTINENT RULES! You must also present this to them prior to the game so that they have time to understand what they are playing against. There will be no exceptions to this.
If your army uses only a single Codex but if for example you have Crimson Fists models using the Blood Angels Codex, or Chaos models using the Space Wolves Codex, that is acceptable. Allies for this type of army however, MUST be represented by their actual models. This is to avoid confusion. No exceptions.
If you are using converted or scratch built models with Forge World rules, this is acceptable so long as your model is as close to the represented model as possible in terms of equipment, size and shape. We will not be lenient with this.
If you have any questions about your army, ask us prior to the event so that we can let you know if what you have will be acceptable or not.
Modeling for Advantage
There is a fine line between creative freedom and modeling for advantage. We do not wish to stifle anyone’s creativity, but in the end, this is a game that relies heavily upon the physical characteristics of the models being used.
Modeling for advantage will be handled on a case by case basis. To resolve a possible abusive situation, follow these steps:
  1. Ask the player to play the model as if it were a GW standard, modern version.
  2. Call a judge to ask for a judgement.
  3. Possibly substitute the model with an appropriate replacement.
Examples of what we consider modeling for advantage:
  1. Using out of date and inappropriately sized models such as the rogue trader era Eldar Avatar (which currently is a large, monstrous creature model but back then, was the size of a Space Marine, which would now grant huge advantages due to being so much smaller) or Gorka Morka Trukks (which are less than half the size of modern versions). If an army is made predominantly of Rogue Trader era minis (or any era) and is clearly going for a theme, then exceptions will be made. If it appears to a judge that the player is in fact modeling for advantage, then action will be taken.
  2. Increasing or decreasing the size of models to gain an advantage in gaining or granting cover. Custom Battle Wagons often fall into this category.
  3. Altering a model to increase the range of a model or to benefit your LOS.


  1. Terrain will be prearranged and laid out by the TO’s prior to the event. We will not be using terrain placement rules per the book as it is too time restrictive. If you come to a table and feel that it is not sufficiently or fairly arranged, or that it may have been moved by the previous players, alert a TO who will arrange the terrain appropriately.
  2. Hills: All hills are open terrain, granting cover via LoS blocking/interference as normal.
  3. Barriers: All barriers grant cover per the book and are not considered to be Aegis Defense lines unless they were purchased and placed by a player.
  4. Buildings/ruins: All buildings and ruins are assumed to have a ladder or other means for moving up and down. Rules in the Rule Book will be used for Ruins and Buildings.
  5. Rock Towers, Crates, and Can Towers: Are impassible and block LOS completely (even if there are actual gaps in the terrain pieces).
  6. All other terrain functions as outlined in the book.
Hobby Scoring
All models must be painted to a 3 color minimum. We count primer as a color. If you have any models that are not painted to a 3 color minimum, you will be ineligible for prize support at the end of the event. We will use a Paint Rubric for judging paint. No basing requirement. We use the following rubric for paint judging with a maximum of 50 points:
  1. Your army is painted to a 3 color standard. 0-5 points
  2. Your army is fully painted. 0-5 points
  3. Your army is fully based. 0-5 points
  4. Your army features low lighting. 0-5 points
  5. Your army features highlighting. 0-5 points
  6. Your army features extensive basing with 2 or more materials. 0-5 points
  7. Your army features advanced modeling work such as cool conversions, green-stuff work, riveting-, etc. 0-5 points
  8. Your army features advanced painting techniques such as blending, NMM, etc. 0-5 points
  9. Your army features something extra such as freehand work, custom banners, cool conversions, exceptional basing, etc. 0-10 points
Comp and Sports
There will be no comp scores at this event. We feel that the game has an inbuilt comp system with the rulebooks and Codices. We do not feel that a second, player created level of comp is necessary. So bring whatever army you want to play!
Sportsmanship will be handled as a simple thumbs-up, thumbs-down check box on the results sheet.
The temptation to ding someone on sports after a tough loss is often too much for many players to resist. We therefore are providing a very narrowly defined set of terms under which a player may mark their opponent with a thumbs down mark on sportsmanship. This system is intended to punish those who are being abusive, but to not allow chimp-munking. After a great deal of real world use, we have found this system to work very well.
Legitimate reasons to give an opponent a thumbs down on sports:
  1. Your opponent was 15 or more minutes late to the round.
  2. Your opponent was verbally abusive. This does not mean you argued with your opponent or that your personalities clashed, but that they were verbally abusive and insulting.
  3. Your opponent intentionally cheated. Be prepared to support your case to a judge.
  4. Your opponent slow played. We define slow playing as not completing 4 game turns of play. Most often this results in both players getting a thumbs down. In the case of 20 or less minutes left to play, divide the time remaining between players to complete one full GAME turn. Time each other during this period to ensure that each player has an equal amount of time to complete a full game turn. If one player does not finish within their limit, the other player can force them to stop and then begin their turn. This mechanic is in place to ensure no one is slow played out of a turn of play.
  5. Talking on the cell phone an excessive amount during the game.
What does NOT constitute a thumbs down on sports?
  1. You argued over rules with your opponent.
  2. Your opponent beat you.
  3. You didn’t like your opponent’s army.
  4. Your opponent thinks the Black Lion never should have been the head of Voltron. The Green Lion was way cooler. NERD RAGE!!!
A negative mark on sportsmanship will be used as a tie breaker for prize support and will be met with administrative action as follows:
  1. First thumbs down: A verbal warning from a judge, up to reversing a win to a loss.
  2. Second thumbs down: From reversing a win to a loss, up to disqualification from any prize support.
  3. Third thumbs down: disqualification from any prize support, up to expulsion from the event with no refund of the ticket price.
  4. Fourth thumbs down: Expulsion from the event with no refund of the ticket price.
40K Championships Tournament Format
  • The 40K Championships will be broken into 2 events. Days 1 and 2 (Friday and Saturday) will be a traditional 5 round tournament with combined hobby, generalship and sportsmanship scores to determine placing. Day 3 is for the final 8 players with the best generalship records who compete in a no holds bared, single elimination, 3 round event to determine an overall Tournament Champion!
  • Every scenario has a total of 10 possible battle points.
  • Whoever has the most battle points points, wins. Equal points is a tie. There are no degrees of victory, winning by 1 point or 10 is counted the same.
  • The tournament is W/L/D format, with accumulated points used to determine standings within a given final bracket. For example, if you end the event with a 3-2 record, you will be ranked within that bracket according to how many battle points you accumulated throughout the event. The official scoring is 1,000pts for a win, 500pts for a tie and then accumulated battle points within the game. So, a player with a 3-2 record who accumulated 7 battle points in each of his 5 games would end with a final score of (3,035 points). We score it this way so that the W/L/D record trumps accumulated battle points, but battle points earned throughout the tournament matter in determining your precise ranking in the event.
  • Pairings are Swiss style, based on strength of schedule.
  • For the 5 round, Friday and Saturday tournament, we will combine your battle points (50 points total) and hobby score (50 points total) to determine your overall rank, using sportsmanship as tie breakers if necessary followed by strength of schedule. There will also be awards and recognition for those who do well in only the battle points or hobby categories. The finals will be the top 8 players with the best W/L/D records (battle points then strength of schedule as tie breakers) who then compete in a no soft score, single elimination tournament for all the marbles! Last gamer standing is crowned tournament champion
- See more at:

Tuesday, April 22, 2014

AArdvark085 Texas Games Con Hobby Update #1

Hey guys, here is the latest hobby update as we prepare for Texas Games Con 2014! Enjoy!

Saturday, April 12, 2014

Codex: Astra Militarum Review By: Heretic Steve

Codex: Astra Militarum Review
By: Heretic Steve

I stayed up late last night reading through Codex: People and I love it.  Many things have drastically changed in points or effectiveness.  We are going to look through what I think are the pros and cons of the new codex.

Orders have gotten even better in this edition and so have the HQ section of the codex.  The command squad can be made overall cheaper or more expensive depending on what our upgrades are.  The medic and advisors all dropped in price and Nork Deddog dropped 25pts.  Straken went up but now has smash.  I cannot wait to kill an assaulting demon prince with one S10 hit.  Creed is still good and can issue 3 orders per turn but pound for pound I would pick Straken for some. 

Commisars all dropped in price but I would pass because of the other options in the HQ section.  However, Yarrick is a beast and can now issue orders, get up every turn, and dropped by 40pts. 

The Ministroum Priest and Primaris Psyker can be taken 1-3 per detachment, dropped in points, and skyrocketed in effectiveness.  They will be in all AM armies and used as allies everywhere.  The priest has new War Hymms for close combat that allow rerolling all saves for his unit, reroll all failed wounds against the enemy unit, or grants smash attacks to himself all for the price of a leadership check.  The priest also has zealot (fearless and hatred) and he can take a plasma gun.  The Primaris Psyker has access to divination, a force weapon, and an invulnerable save while enjoying a modest drop of nearly 33% of his former points cost.   

The Infantry Platoon is slightly different.  Power weapons went up by 5pts.  Sniper rifles went down by 3pts each.  Heavy weapon teams, special weapon teams, and conscripts went down in points to match their effectiveness.  Medipacks and heavy flamers dropped in price by half across the codex so expect to see many more of those in the coming months. 

Veterans dropped by 10pts a unit but lost krak grenades.  The doctrines dropped except for the  demolitions.  However, if you take demolitions it works out to be 10pts cheaper since you are not paying for the krak grenades you would not have used since they have meltabombs anyway.  Glass half full.  They can take 3 special weapons but not if they take a heavy weapon or heavy flamer…then they can take 2.  That works out if you have them in Chimeras since you can only fire 2 out of the hatch anyway.  Fire 2 special weapons on your turn and if they assault then overwatch the heavy flamer. 

The best part of the codex for me is the drastic reduction in points for the Leman Russ variants.  I am especially excited about the executioner since I have three of them ready for the table since they came out thanks to magnets.  All of them saw point reductions except the demolisher.  However, the sponson and front weapon also dropped in points to make any variation cheaper. 

The tank commander is a new HQ that is several editions late in making the codex and allows Leman Russ tanks to be taken in a squad as an HQ choice.  He can issue orders and free up HQ slots for other tanks like the Wyvern, Hydra, and Deathstrike.

The Deathstrike may see the table top in this edition.  This bad boy is easier to fire and shoots a 10 inch, ignores cover, barrage, ordnance, S10 AP1 blast.  It will wipe out anything underneath the template with T5 or less.  After that just use it for tank shocks and to provide a cover save for other units. 
The Wyvern is an amazing little gem that will put out 4 twin linked, barrage, shred, ignores cover templates a turn for less than a 5 man tactical squad.  Let that sink in for a second.  This tank will be all over the table tops to destroy troops and stem the incoming green tide.  The Orks will be saying “Waaaaghtdaf#@K!!” as they pick up large numbers of models at a time per Wyvern on the table. 

The Hydra and Vendetta got a smacking form the +1 Nerf Bat of Doom.  Hydras did drop 5 points but does not ignore jink saves and is now open topped.  Vendettas went up 40 points and can only hold 6 men.  Will I still field them?  Yes, until I get saber defense platforms.   What are my other options?   
Ogryns,  Bullgryns, are Tempestus are too expensive and do not score objectives.  The Taurox is a razorback with a dozer blade.  How well do those do in 6th edition?  Not too great.  Let’s see what 7th edition or supplements bring for these units. 

The Chimera, went up by 10pts.  It does have searchlight and smoke launchers but only 2 can fire out.  The trade-off is the lasgun arrays can shoot at 2 separate targets from the main guns.  This will be great to try and bring down flying monstrous creatures.  The Chimera and unit inside can then shoot at a combined 4 targets.  That is a possibility of 4 grounding checks per unit.  Not too shabby since statistics say you will down 1 out of 3.  Once they hit the table, this Codex can destroy them quickly.  

Armored Sentinels dropped in price enough to see them on the table with some plasma cannons or autocannons but I would stick to the heavy tanks, troops, and Forgeworld units.

That is my take on the new Astra Militarum Codex.  What do you think?  What are the hidden gems?  I cannot wait to put Kharn the Betrayer in a 50 man blob squad with a priest, Primaris Psyker, and 5 power axes.