Category: Review

Craftworlds Codex Review: Troops: Guardian Defenders

When only the finest graduates of Underwater Basket-Weaving school will do to protect your homeworld, you need Guardian Defenders.

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Craftworlds Codex Review: HQs: Autarch Skyrunner

This is the last article I’ll write about Autarchs, I swear.

Overview

The final member of the Autarch trio, the Autarch Skyrunner is the variant that gets to Easy Rider his way around the battlefield on an Eldar Jetbike- and rest assured, they haven’t gotten any worse since last edition, though they are a little bit more expensive. Still, you get some very reasonable bonuses for riding one- an extra toughness, an extra wound, and a 16″ move value, plus you always move a 6″ more when you advance, with no need to roll the die. Combined with the Autarch’s basic package (which includes 3+ armor anyways) the Skyrunner ends up being a very solid unit, but from there we’re only getting started.

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Craftworlds Codex Review: HQs: Farseer/Farseer Skyrunner

The runes have long foretold that this article would be about Farseers; you cannot avoid the path of fate.

Overview

Eldar have long held a reputation as being a psychically powerful race, a distinction that stemmed largely from their fluff. However, since 6th edition this fluff has translated more and more into the rules half of the game, to the point where Eldar really have been one of the best psychic armies in the game for several editions. You can argue the details of whether they really are the strongest (and what that even means), but few people would argue that unit-for-unit and spell-for-spell they don’t get some of the strongest psykers around.

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Necromunda: The Good, the Bad and the Ugly

Hi folks,

Neil here again. No maths today, but a review of my favourite game of all time, Necromunda!

I started in 1996, or maybe 97, with my Escher gang. During the last 15 years since the last official update, I’ve just kept on playing. I’ve played dozens of campaigns, I’ve owned almost every gang at some point (although I’m currently down to just Escher, Van Saar and Ratskins). Like many groups, we play with a kludged together amalgamation of house rules and the best bits from every rulebook from over the years. We’ve played with all sorts of variant rules, custom gangs, custom scenarios, arbitrator & map campaigns. I’ve read the fiction, I’ve played every scenario I can get my hands on (I think my favourite was the one where your dudes go out on little boats to harvest gemstone eyes from giant spiders). I even have all the magazines! I was super excited about Shadow War: Armageddon, and I’ve played it extensively – in fact, I haven’t played 40k in months, only SWA. (And we’ve started mashing SWA up with old Necromunda gangs, too).

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