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Monday, November 30, 2009

GORK-ZILLA: Stompa

by Steel Thunder



The pride and joy of Krogg's Karnage is no doubt the Stompa built by all the meks of the Karnage Klan.Scrapped together from parts of a crash-landed space hulk, various scrapped imperial and space marine vehicle parts from battle, and some spit, grime and luck,this armored monstrosity has given an already dangerous ork clan some serious "bite".

Armed with a Titan-class Chain-blade "Choppa",Deff-Kannon with co-axial super-gatla gun, and bristling with various big shootas and skorchas,the Stompa Known as "Gork-Zilla" is a force to be reckoned with.Last used in a major combined assault that pitted Forces of Chaos, Renegade Guardsmen and Orks in a battle to capture an imperial arms factory and strong hold,Gork-Zilla has been out for repairs since that fight.Rumor has it that it's been upgraded with more Supa-Rokkits and should be ready to rumble out for battle once again.

Sunday, November 29, 2009

Tournament Circuit Info

From the Games Workshop site:



Over the years Games Workshop has had a multitude of different tournaments; Grand Tournaments, Rogue Traders, 'Ard Boyz, Iron Man, Doubles, Campaign Narratives, etc.

Starting in January 2010, Games Workshop will be embarking on something far more Grand. We will search for the North American Champion of 40K, Fantasy, and War of The Ring on an annual basis.

The new Tournament Circuit going forwards will run from June until May each year. The circuit is made up predominantly of Independent Tournaments from around North America which are put on by gaming clubs or groups. The Ard Boyz Tournament Finals can also earn entry into the North American Finals.

In the past the Tournament Circuit has run from January until December. To allow for the above change the first new circuit will be 18 months long starting in January 2010 and ending in May 2011. The Champion for each game system will be decided in the summer of 2011 in Las Vegas at a Games Workshop hosted Event. Here you will need a fully painted and based Army for your particular game system. Check the website frequently for specific rules and point values for the Vegas Finals.

The Vegas Finals are by invitation only.So, how do I get an invitation?The top two finishing places in each game system in each Independent Tournament on the Circuit will receive an invitation to play in the Vegas finals in 2011.

If you don't make it into the top two places in one Tournament you can try again in another Tournament on the Circuit.

The first circuit features 70 Events over the 18 months. They have a wide geographical spread across the North American Continent.

The Grand Prize Packagefor the Overall Winner at the Vegas Finals
• Trophy
• 1 Year White Dwarf Subscription
• White Dwarf Article
• Website Article
• 3000 Point Army of their Choice
• Free Gamesday Entry and Model for 2011 including 1 Hour with the Studio Guests
• Free Entry to the 2012 Vegas final next year to defend their title
• Dinner with Jervis Johnson on the Final Night

Click here for the full schedule of events.



Saturday, November 28, 2009

Warlord Krogg Satogg

by Steel Thunder
Krogg rose up in the ranks, first starting out as an ork Nob, or noble-ork.Through a series of victories, including his first raid upon a Tyrinid scout group, he gained notoriety by single-handedly killing a Carnifex with his 'uge choppa.

As Krogg's fame grew amongst other Goff Ork tribes, they managed to join in a few raids with Grazkul Ulruk Thrakka.Krogg battled more smaller fights, and constantly pulled out victory after victory. Of the few battles Krogg did not win, he seemed to manage to escape to return again and fight another day.

His determination and ferociousness paid off, and soon, Krogg was promoted to Warboss status and given his own detatchment to command. He spread his band off around the quadrant looking for more battles and fame.

Krogg has had some challenges, and to this date, has only recently purged his clans' home of the watchful eye of the Inquisition. Sisters of Battle had long been fighting with Krogg's Karnage, as his warband has come to be known by.

Having now spread their seed-spores to the lost colonial planet of Gnidaer, Krogg's Karnage has found that this is a hot-spot for war. It seems that this locale was once a haven for lost technology and artefacts of old. Since then Krogg has battled every imaginable foe that seems to have some into his path.

Notable battles and credits to his name are:

*Tearing down an Ultra Marines Captain in hand to hand combat.
*Single handedly killing off a Tyranid Carnifex.
*Chasing off two more Carnifexes by himself. Causing them to run away from him.
*Crippling a Chaos Army, including their Land Raider
*Surviving point-blank range blasts from Imperial Battle Cannons
*Shrugging off direct lascannon blasts from space marines (vs. Star Dragons)
*(During an apocolypse battle), Commandeering a Chaos Land Raider for personal use.
*Killing no less than 3 Sisters of Battle Cannonesses
*Led a devestating victory against a Raven Wing Army.(all but tabling them by turn 4)
*Wiped out a band of Necron Warriors and their 2 monoliths.
*Took on a division of the Imperial Guard Hambali 501st, and decimated them.
*Had a major vicotry against a Farseer Tau warband.
* Countless Victories vs. the following Space Marine chapters: Dark Angels (2),Black Templars (2), Ultra Marines (3), Star Dragons (5 or 6?),Centari Marines (2), Blood Angels (1), Crimson Fists (1)

Monday, November 23, 2009

40K Tips: Know the Rules

by Inquisitor Lord Aki

We play Warhammer 40K based on a set of rules. These rules act as a "gentleman's agreement", meaning they can be ignored, waved, or enforced with the amount of vigor both players agree upon.

He who knows the rules is the better player. Some may cringe when reading that, but it is true.

Imagine not knowing that you could run in the shooting phase. Imagine not knowing how many models can fire out of your transport. Imagine not knowing that models in a transport can fire at a different target than the transport itself. Imagine not knowing that the key word "ordnance" means you get 2D6 and pick the highest for armor penetration.

The one who knows the intricacies of the rules has an advantage over the one who doesn't.

Now consider your army. How much of a better player would you be if you knew every minor aspect of every rule your codex provides. What type of advantage would that give you?

I'm not suggesting to become a rules lawyer. However, the game we play is based off of an agreement to play by the rules. Don't look at them as a restriction, but as an understanding of how our little plastic friends behave.

40K Tips is a feature on Berks Warhammer 40k that includes general gaming, modeling, and painting tips. If you have any tips you wish to share with fellow gamers, please send them to berkswarhammer40k@hotmail.com.

Wednesday, November 18, 2009

Ultramarines: The Movie


In case you haven't heard yet, Games Workshop is working with Codex Pictures to make a 70 minute, CGI animated, straight to DVD Ultramarines Movie. Codex Pictures is the company that produces the Bionicle moves for Lego.

Dan Abnett is working on the script and Martyn Pick will be the director.

You can follow the movie production at http://ultramarinesthemovie.com/

Monday, November 16, 2009

40K Tips: Know Thine Enemy

by Inquisitor Lord Aki

Becoming a better player means losing a lot of games. But there is no reason to lose due to lack of knowledge.

If you are reading this, then you have an internet connection. If you know which army you are going to play against, then search the forums for that army and just read a little. Post a message in your future opponent's army forum asking what do they fear the most and see what the responses are.

Read the big rule book. Page 132 starts the army sections. Not only does this contain history of each army, it also contains simplistic tactics as well as strengths and weaknesses. On page 290 you will find the stat lines for EVERY character and weapon for each army.

It doesn't matter if you are playing a pre-arranged game or a pick-up game - you should always look at your opponent's army. If you don't ask to see their list when you arrive for the game, then at least look at each model. Usually each player will get their models out of their cases and set them up by unit prior to deployment. Ask about every one you are unsure of. Ask about the heavy weapons and special weapons each unit has. This is especially important when playing against the armies where the weapons aren't very obvious, such as Eldar and Tyranids. You should be asking about weapon profiles, AP values, range, strength, etc.

Losing due to superior tactics is acceptable. Losing due to bad dice rolls can be lived with. Losing because you didn't know your opponent's model had a hand-held slaughter cannon that could kill half your army on a roll of 2+ is your own darn fault.

40K Tips is a feature on Berks Warhammer 40k that includes general gaming, modeling, and painting tips. If you have any tips you wish to share with fellow gamers, please send them to berkswarhammer40k@hotmail.com.

Thursday, November 12, 2009

The Jokers Face the Dark Eldar

The Hambali 501st Regiment, "The Jokers", faced off against Charlie's Dark Eldar force in a 1000 point Seize Ground mission with three objectives. One objective was dead center of the board and the other two were in the open along the center line of the board - one on his side and one on mine.

It was the first time I faced Dark Eldar and I had no idea what to expect.

The Jokers brought The Riddler sporting the Executioner Plasma Cannon and some sponson plasma love, the Wolf (modified Banewolf variant), two vet squads with meltas in a Chimera, one vet squad with plasma in a Chimera, Sgt Barnes (Marbo), and Ghan, my Primaris Psyker. I purposely didn't bring my normal assortment of tanks because I wanted to get use to using my Chimelta squads to take out armor.

The Dark Eldar force had a skimmer thing with dark lances, three squads of troops with dark lances, a HQ choice with a dark lance, another skimmer for the HQ with dark lances, one of the troop squads had a bigger dark lance, and something with wings that I'm pretty sure had some kind of dark lance.

Did I mention that they had some dark lances? Charlie's new name is now Mr. Lance. Mr. Dark Lance.

We rolled for Dawn of War deployment and Charlie won for first turn. He placed his skimmer with the troops unmounted, hid another troop squad in the bushes in the back corner, and his HQ mounted in the other skimmer.

Seeing as he won first turn and had all kinds of lance weapons, it took me about a fraction of a second to decide not to deploy a darn thing. Everything was going to come in from the table edge.

Charlie's first turn was lame as everything else moved on the board but had nothing to shoot at. He did move his skimmer right up into my face with a turbo-boost.

My Executioner and Banewolf came in and started tearing apart the troop squad that was trying to find its way around a building. It was the first time I fielded the Executioner, and having five small blast templates of plasma is just loads of fun. The Banewolf's chem-cannon made short work of the squad after the plasma blasts. Only one Dark Eldar survived the attack.

The Chimelta and Chiplasma squads attacked the skimmers. Their 10 armor couldn't withstand the punishment and troop skimmer was wrecked. The HQ skimmer was only shaken.

On turn two, the first chance Mr. Dark Lance had to shoot at me, the whole battlefield lit up. The lances immobilized the Wolf and Second Squad's Chimera. The HQ unit jumped out of their skimmer and started wailing on Third Squad's Chimera, immobilizing it also. The lone ranger space elf that survived the Wolf and the Riddler ran between them and shook up the Riddler with his dark lance thingee.

In retribution, Second Squad stuck their head out of their Chimera's hatch and blew up the Dark Eldar HQ's ride (which only made him more anger). Second Squad was shaken in their Chimera and couldn't do anything. First Squad with Ghan could either go after the angry Eldar HQ or the lone ranger. Since the lone ranger was eyeing up the backside of the Riddler, I decided he had to go. The Chimera's multilaser, heavy stubber, heavy bolter, four lasguns and Ghan's Darth Sidious Lightning attack finally took him down.

Barnes showed up threw his demo charge into the full troop squad that was on the far objective. He took out four, then was promptly shot down. He did his job by preventing the troops from shooting at the Wolf again.

The HQ kept pounding on Second Squad's Chimera, but unlucky dice rolls kept them from doing any real damage other than shaking it and removing some weapons. The troops with the long range dark lance in the woods kept firing into Third Squad's Chimera, but again the dice just weren't with them and they were only shaken. Some winged things showed up in between the middle objective and Fist Squad. I can't remember if they did any shooting.

I got tired of two of my three squads getting their beauty sleep inside Chimeras with shaken results, so they jumped out and start to circle around their rides to avoid the HQ that was knocking on their door. First Squad drove up enough to get a full view of the HQ unit and managed to wipe everyone out except for the main dude. The Riddler moved slightly to get a clear line of sight to the winged things that showed up and dropped a whole bunch of small plasma template love onto them. They were still packed together in their deep strike formation and didn't get any cover save.

Then the race to the middle objective started. The remains of the troops squad that took out Barnes dove into cover behind the walls surrounding the objective. They shot and wrecked First Squad's Chimera, forcing the squad to disembark into the trees. The wreck and Second Squad's immobilized Chimera made two sides of a box that blocked Second Squad from landing on the closest objective. Luckily, by wedging the Sergeant's head between the tread and the mud flap, they were able to claim the objective.

The HQ dude pumped up on combat drugs and charged into Third Squad. That's when I discover the existence of a new whole number. When I asked what his initiative was, Mr. Dark Lance replied "Higher than yours". He managed to kill five men, but was beaten down by the remaining five.

The Wolf, finally not shaken by dark lances for the first time in three turns, attempted to turn the chem cannon on the warriors hiding behind the wall. The Wolf is an old Hellhound with a modified turret that has a chemical cannon. The chemical tanks sit up on the rear of the chassis. Because the Wolf was immobilized, it could not turn to face the warriors. When I turned the turret, however, the tanks blocked the chem cannon from getting a view of the warriors. The Wolf has a HUGE blind spot on both sides! I have never seen a more clear justification for getting the new model. Now I need to paint the truck sign onto the back of the chassis: "If you cannot see my side mirrors then I cannot see you!"

The Riddler and First and Second Squads let loose into the six remaining warriors. They did receive their cover saves, but it wasn't enough for the onslaught.

The game was called. There was only one warrior squad left to fight two and a half squads of grunts, a Psyker and a Leman Russ Executioner.

I don't care what anyone says about that old and neglected Dark Eldar codex. It is brutal against a mech army. Being able to negate my armor advantage is what terrifies me. There are only two reasons I won that match - the low points and some bad rolls.

If it were a 1,500 or 2,000 point game there would have been a lot more lances that would have tore my armor to shreds. That would have overcome the bad damage chart rolls. He effectively stopped my advance by turn two. I moved onto the board and then couldn't move anymore without abandoning my treads. That is the worst case scenario for a tread-head.

Playing against Charlie was great. He knows the game and he knows his army, which goes a long way toward making the game absolutely enjoyable. I look forward to playing against him again.

Monday, November 9, 2009

40K Tips: Drink Lots of Water (and save the bottles)

by Inquisitor Lord Aki

Are you having problems priming your minis and missing the crevasses, under the arms, etc. Here's a trick that can help.


Drink bottled water and save the bottle and the cap. Superglue your mini to the cap of the bottle. Superglue cracks easily, making removing the mini simple. You may need to wedge a scalpel between the base and the cap to pry it off.


Screw the cap (with the mini attached) to the top of the used bottle. You do not need to screw it down all the way and try not to squeeze the cap or the glue with crack and your model will become detached.


Now you have a handle to move the model at whatever angle you need to spray it. You can also keep the mini on the cap and use it while painting the details. This will prevent the "one finger on the head, one finger on the base" clamp method that rubs the paint off.


40K Tips is a new feature to Berks Warhammer 40k that includes general gaming, modeling, and painting tips. If you have any tips you wish to share with fellow gamers, please send them to
berkswarhammer40k@hotmail.com.

Monday, November 2, 2009

40K Tips: Cut Up Your Range Ruler

by Inquisitor Lord Aki



If you have one of those red 18" range rulers that comes with the Assault on Black Reach sets, cut it down to a couple of 6" sticks. This will allow you to easily measure 6" for movement - just lay the stick down on the board. The game will go a little quicker when you don't have to pull a tape measure out and you won't be knocking down terrain and models with the full 18" stick.

What you do not want to do is give yourself more than 6" when cutting the stick. You opponent may shove that stick somewhere unpleasant if he catches you. You also do not want to use the end of the stick as it is slightly longer than 18".

40K Tips is a new feature to Berks Warhammer 40k that includes general gaming, modeling, and painting tips. If you have any tips you wish to share with fellow gamers, please send them to berkswarhammer40k@hotmail.com.