There’s all kinds of cool stuff happening at the shop this weekend! First off, it’s the PRERELEASE for MAGIC ORIGINS! The new core set for Magic: The Gathering is highly anticipated as it ushers in a new era for Magic fans! This will be the FINAL core set ever and contains some very cool new cards as well as some favorites from sets past! Sealed deck events will fire at Midnight, Noon, and 6PM on Saturday, July 11th and a 2-headed-giant sealed deck event will fire on Sunday, July 12th at noon! Event registration will be $30.00 (NOTE: this price is different than in the past) and packs will be awarded to top finishers! Come down and experience the new product before it goes on sale next week!
Also seeing release this weekend is AGE OF SIGMAR! The new game in the Warhammer world features entirely new gameplay and soem cool new rules! We’ll have it on sale at midnight on July 11th! Come check out the new models!
No matter what game you play, it’s a good weekend to be a nerd!
On Saturday, June 20th at 10:00 AM we will be hosting a 1,000 point per player DOUBLES TOURNAMENT for Warhammer 40,000! We’ve got a few rules stipulations to keep in mind while building your army:
1. Each Player may bring up to 1000 points
2. ONE warlord per side
3. Partners armies are always Allies of Convenience
4. No Superheavies
5. Must be a bound army
6. May use as many sources as you chose but must adhere to a bound format (formations and army specific force organizations are allowed)
7. NO Forgeworld
8. If there are less than 8 people to play than we will play a 1000 point singles tournament using the same scenarios.
9. Cost is $10.00 per person. Winners will be paid in store credit.
10. Night fight is rolled by table per normal rules of night fighting
We’ve got a couple of Warhammer events coming up this month! In addition to our normal Tuesday night 40k open play and Thursday night Fantasy, we’ll be hosting a 650 point “40k in 60 mins” tournament on Tuesday, June 9th at 5:00 PM. We’ll also be holding a 40k doubles tournament on Saturday, June 20th starting at 10AM. Entry will be 10$ and each team member should bring a 1,000 point army!
Warhammer 40,000 has a new force! In the wake of the Skitarii recently, comes the CULT MECHANICUS! The forces of the machine cult feature all kinds of different machines of war to brutally rain fire down on those who oppose you! Be sure to check out the mini-tank Battle Servitors, the ominous Kastelan Robots and the awesome Tech-Priests Dominus! The codex will sell for $33.o0 and models are now available and spell/data cards are now back in stock as well!
Spearhead is a new Expansion for Warhammer 40,000, and you’ll find all the rules and information you need to start playing in June’s issue of White Dwarf. And from Tuesday 1st of June rules for the various spearhead units will be available for you to download from www.games-workshop.com. There you go: an entire Warhammer 40,000 expansion for free, leaving you plenty of extra pennies to pick up those extra tanks you’ll need to demolish your opponent.
Spearhead presents you with an exciting new way to play games of Warhammer 40,000. For a start, Spearhead games are played along the length of the table, and all walkers and tanks that are chosen as part of a spearhead count as scoring units. Not to mention the fact that all those walkers and tanks will benefit from a host of special rules and abilities.
WELCOME TO THE ‘ARD BOYZ! This rules packet contains all the information needed to participate in the rough and tumble world of ‘Ard Boyz Tournaments. Note about Judges, Rulz and being a Git All participants be advised: all judges rulings are final. This applies to rulings during games as well as all matters of health and safety. ‘Ard Boyz tournaments are all about commanding large armies and doing your best to blast your opponent to bits. At its heart though, the ‘Ard Boyz is about having fun. So don’t be a git! In other words do your best to win, but win nicely. Anyone not adhering to these principles may be asked to leave the tournament. HOW THE ‘ARD BOYZ WORK The ‘Ard Boyz is a series of three tournaments designed to find the best 40k player in the nation. The first tournaments, the ‘Ard Boyz Qualifiers, will be held on May 15th, 2010 at scores of locations around the country. The top three finishers in each tournament will be asked to attend the Regional ‘Ard Boyz Semi-finals on June 12th. Locations of the Semis will be posted on the GW web site shortly after the Preliminary Round and will be scattered across the country. The top three finishers at the Semis will be asked to attend the Finals held at the Chicago Battle Bunker on July 17th, 2010. If any of the top three finishers from a Qualifier or Semi-final are unable to attend the next round, the invitation will be transferred to the fourth place winner and so on. There is no entry fee for any of the tournaments. At each ‘Ard Boyz tournament, competitors will participate in three (3) games over the course of the day. In each game you will play a scenario and record the outcome of the battle on your result sheet. In the first round, players will be matched up randomly. All attempts will be made that groups travelling together will not have to play each other. After the first round, players will be matched up according to current rankings in the tournament. First place will play second place and so on. The only exception to this rule is that nobody will never play the same opponent twice. We ask that each player be conscious of time and that they play at a regular and steady pace in order to complete each game. Anyone found to be deliberately stalling may be asked to leave the tournament. Before the game begins, players should determine the nature and game impact of each piece of terrain. The ‘Ard Boyz is an open list tournament. You will be required to provide a copy of your army list to judges before the tournament and to each opponent before each game begins. Lists will be checked throughout the day and if you are found to have an illegal list you will be disqualified. Check that math Boyz! Players will receive result sheets at the end of each round. Each player must record the results of the round and turn in their signed sheet to the judges. Note: there are no painting, composition, or sportsmanship scores at ‘Ard Boyz tournaments. WHAT YOU NEED TO DO BEFORE THE PRELIMINARY ROUND • Register on the GW Online Store – This is necessary for you to receive prize support in the Semi Final rounds onward as we are awarding Online Store vouchers to the winners. If you are not registered, you will not receive prizes! • Sign up at your local store for the Preliminary Round Be sure to provide the email address that you used to register for the online store. This is the email we will send your Online Store Voucher to if you’re in the top three. • Review the rules of the tournament and your army. Be sure to check online and bring any FAQs or other rules updates to avoid any possible rules disputes. WHAT YOU SHOULD BRING • Your Army • At least four (4) copies of you army list • Rulebooks and any other books you need • Pen and paper • Dice and templates • Tape measure • Super glue (accidents will happen!) THINGS YOU NEED TO TAKE CARE OF • Lodging • Food • Transportation to and from the event APPROVED ARMY LISTS Chaos Daemons • Codex Chaos Daemons Chaos Space Marines • Codex Chaos Space Marines Dark Eldar • Codex Dark Eldar, Second Edition Eldar • Codex Eldar Forces of the Inquisition • Codex Daemonhunters • Codex Witchhunters • Inquisitorial armies may take Imperial Guard and Space Marine allies, chosen from the latest versions of their codices. As both of these codices have changed recently, use the following amendments to the list on pg 30-31 of the Daemon Hunters book and page 26 of the Witch Hunters book: Troops Space Marine Tactical Squad, Space Marine Scout Squad, Imperial Guad Infantry Platoon, Imperial Guard Veteran Squad. Unit upgrade characters may NOT be taken (i.e. Commander Chenkov, Sergeant Bastonne) Fast Attack Space Marine Assault Squad, Land Speeder Squadron, Space Marine Bike Squadron, Scout Sentinel Squadron, Armored Sentinel Squadron, Rough Rider Squad, Scout Bike Squad Heavy Support Space Marine Devastator Squad, Space Marine Land Raider (Crusader and Redeemer as well), Space Marine Dreadnought, Space Marine Predator, 0-1 Leman Russ Squadron (Pask may NOT be taken) Imperial Guard • Codex Imperial Guard 2009 • Imperial Guard may take Inquisitorial Allies as defined in Codex Daemonhunters or Codex Witchhunters. • Grey Knight Terminators may not travel in Valkyries or Vendetta Gunships Necrons • Codex Necrons Orks • Codex Orks Space Marines • Codex Space Marines 5th edition • Codex Dark Angels • Codex Space Wolves 2009 • Codex Black Templars • Space Marine may take Inquisitorial Allies as defined in Codex Daemonhunters or Codex Witchhunters • Codex Blood Angels 2010 Tau • Codex Tau Empire Tyranids • Codex Tyranids ARMY SELECTION No more than 2,500 points may be used in the selection of an army. Only the main army lists may be used for the army in question. No appendix lists are permitted. Special Characters are permitted, subject to the normal restrictions for that character in the Codex. Only armies listed in the Approved Army Lists section may be taken. Any armor, weapons and upgrades must be modelled on the miniatures (WYSIWYG). Models should start the tournaments fully assembled. Models breaking are a part of the game, but models that are not fully assembled at the beginning of the tournament should not be used. Any conversions must begin as Citadel models and contain a majority of Citadel components. Non-Citadel models may not be used in the event. Forge World models are permitted in the tournament, but they can only be used to represent models from existing Codex list. No Forge World rules are allowed. BATTLES Each ‘Ard Boyz tournament will consist of three games of Warhammer 40,000 for each player. The 5th Edition Rulebook will be in use for all games and will be the definitive guide for all rules. The time limit for each game is 2 1/2 hours (150 minutes). At the end of this time limit, time will be called and all games must be finished immediately. No additional time will be provided. Note: do not begin a round unless there is ample time for both players to receive their turn! In each game, players will play a scenario. Each scenario will have a list of special rules and other information. Players will be informed at the beginning of each round as to what scenario will be used. SCORING There are a possible 72 points that you can earn per tournament. Base battle points should be determined by the chart below. Result Winner Loser Massacre 20 0 Major Victory 17 3 Minor Victory 13 7 Draw 10 10 Parameters to determine the base battle points will be explicit in each scenario. In addition, each scenario will have up to four (4) additional battle points possible. These will be listed in order from easiest to hardest to achieve. Pay strict attention to the scenarios. You don’t want to be the guy who demolishes his opponent and fails to gain any objectives! Total victory points will be used for any tie breakers PRIZE SUPPORT In order to streamline the process and get you your prizes in a reliable fashion, we have decided to award all prize support for the Semi-final and Final rounds in the form of GW Online Store vouchers. Winners will be sent an email with a promotional code that will credit their online account. It is very important that all ‘Ard Boyz participants make an account on the GW Online Store and provide the email address that they used when registering to the tournament organizers. Qualifiers These prizes will be awarded at the tournament and are provided by the tournament organizers. 1st Place – A GW boxed set worth $60.00 or less 2nd place – A GW boxed set worth $40.00 or less 3rd place – A GW blister worth $20.00 or less The 1st, 2nd and 3rd place finishers will be asked to attend the Semi-finals. If for some reason they cannot attend, the invitation will slip to the fourth place finisher and so on. Semi-finals Prizes will be awarded in the form of Online Vouchers that are emailed to winning participants. In addition, all Semifinalists will receive an ‘Ard Boyz patch. 1st Place A 2,500 pt army of the player’s choice 2nd Place A $100.00 Online Voucher 3rd Place A $75.00 Online Voucher The 1st, 2nd and 3rd place finishers will be asked to attend the Finals. If for some reason they cannot attend, the invitation will slip to the fourth place finisher and so on. Finals The top three winners will receive cool custom made trophies, and the right to call all others dirty runtherders in light of their prestigous accomplishment!
After yesterday’s fun to celebrate April fools day (just in case there are any lingering doubts we aren’t releasing an ‘Eavy Metal Spray Gun!) we are back to reality on What’s New Today…
For the past few weeks everyone has been holding their breath in anticipation of the Blood Angels launch. So far everyone has been able to see the models here on games-workshop.com but from today you can actually get your hands on them and see just how amazing these Citadel Miniatures are, as well as read through the most comprehensive Blood Angles Codex ever produced. If you are new to Blood Angels then the guys in the Studio have put together a getting started guide so take a look and then head back here when you are done.
It seems that everyone has had their say on their favourite model. For me it just has to be Lemartes. Juan Diaz has done a wonderful job in bringing the Death Company Chaplain to life and along with his battlefield abilities he is a must in any Blood Angel army, who wouldn’t want their Death Company to re-roll all failed rolls to hit and to wound when they charge!
We’re launching three plastic kits this weekend, and all of them are firsts. The Sanguinary Guard have never been seen before in battle and the Death Company and Baal Predator are for the first time available as complete plastic kits. All three kits are crowded with additional extras to add to your squads and the Baal Predator is now equipped with the devastating Flamestorm Cannon. If you are having trouble with either Chaos Space Marines or Xenos in cover then this is the option for you as its AP 3 and Heavy 1.
The Codex is a must for all Warhammer 40,000 fans. Obviously all of the rules and stat lines will be heaven for Blood Angels players but the new background on the Blood Angels themselves and each of the squads really will provide you with a new level of detail on the 41st Millennium. Also, it never hurts to know thy foe!
Don’t forget that many of the models that make up a Blood Angles army are available as part of our Space Marine range. Every Multi-part plastic kit that we do has plenty of options and additional pieces to customise you models. As well as this we have a whole range of Blood Angels models that are exclusive to games-workshop.com. Here are just a few, head over to the Blood Angels section of the site to see them all.
As always we never want to leave you without a little slice of hobby. I took a walk through the studio this morning and found a couple of pieces to whet your appetite for the week ahead.
You might recognise Christian’s model from this month’s White Dwarf. I spotted it on his paint station and took a picture from another angle. I also asked him about his paint scheme. Christian achieved his red by adding successive layers of Mechrite Red, Red Gore and finally Blood Red. For the highlight he added Bleached Bone. For the axe he started with Hawk Turquoise and then applied an Asurmen Blue wash before highlighting up by adding small amounts of Skull White with each layer.
Matt Hutson has been collecting and painting Blood Angels for many years. In the Studio he has two cabinet shelves devoted to them. I am sure we will show more of them over the next few weeks but here is how he achieves his red paint scheme. Matt starts with a 50/50 mix of Blood Red and Mechrite Red, this gives him a dark red base to work with. He then highlights the model by adding small amounts of Blazing Orange on each coat. Finally he adds a thin layer of Baal Red wash over the top to blend in the highlight.
The Host of Angels The Blood Angels strike into the heart of battle, rending foe with chainsword and bolter. But they are a Chapter cursed – the question is will they die with honour in battle or succumb to the dreaded Flaw? Find out more in this issue.
Riders of the Riddermark Rohan are truly the horse-lords of Middle-earth. And so Mat Ward explores how to get the most out of this cavalry-heavy force in War of the Ring.
Old War Stories Old hands of the hobby Jeremy Vetock and Dave Andrews return in this popular series. This time they are talking about narrative scenarios and using storylines to create an exciting campaign that’s as good as any novel.
Move and Fire Andy Smillie continues his series on Warhammer tactics, this time focusing on armies that stand back and shoot to win. He talks about the effectiveness of ranged forces as well as their pitfalls.
’Eavy Metal Masterclass Darren Latham gives one of the new Blood Angel characters the ‘Eavy Metal treatment in this Masterclass.
Army Masters We take a look at Leo Baker and Robert Gogin’s brilliant Vampire Counts army from last year’s UK Warhammer Doubles Tournament.
Battlefield Challenge Jervis presents a brand-new Battlefield Challenge. This time a special Duel of Champions scenario for Warhammer; can your chosen hero defeat the enemy champion?