Hey everybody, The other day, when I realised it had been a full year since I had started collecting and playing this game, I had a little look at how many games I had actually played in that time, and was quite surprised to see it was only 56 times. Sure, that’s a little more than once a week over the course of the year, but even so, I had thought it would have been much higher!
Anyway, I have been thinking about how much I want to play it more, and I think one of the ways that might help here is getting to try different heroes and, perhaps, more of the villains. Marvel Champions has always struck me as a bit of a curious game because a game involves battling a villain. But it always seems like there are comparatively few villains compared with the heroes. There are 36 villain scenarios to play right now, though because some of those feel a bit tougher than perhaps I’d like, I find myself always going up against the same old villains time and again.
It’s a similar story with the heroes, I think. Now, I have a lot of hero decks set up ready to go, but even so, I find that I keep going to the same old heroes time after time. Let’s look at some stats. There are currently 43 heroes in the game, but I have yet to play with 11 of them once! True, one of those is Spider-Ham, which I find abysmal, but even so. There are a good number of heroes I have only played with once, as well, so I think it’s really time that I worked on creating more variety in my games.
For example, I have never played with Wolverine, and have only once used Colossus, but that’s a match made in mutant heaven, so I think I should try to get on that soon. Especially as I haven’t really explored much of the Mutant Genesis box. Heroes like Thor and Ant Man have only had a single outing, while even Black Panther and Drax have only been used twice. At the other end of the scale, Spider Man and Iron Man are both in double figures, and Star-Lord and Black Widow aren’t too far behind. I think it might be good to try and play with some of those almost-forgotten heroes to see what I’ve been missing, anyway.
Wolverine and Colossus are pretty much set, then, but what else? Spectrum is a hero I thought I had used more than twice, but Ms Marvel has never been used – maybe that’s a thematic combo I should explore? Thor and Drax could be interesting to see how they work, given the different focus for each big beefy dude. Rogue and Gambit could see some more play, I think, and I definitely need to look again at Storm. Storm and Black Panther? Again, it makes thematic sense.
In terms of the villains, I’ve got stuff like Magneto, Loki, Hela and Ronan to try, though as each of these are “final boss” level stuff for their campaigns, I’m not sure I’d be ready for those yet! At least, I don’t think I’d want to go up against them with unfamiliar decks. I’d probably prefer to use something like Gamora for those challenges, where the deck is pretty powerful and hums along nicely. Stuff like Sandman and Venom from the Sinister Motives box has only had one outing though, and I still have to try again with Ultron! Zola uses a lot of minions, and I think it might be interesting to try a hero like Thor or Rocket Racoon, both of whom have cards that can deal with minions specifically.
This is some good planning, I feel. A lot of the time, when I’m in the mood for a game of Marvel Champions, my analysis-paralysis inevitably leads to me using the old favourites and I rarely seem to get out a different group of heroes/villains. I think looking at my stats, and thinking it all through like that, has given me a lot clearer path for my next few games!
Hey everybody, Well, that’s July done and dusted! In many ways, it’s been a similar month to June for me, busy with a lot of real-world stuff, so I’ve found that my time for the fun stuff that keeps the blog going has been a bit limited. That said, I have completed the fairly mammoth task of going through all of my Warhammer 40k armies in light of 10th edition, and written up each one with plenty of math-hammer ideas for how to take them into the new edition. I say this like they’re all full armies, ready-to-go; there are a couple of them that I have quite literally never played, and others that may only have seen the table once, but even so!
Doing this has really helped me to see my armies within context though, I suppose because I was looking in-depth at each one within a short space of time. I think my Necrons and my Dark Eldar are definitely my main armies, as each one has a tremendous degree of flexibility in how I can build them because of the sheer volume of miniatures I have. All the others are almost like taster-armies, in that I have enough for each one that I can play, but they’re somewhat static lists. I find it quite interesting, because thinking about it like that has meant that in theory at least, I could stand to go down from 10 armies to 2. But you know I’d never want to do that!
My big news for July is that I have finally played Eldritch Horror for my 10×10 gaming challenge! Something that had been looming large for me was the fact I just hadn’t gotten round to this one for the longest time, and it was becoming a little silly. The game is wonderful, of course, so I don’t know why I took my time getting there, but never mind. I’ve also had a game with Arkham Horror third edition, so it’s not been the biggest month for gaming, but those that have hit the table are the big lads, for sure! Overall, July hasn’t been the best month for gaming, not by a long shot, but I guess these things do happen. As it stands, I have played 62 games for my 10×10 challenge, but 94 games in total, so fairly respectable, I think!
Near the end of the month saw my 1-year anniversary of owning Marvel Champions, which was kinda odd to think about because it feels like I’ve had it for longer. I suppose that’s partially down to the fact I’ve played it so much, but anyway. At the weekend, I had a celebratory game with Iron Man and Nebula going up against Taskmaster, and lost quite dramatically, so that was perhaps in keeping with my first ever game, where I also lost quite badly! I’ve noticed that recently I have been playing this game less and less, I think possibly due to the fact I’ve got so much hobby stuff etc going on. I would like to get back into it though, so hopefully from next month I can get some more regular games going.
In terms of the hobby, though, I have done a fair bit to make progress here. To begin, I finished painting up some Slaanesh Daemons that have been hanging around unpainted for far too long, notably that Exalted Seeker Chariot that I made the mistake of building up as a single piece! It’s actually come together really nicely, even if I do say so myself, and I’ve also finished up ten Daemonettes for the force, as well. My Summer of Sigmar had gone a bit quiet with all the excitement of 10th edition and all, but hopefully I’ll get more Warcry action as we move on.
The biggest news on this front is that I have started building an Aeldari army, and so far have two units fully painted, with a third currently in-progress. I’ve spent a lot of time deliberating on this front, as well, and have really just fallen in love with the aesthetic here – something I hadn’t at all anticipated, as I have never really felt all that interested in the Eldar. Dark Eldar were always my thing, of course, but I have really gone hard into the Craftworlders now – though happily, without throwing all the money at them in the same way that I did the dark kin!
Speaking of Dark Eldar, I have managed to sell off quite a lot of my backlog recently on ebay, so I think it could be interesting to see where I stand in terms of my overall pile of shame – might be doing another August Audit blog before too long! I still have quite a bit of plastic that I would like to shift, but for the time being I think I’m looking quite good, all things considered.
I’ve recently had a look at how this year has been going in terms of bought vs painted miniatures, as well, and I have to say, I am very impressed with myself! In total, I have bought six kits in 2023, seven if you count Shatterpoint that was split with James (but is more of a boxed game in and of itself). Of those six, I’ve painted almost half, as well, so I’m really chuffed with that result! However, when you look at the old Hobby Bingo that I talked about a few months back, I have painted a full 16 units, which is really good going I think!
In terms of my painting goals for 2023, I haven’t really done anything towards these, due to the Aeldari army derailing my progress there. However, I have almost painted all of the Aeldari models I currently own, so once they are done I want to try to pace myself in building that list (as much as I want to play games with them already!) so I think I’ll make a return to the hobby goals list and see if I can get things ticked off sooner or later. There are still five months left of 2023, after all, so I think it’s all going to be fine! I am rather excited about the Promethium Forge, though, because if I can get that painted, that could actually be a huge amount of Sector Mechanicus terrain finished! The dream of playing games on a fully-painted game board is nearer than I thought!
Last month, I mentioned a revised list of hobby goals, having already ticked off quite a few from my list. I’m currently no further forward, of course, but I want to see if I can get some of those models finished in August, especially as some of them are so close!
Also in August, I want to try to play some more games in general. It has been a bit patchy of late, as I said earlier, so I would love to get back into playing more. I know it’s all a balancing act, with trying to get things painted while also planning to play more, but only having a couple of hours in the evening due to also having a life outside of all this stuff, but hopefully things will have calmed down enough now that I will be able to get a few more games played while also getting more units finished. We shall see!
On a different note, July saw me finally finish reading The Magic Mountain, by Thomas Mann. I know it won the Nobel prize, and all, but I can’t really say that I enjoyed it, overall. I gave it three stars because, while it often felt like a chore to get through, there was still something about it that kept me coming back time and again. Maybe it was just the convenience of having something to listen to on the train, as well, as I half-read and half-listened to it, but I stuck with it despite my wife suggesting I abandon ship on several occasions. But it’s done now, and I’ve since moved on to reading Dune. Another classic, albeit one of quite a different cut, I’m cautiously enjoying it so far, having crossed the 100-page mark a little haltingly at first. I’m definitely getting more into it the more I read it, so I have high hopes!
I’m really behind on book reviews though, so I think I’ll try to remedy that in August. There is the final Witcher review, and the final Shira Calpurnia to sort out as well. I seem to be doing pretty well in terms of my reading this year, having made it through 25 books so far. I usually aim for about 30, so it’s going well, especially when some of them are absolute tomes like the Thomas Mann!
Anyway, that’s pretty much all there is for July – even in a month where I say not a great deal has happened, I manage to waffle on for more than 1400 words…
It’s taken me a little longer to get these guys painted than the Guardian Defenders, but my second Aeldari unit is now finished! I think I had less of an idea for how to get these painted, so there was quite a bit of to-and-fro as I worked out my colour scheme as I went along.
With these gents finished, I’ve now got my first 250 points fully painted, and I’m feeling good! I think this is partly due to the approach I had with them, to just paint a little bit each night. Juggling real life and the hobby has proven to be difficult of late, but I can be reasonably sure of an hour each evening where I can get some work done. In a change to my usual approach to batch painting, though, I made a conscious effort to plan it out, so I would aim to get all the leather done in one session, then all the weapons, then all the metals, and so on. It worked really well, too – having that structure really helped me get them all done.
I’m also trying to be more structured in my approach to writing my paint schemes down. Not only in terms of actually making sure I do this, but trying to think about the stages and whatnot, so it becomes a more efficient process. In the past, I’ve written these things down on a part-by-part basis. But if two parts both need a Nuln Oil shade, I’m trying to do so at the same time.
It’s tiny stuff like this that I’m hoping to incorporate that will make my painting easier, and allow me to be reasonably confident that I can get stuff finished when I embark upon a project. Especially with the Aeldari being a whole new thing that requires me to buy more models.
And on that note, I’ve bought an Autarch! I had been planning to get Eldrad first, but the local games store had him instead, and I want one for the list regardless, so now have a character to lead my force! Once he’s painted, that will bring my list up to 350 points fully painted.
I’m really enjoying this new army project right now, can’t wait to get my first game with them soon!!
It’s been 12 months since this happened. A whole year with Marvel Champions. It’s hard to believe, really, because I feel as though I’ve had it for longer, given how often I’ve played it, and how highly I rate it. Let’s see… according to my stats over on boardgamegeek, I have played this game a total of 56 times, with the first game taking place July 27, 2022.
I’m surprised, because I thought I would have clocked up far more games than that. However, it was quite patchy in those first few months, as I suppose it wasn’t until Christmas when I had a real injection of content with a bunch of big box expansions, after which time I’ve pretty much been playing in regular rotation. It was the first game on my 10×10 challenge to see 10 games played, in just over a month. I haven’t really had a lot of game time recently to devote to it, unfortunately, but I’m hoping that will change soon as I attempt to make more of an effort with my gaming!
It’s just such a fun game. With the next big box expansion expected any day now, there seems to be plenty of life still in the old dog, too, which is nothing but great news for us all!
You can read my original blog on the game here, and use the tag Marvel Champions to find a disturbing amount of content for the game here on my blog. Enjoy!
I really wanna play more Marvel Champions right now…
Hey everybody, In case it wasn’t obvious from my recent spate of posts, I am really into this whole Aeldari army idea right now! I’ve been plotting and planning how to go about getting this force built almost constantly, and have painted little else since I started getting my army together. After my exhaustive look at my plans for the army last week, I’m still looking through the list of units as to what else I might like to get my hands on, when time and funds allow.
I have included a single Warlock in my main list, but they come in boxes of two as a Warlock Conclave, so I would naturally end up with a pair of them when I eventually get that far into the list. They have the same weapons, with the same stats, but they have slightly different abilities. The Warlock by himself is a leader that can lead either of the Guardians units, but the Conclave doesn’t have the ability to attach to units. Instead, they themselves can be led by a Farseer and, having that guy in with them grants them access to the Protect psychic ability, making the whole unit -1 to hit. They also have a 4+ FNP against psychic attacks, which in fairness is probably going to be something that comes up rarely in my games. I mean, JP has some psychic people in his armies, but not a great deal, and he doesn’t really use them a lot, while James plays Black Templars, who abhor the witch!
I do sort of struggle to see what the point of the Warlock Conclave is. They have a psychic flamer-type weapon, and a psychic spear, which suggests that they want to be in close combat. Their witchblade is anti-infantry 2+, so I feel like they’d be best used as a bit of a scalpel unit, moving against some key unit in the enemy force. Or perhaps they could function as a sort of mini-bodyguard for the Farseer (and Eldrad Ulthran is a Farseer, remember). If there is a character like that making a nuisance of himself, it could be quite useful to have him guarded by a unit of guys who are toting flamers and anti-infantry blades.
To some extent, I’ve been keeping away from the still-finecast Aspect Warriors, because they’re all expected to be replaced in plastic soon enough, and there’s no telling whether their datasheet will remain the same when those new models inevitably come out. Of course, the design team have said that the codexes will largely keep these things the same, but I suppose until we see these things for ourselves, it’s difficult to say. Anyway – Swooping Hawks are an interesting unit, as they don’t have a great deal going on for them, on paper at least. They are armed with lasblasters and close combat weapons – lasblasters remind me of boltguns, S4 AP0 D1, though they are four shots with lethal hits and assault, which is nice. Especially when you see that the Hawks can move 14” to begin with. Potentially moving up to 20” in a turn can be quite spectacular, and their special ability allows them to go into reserves if they’re not in engagement range at the end of your opponent’s turn, meaning they can basically be used absolutely wherever you need them to be. A full unit of 10, making 40 shots from up to 24” away, and any 6s to hit auto-wounding, makes them look pretty good to me.
Their Phoenix Lord is Baharroth, who gives the Hawks +1 to hit, and after they have made their shooting attacks, he lets them make a normal move of up to 6” (though they cannot then charge). Fire and Fade, after already making a potential 20” move and still being able to shoot has got me very excited indeed!
I think I’m still holding out for the Fire Dragons first, because a melta squad sounds amazing, but Swooping Hawks have also got me really quite excited for the possibilities.
Rangers are a unit that came out of the 2022 mini-refresh, and I see a lot of talk about them online as they appear very cheap for what they can do. 55 points for a five-man squad, with Infiltrators and Stealth, packing a long rifle that has both heavy and also precision, so they’re intended to be the snipers of the army. The rife hits on 3s, and is S4 AP-1 D2, so five of them should be able to do some decent damage against any visible characters within 36”. Their natural leader is Illic Nightspear, a finecast model who gives the unit he is leading the ability to re-roll the wound roll when they make an attack, and also prevents them from being targeted by enemies if they’re more than 12” away.
Somewhat adjacent to the Rangers is Amallyn Shadowguide, originally from the Blackstone Fortress line-up of heroes, and now with 10th edition rules thanks to the recent Warhammer Legends slew of datacards. I had initially hoped she would have some ability to lead Rangers, but sadly not – however, she has the ability to redeploy both Rangers or Shroud Runners, the Forge World-specific Aspect Warriors. Otherwise, she is very much a Ranger herself, albeit with Lone Operative which gives her the same benefit as Illic Nightspear bestows on his unit. It’s Amallyn that has prompted me to start looking at the Rangers, though, because I have her model from BSF. She could of course be used in the army anyway, as a lone operative she doesn’t have a great deal of impact on everybody else, but the ability to redeploy before the battle seems really useful, so it makes some sense to try and get her in with some Ranger friends to make the best use of that ability. In the meantime, though, I am thinking about getting her painted up at some point, if for no other reason than she would be a useful hero for the army I have at the minute, because otherwise my troops are all without a leader!
I am incredibly excited for the Aeldari project, and I can’t wait to see how the army performs on the tabletop. In writing this collection of blog posts about it all, I’ve come to realise that I’m actually really excited about the whole idea of it, which is a similar position to how I felt about Drukhari way back in 7th edition (when they were still Dark Eldar). Back then, I wound up buying far too much stuff for that army, and have now found myself in a position where I’m trying to off-load the multitude of kits that I have, because there is simply no need for me to own so many things. I’m therefore trying, as much as I can, to stop myself from getting in the same position here – obviously, I now have kids to think about, so I can’t be throwing my money at GW with wild abandon as I used to! But while I think it would be good to have one of every unit in the codex, I don’t think I’m going to simply buy it all up and then see where I am. Planning things out as I have been, and painting things up as I get them, is the best way to go about it in my view, so I will keep chugging along with things for the time being.
On that note, keep an eye out later in the week for a bit of an Aeldari painting catch-up! I’m hoping to get my Corsairs finished in the next couple of days, so will have a post about them soon!
Hey everybody, Despite going on and on about Warhammer 40k, I am still keeping my love for Warcry alive here on the blog and my Summer of Sigmar, and have got lots of plans for this as the summer progresses! Today, though, I thought I’d come here with some of my thoughts on my number one AoS army, the Ossiarch Bonereapers, and see how they work in Warcry, after having tried them out earlier in the month.
Initially, I wasn’t a big fan of using AoS miniatures in Warcry. I feel like I’ve talked about this a lot before, so I won’t labour the point here as well, but I think there was just something about the game that kinda spoke to those original Chaotic warbands, and thought AoS miniatures should leave well alone. Well, I think I’m over that now, especially as we’ve seen the game broaden out so much, so wanted to talk a bit today about using some of these guys in the skirmish game.
While the Ossiarch Bonereapers range is still somewhat small in comparison to other armies, the number of models they can field in Warcry is quite significant, thanks to the fact that there are so many weapon options available to these models. There are six leader options – four of which are stand-alone heroes anyway, and the other two are unit leaders. Then we have Immortis Guard, two flavours of Kavalos Deathriders, three flavours of Mortek Guard, two versions of Necropolis Stalkers, and then four different types of Morghasts. It’s quite a step-up from the original Warcry days, when there were just Mortek Guard, Kavalos Deathriders, and Necropolis Stalkers!
The new Compendium has brought the points down a lot, as well. I think the original list I had thought up was about 300 points more expensive than nowadays, because the Mortek Guard have dropped by 30 points, and their Hekatos has shed 75 points in the transition to the new edition! The movement is still only 3” though, which is unfortunate, but the cavalry and Morghasts both move 8” so there are ways around that now. To reflect the new plethora of units available for the Ossiarch Bonereapers, those existing units have been weakened slightly. For example, the soulcleaver greatblade makes fewer attacks now, and deals less damage on a critical hit. Damage has been reduced across the patch, but introducing a unit like the Immortis Guard has helped to shore up their lethality, as that guy can do 3 damage even on a regular hit.
I’ve got a list built for them that uses a mix of models, including the Immortis Guard, so I’m excited to see how these fare when I get to try them out next! In addition to a pair of Immortis Guard, I’ve got six Mortek Guard with blades, a Mortek Hekatos, a Mortek Guard with soulcleaver greatblade, and led by a Mortisan Soulreaper.
As a magical hero, he can make a magical ranged attack as well as using his scythe thing. He also has access to the quad ability Soulreaper Scythe, which lets him allocate damage equal to the value of the quad to all visible enemy fighters within 3”, really emphasizing the fact he wants to be in the thick of things. I mentioned that the move characteristic is one of the worst aspects for this warband – well there is a triple ability that lets you add half the value of the ability to the move for all fighters in that battle group, which is definitely something that will help out if you can roll triples!
Bonereapers are already toughness 5, but they can form a shield wall to increase that to 6 which should really mess with a lot of armies, who only have strength 3 weapons. Reactions are the new thing for this edition of Warcry, as we know, and the Ossiarch Bonereapers have Deathly Prowess which allows them to dish out 5 points of damage against a melee attack that misses them; so coupled with toughness 6, that shouldn’t be too hard to pull off.
I don’t really like to use mounted models in my games, because they’re often too large and can seem a bit difficult to use within the confines of the board. But the Deathriders seem to have access to a lot of nice abilities, such as Hunt and Kill allowing for a bonus move action; Deathrider Charge allocating a number of damage to the charged fighter equal to the value of the ability, and for the heroes Endless Duty allowing for a bonus move or fight action if they take an enemy out of action during that activation.
I’m excited to use my Bonereapers in a game of Warcry soon, principally because it seems like the only game I’ve played with them so far was very one-sided against them, requiring a lot of moving around to gain objectives but that 3” move really hampered everything for me!
Hey everybody, Last week, we had all of the datasheets for Warhammer Legends drop, although the news was not heralded with perhaps the same unbridled joy that I had when seeing it! For those of you who don’t know what I’m on about, Games Workshop will invariably take the opportunity of a new edition launch to retire some models, and over the years there have been a lot of models produced as one-offs, or special named characters that only matter in a particular narrative that is being pushed at the time. Forge World had a slew of these types of models, and people of course have collected them and, in some cases, have them in pride of place in their collections (especially if it was a limited edition). But when a new edition rolls around, particularly when that edition is a big change, like 7th to 8th, or 9th to 10th, those models will need a new datasheet because the stats don’t mean the same things anymore.
Warhammer Legends is the way these ancient models can be kept in the game, although ordinarily there will be a single document that gives the stats and the points launched at the start of the edition, and they won’t be reviewed when points and balance is looked at going forward. Though I imagine there would be action taken if something was deemed to be too ridiculous moving forward.
What has got me so excited by all of this, then, I hear you ask? Well, to start with, the Blackstone Fortress models now have rules for big 40k, which means that I can build an army with such models as the Rogue Psyker leading a mob of Negavolt Cultists, or Espern Locarno leading some Voidsmen. What a wonderful time to be alive! The Blackstone Fortress stuff is great, and I’m really pleased to see them tackle this sort of thing so that we can include maybe a smattering of weird and wonderful things.
We also have the proxy/counts-as list, so any model that is close enough to an existing model doesn’t get a Legends datasheet, but there is an “official” proxy list that tells you to use your event-exclusive named character as a generic Space Marine Captain, for example. That’s all fine, although it’s sad to see the Sisters of Battle Celestian Squad is officially dead, as they should be used instead as generic Sisters. Which is kind of what I had decided to do, of course, although doing that does require me to get another box of Sisters now so that I can make my erstwhile Celestians and my Dominions a fully-legal squad.
So it’s great to see these models having rules out there for games, but will they be any good? Espern Locarno, for example, is 40 points and can prevent enemy units being set up from reinforcements within 12” rather than the usual 9”, so he’s a bit like a Clamavus for the Genestealer Cults, but he also has a psychic ability that forces a battle-shock test at the start of the shooting phase on a unit within 12”. I think he’s quite good, personally, and could see him being thrown in with some Navy Breachers as a novelty unit.
In terms of Chaos, the Rogue Psyker is one of my favourite models in the whole range, let alone within Legends or just Blackstone Fortress. He can lead Cultists, Accursed Cultists, and Negavolt Cultists, and whoever he does lead gets a 4+ FNP against psychic attacks. He can also attempt to give his unit a 4++ as well as a witchfire attack with devastating wounds, though it is slightly unstable, which I suppose is as it should be. Negavolt Cultists are a little bit like Fulgurite Electro-Priests, and can dish out mortal wounds to a unit they charge, which is very nice to have! They also have the special rule that lets any unit that can normally lead a Cultist Mob also lead them, which I do like because it can future-proof new models coming out. The Rogue Psyker and Negavolt Cultist unit comes in at 115 points, so again, functions quite nicely as a sort of novelty unit to include on the side of your regular army.
There is some controversy in that models like the Tyranid Dimachaeron don’t have a points value in the list, which I know a lot of people were unhappy about given how much that model costs. Hopefully GW will fix that soon so that everybody is suitably mollified.
In short, I think it’s great to see old models still supported in the new edition. It can be really exciting to see how models from the past are translated into this new edition, and it’s interesting to work out whether it’s worth bringing stuff from these lists given the new models that keep getting churned out from Nottingham. I would like to think that there are whole teams of people who use stuff like this, and I think having the ability to keep bringing these pieces of Warhammer history to games is just fantastic. I have next to no interest in optimum tournament level play, so I think it’s just cool to have more options for your army!
Yesterday, we had our advance warning for the new starter box for Warcry that will be coming up for pre-order this coming weekend, and upon further examination, I am really kinda disappointed in it. It seems to be using a similar snow-graveyard board that came in the Corpsewrack Mausoleum kit that came out back when Warcry was new, then disappeared and has never been seen since, but the terrain…
We have four walls – or, more accurately, two walls and two fences – a statue and a coffin. And that is it for the terrain. In addition, we have two warbands, previously released as Warhammer Underworlds warbands, their cards, and some bland white dice. There is a token sheet and a rulebook that apparently comes with bespoke narrative missions for this box.
Don’t get me wrong, depending on the price, this could be the absolute perfect boxed game for someone who has never heard of Warcry before. In comparison to the original starter box, or any of the other big boxes, it is laughable. But if you want to find out what Warcry is all about, then it could be great. It looks like you have marginally more content than a Warhammer Underworlds core set, because of the terrain, though with fewer cards I suppose you could make a case for the contents being roughly equal. So I would expect this to retail around £65-£70, which would be great for getting into the game.
I’m also hoping that it is pitched at this kind of level to ensure it isn’t scalped. The Vampires are very nice models, and I’m sure there’s at least one of those four that has been regularly been used for Golden Daemon entries since they came out. But the only thing that is new, really, is the terrain. And it’s not really bonkers-amazing terrain, at that. I had fleetingly considered getting it because I wanted the game board, whereupon I might have tried to get the mausoleum miniatures and finally be able to play those scenarios that use that board, but I might wait and see what ebay has to offer.
I could be completely wrong, of course, but I don’t think that this box is going to sell out before it comes up for pre-order, which means Warcry has a fair chance of garnering more new people through having a well-placed starter box. Of course, it almost behoves GW to now make sure that there is a great way to expand your Warcry experience after getting this box – there should be a big box of terrain and such available hereafter, for people who buy this and thing, yeah, I like this game – where can I go next with it? If the only thing to change up the experience is to just buy different warbands, who presumably won’t be able to use the same narrative missions from the rulebook (and also contain double the model count of those warbands in this core box), then I imagine new players would get bored quickly.
I always try to put myself in the position of a new player with these sorts of things. If I bought this box, would I want to play the game over and over with just four walls and two statue-things? If I could see there were terrain pieces out there like some of those ruined buildings from the 2019 core set, or the meat-trees of Ghur? I would want to get different warbands to try, for sure, but I would more likely want to have different board set-ups. This is why Warcry was such a phenomenal game when it launched, I think – it had all of those new environments as well, the Azyrite Ruins, the Mausoleum, the Sigmar Temple thing. The roadmap for new releases didn’t talk about any new terrain kits, but Warcry is a bit like Necromunda in that the board is important. It needs those Ravaged Lands expansions!
The golden goose! I wish I’d picked this up back in the day…
I hope we can see more for it in the future, because it is too good of a game to be left behind.
Hey everybody, I’ve been thinking a lot about building my Aeldari army lately, and indeed, have been focusing my painting pretty much entirely on that whole process, as I have been aiming to get all of those models that I have for the force painted. Admittedly, I don’t have a lot right now, but even so, I want to ensure that I have got everything painted before I move on to buying yet more plastic. When that glorious time comes, though, I want to make sure that I’m buying the right stuff, and not risking a repeat of the Dark Eldar process of just buying everything, then ending up with a massive pile of shame. By planning out the army that I intend to build towards, I think that should help to keep me under control!
I’ve written two lists – well, one list, but broken down, if that makes sense. So I’m aiming ultimately to have a 2000 point army, so have split it in half, making sure the first half is a fully playable force. That way, I should be able to play games with it while I’m building towards the other half. So let’s take a look!
One of my principal goals with this is to get a sort of “classic” Aeldari army – I’m not going for some kind of specialist force, like all-bikes or all-Wraith or something. It’s got a bit of everything, for good or ill. I know the meta right now seems to be all about Wraithknights, but I don’t want my first Aeldari army to basically be three giant models and nothing else – I want to collect some of these beautiful miniatures, and feel like I have a good-looking force on the table.
Something that I’ve learnt about myself over the years playing 40k is that I actually enjoy a good mix of unit types in my armies, and I dislike copy-paste units. I know sometimes you’ll need to have multiple units of course, but I like a flexible variety wherever I can. I also really enjoy having a wide range of unit types in terms of their role and size, so bikes, vehicles and infantry. These principles are behind the current list-building, although added in to this is the fact that I want to keep it all-plastic, so have avoided any of the older finecast models for now!
So let’s take a look at how this all breaks down. Get yourself a cuppa, because this is a very long post!
The Aeldari army rule is Strands of Fate, which allows you to roll 12 dice before the battle, and use these as a pool much like Sisters and Miracle Dice – as the battle goes along, you can use one of these fate dice to substitute for a dice roll once per phase. You must make the substitution before rolling, however, so you can’t roll and then decide you don’t like it – it is a bit of a gamble, in that sense! A few of the units in this list interact with this rule in different ways, so it’s useful to know! The detachment rule allows units to re-roll one hit roll and re-roll one wound roll during an attack, shooting or melee, as well.
The first half of the list involves two units of troops, one of which will be in a transport. I have two units of jetbikes, along with a character on the same, a small unit of more elite troops, a big centrepiece and a couple more characters. In terms of purchases, it is two characters, a vehicle, and the combat patrol box, so it doesn’t require a great deal more because I already own some Guardians and some Corsairs. At retail price, this will set my back £180, but hopefully I can get a couple of these from the local store and save some money-pounds!
While it makes sense to buy the Combat Patrol box, because it’s a good deal for the models inside, the jetbikes wouldn’t necessarily be top of my list for this early in the army build. They’re great looking models, don’t get me wrong, and I would probably want some sooner or later, as they are great for objective-grabbing in the game. Each model has OC2, and they can re-roll their hits against a target that is sat on an objective. So they have some utility, and a 14” move is not to be sniffed at, either! I think it’s something of a problem with these sorts of boxes, though, where GW is building my army for me – while that’s helpful when you’re just starting out, I do like to have more control!
The Wave Serpent is the big transport for the army, with a capacity of 12 models, and it comes with a twin shuriken cannon and twin shuriken catapult, both of which can be altered to suit different purposes. I’m going to use this for transporting my Storm Guardians, I think – the more melee-focused version of the basic troop choice. Storm Guardians all come with pistols and close combat weapons, but up to 2 of them can have a flamer, and up to 2 of them can have a meltagun. They have the “sticky objectives” ability, so once they control an objective it remains under their control even after they move away, until it is taken by the enemy. So I could see these guys going up the field to get control of objectives before harassing the enemy in close combat. They get a 5+ invuln save thanks to the little weapon platform they have, so they would hopefully hang around for a bit, and with OC2 they shouldn’t have an issue taking objectives.
I’m going to stick the Farseer in with these Storm Guardians, because he has the nice defensive psychic ability Fortune, which makes a friendly unit within 12” -1 to hit, so with his unit being so far up the field, I think that could be useful. He also has the ability to use a fate dice and automatically change it to a 6 before use. This ability is shared by the Farseer Skyrunner, who I’m chucking in with the Windriders, but he also has the Guide psychic ability, which allows a friendly unit within 12” to re-roll their hit roll. I have to admit, I’m not sure why this is going to be useful when the detachment rule allows you to do this as well – clearly, when the codex comes out and we have new detachments, it could well come into its own, but for now, it seems a bit redundant. But it is a useful clue to have when we’re thinking how codexes are going to look – presumably, these datasheets aren’t actually going to change very much, in terms of their abilities like this.
The other character in the list is Eldrad Ulthran, who is principally there because he lets you roll an additional 3 fate dice at the start of the battle, which sounds like an amazing utility! He also has a sniper-like psychic attack, and the psychic ability Doom which lets you target an enemy unit within 18” – on a 2+, each time a friendly unit targets that unit, they get +1 to wound. I’m throwing him in with the unit of Guardian Defenders, because it feels like he should be kept a bit further back, and can be used almost as a backline sniper. The Guardians themselves all have shuriken catapults, which are also 18” range, so it makes sense to keep them with Eldrad. If they control an objective, then you can add a fate dice back into your pool (rolling it first) during the Command phase, so that’s nice to keep the pool going.
I have five Corsair Voidscarred in the list, mainly because I already have the models for them and they should be quite useful in terms of what they can do – they have the ability to select an enemy unit at the start of the battle, and gain lethal hits and precision when targeting that unit. The Voidscarred are the slightly more elite choice of Corsairs, and they have the rules for all of the Kill Team upgrades like the bird and the psykers, etc. While I’m intending to paint the whole unit of 10 up regardless, I think when it comes to playing games with this list, I will be using the bird-guy and the soul weaver – the lady with all those channeller stones – because they give the unit ignores cover, and the ability to change damage to 0 when you fail a save, respectively. Otherwise, this unit is equipped with swords and pistols, but I’m planning to keep them back with the Guardians and Eldrad, because I think they could function as a useful bodyguard-type unit (although not a Bodyguard Unit in terms of the 10th edition rules).
The final piece of the first part of my list is the Wraithlord. He’s a nice, big centrepiece-type unit that has some very interesting weapon options, and the ability to equip quite a lot of said weapons. He comes with two shuriken catapults as standard, and these can be replaced with flamers if you prefer. He can additionally take a ghostglaive, which is quite a powerful melee weapon, and he can additionally take one heavy weapon such as a shuriken cannon, bright lance or starcannon. I’ve become a big fan of the starcannon – the Aeldari version of a plasma cannon. The Wraithlord also comes with the ability to re-gain fate dice every time he destroys an enemy unit, which is quite useful.
I do like this particular army build, anyway. There is a lot of variety, which I always like to have, and some very useful abilities doing the rounds, so I feel good about this half of the list. And this is what I had been hoping for – I’m excited about building up the Aeldari army, regardless, but I am excited for this particular list, as well, so that’s really nice.
But let’s move on to the second half of the build. This is a slightly more expensive part, probably due to the fact there is no combo-box yet like the combat patrol, so I’m having to buy it all individually. £256.50 for the lot, if I pay the full retail price, so hopefully I can either get that cheaper at a local store, or else there could be an Aeldari battleforce box for Christmas that helps me to save a bit! They didn’t have anything last year, in fact they haven’t had any battleforce box since 2018, so I think that could mean it’s time for one!!
I knew, going into this army project, that I wanted an Avatar of Khaine. The model is huge and glorious, and one of my favourite 40k models for sure. At nearly 300 points, though, it’s also quite the points-sink, but is even more of a centrepiece model than the Wraithlord, and I just couldn’t not have one. It’s interesting, really, because my usual approach to starting an army would be to leave something like this for a while. I suppose, though, that would be the old way of army building, where you need your troops and your HQs. At any rate, the Avatar is a brutal monster that halves all incoming damage as he strides along the battlefield, somehow shooting with his sword before getting into melee, where he can do six attacks at S14 AP-4 Dd6+2, or twelve attacks at half of that. He also gives friendly models within 6” a +1 bonus to advance and charge rolls, so could work well alongside the Storm Guardians if they’re trying to burst into melee. At toughness 12 and with 14 wounds, I think he might be a problem for the enemy to deal with, but I suppose we’ll see!
The Warlocks are a curious unit. They are warriors who have left the path of the warrior to follow their psychic potential. Warlocks have a weird kind of psychic flamer weapon, as well as a spear that can be used in the shooting phase because it too is a psychic weapon. They can attach to units that already have a leader, so I’m going to put mine in with the Storm Guardians because of his psychic ability Runes of Fortune, which allows you to add a flat 6” to the move characteristic of the unit he is in rather than make an advance roll. The Runes of Fortune also has the ability to subtract 2 from enemy charges coming at the unit, which would potentially be useful for the Guardian Defenders as an additional defence, but I want to see how this guy holds up in melee first.
The Autarch is the general of the Aeldari army, so you might be thinking it a bit odd that he’s not in the first half of the list. Well, I suppose it was just a question of points, really, but I already have a fair few characters in that first half! The Autarch is a lovely new plastic model, and in true representation of the lore, has the ability to take a variety of wargear due to his legacy of having worked through each of the aspect shrines in turn. He can use the ranged weapon of the Dark Reapers, the Warp Spiders or the Fire Dragons, as well as the melee weapon of the Howling Banshees or the Striking Scorpions. It’s a very customisable kit, and I’m not entirely sure yet how I’d like to equip him. His abilities grant a bonus command point in my Command phase, and once per turn he can target his unit with a stratagem even if it has already been used that phase. I think I will most likely throw him into the Guardian Defenders unit, kicking Eldrad out at this point, and give him the Dragon fusion gun (melta). Eldrad can then hang around with the Corsairs as an informal screen for him while he does his thing, but all of them can probably hang out in one big blob, I reckon.
I’ve also given the Autarch an enhancement, The Weeping Stones, which gives him an ability similar to the Wraithlord, adding a fate dice to the pool every time he destroys a unit. Hopefully with a meltagun, that won’t be too difficult!
Speaking of Corsairs, I have a full unit of the Voidreavers in this second half of the list. These are the more basic troops type, and while they all come stock the same as their Voidscarred brothers, you can equip all of these guys with shuriken rifles instead of pistols and swords, which opens the gates for swapping a rifle for a heavy weapon – I’ve gone for the wraithcannon, more for aesthetics, but it is a massive S14 AP-4 Dd6 weapon, albeit one-shot. The shuriken rifle is a bit like a basic bolter, but for ever five models in the unit, one can replace their rifle for a blaster or a shredder. I feel at home with these weapons, being Drukhari staples – indeed, while the Corsairs are a blend of Aeldari and Drukhari, I think the helmet options in the kit make them look far more like the dark kin, even if their armour still has all the curves and stuff that the Craftworlders have. The Voidreavers can re-roll hit rolls of 1 natively, and when targeting an enemy on an objective they can re-roll the whole hit roll – much like the Windrider jetbikes, they seem to be made for objective-grabbing. They also have the Scouts 7” rule, so can make a pre-game move that can help get them in position. Hopefully, then, these guys can do some good work out there!
So far, we have got two of the Aspect Warriors kits released in glorious new plastic, although the Dire Avengers are already in somewhat old plastic now. Of the two new kits, though, the Dark Reapers are perhaps my favourite, so I’ve gone with getting some of those into my list first. These guys have got the ability to ignore any and all modifiers to the ballistic skill when shooting, so any enemy units that are -1 to hit are ignored, which is nice. Their guns are the massive reaper launcher, 48” range ignores cover, with a dual profile that allows for either one punchy shot, or two fairly powerful shots. The exarch has the option for being equipped with a missile launcher, shuriken cannon or a tempest launcher instead – the missile launcher is quite nice, as it has the same long range, but the tempest launcher sounds like fun, making 2D6 attacks, though at a slightly smaller range.
I’m putting these guys in the Falcon, the Razorback of the Aeldari. This can transport up to 6 models, and in the shooting phase, if the unit that disembarks from it also shoots the same target as the Falcon, then they can re-roll the wound roll. So I think the transport could get them into optimum position, before then everyone gets out and they start their offensive. I think it would be interesting to see how all of that would work out, anyway!
The final bunch in the list is the Wraithguard and Spiritseer. Now, when I first started talking about the Eldar on my blog, I said that I had never considered an army of them before, due to the old models and finecast issues, but that isn’t entirely true, I’ve come to realise. Back in the day, when I was first getting into the hobby, I used to watch and re-watch the videos on the different paints, with a very young-looking Duncan, and the model he used to demonstrate the base paints was a Wraithguard. I can remember thinking, well that looks cool – if I start an Eldar army, maybe I could use those instead of Guardians? That was pretty much how far it went, but still!
The Wraithguard are big models, and they come either with wraithcannons or D-scythes. I think in the fullness of time, I would like a squad of each, but for the moment, I’m leaning heavily towards the wraithcannon – it’s only one shot each, but S14, AP-4 and Dd6 with devastating wounds could be, well, devastating. They have a pretty great ability where they can shoot back at an enemy unit after that unit has finished making its attacks. That in itself is good, but then we also get the fact that their weapons gain the pistol ability, so even if an enemy unit charges them, they can fire those wraithcannons in close combat! Toughness 7, 3 wounds each, they should be able to take a bit of a hit, I would think, especially with that 2+ save.
What makes them more durable still is the Spiritseer, who grants the unit he leads +1 to hit rolls and gives their weapons lethal hits, but he can also return one destroyed model to that unit in the Command phase. It’s quite a deadly combo really, and I think it could make for quite a tanky unit. Otherwise, the Spiritseer is pretty unremarkable, but I am very excited to see how that combo could work out!
I realise that this post has already gone on far too long, but I want to talk about stratagems before I finish. There are some very interesting options here. Feigned Retreat lets you fall back and still shoot and charge, which is very useful if the wrong unit gets caught in close combat. Matchless Agility lets you add 6” to the movement of a unit instead of advancing, just like the Warlock’s ability. Fire and Fade allows you to move-shoot-move, though you cannot then declare a charge. It’s 2CP, but could be absolutely worth it for a high value shooting unit like the Dark Reapers or the Wraithguard, to get them into range, then get them into safety rather than moving into the open to take their shots. Bladestorm improves the AP by 2 on a critical wound in the shooting phase, which is quite nice on something like Guardian Defenders, where you’re making a high number of attacks so likely to get a lot through, but they don’t have much else going for them. Phantasm allows you to move a friendly unit up to 7” at the end of your opponent’s movement phase, letting you pull a key unit out of harm’s way if need be. Finally, Lightning-Fast Reactions makes a non-Wraith unit -1 to hit when your opponent targets them in the shooting or fight phase, which is a nice defensive ability that could be very useful.
If it wasn’t clear already, I really like how this army is looking, and it has got me really excited to build and play with them. I’m having to hold myself back a bit, mainly because I am not made of money, but I also don’t want to find myself drowning in a sea of plastic. Having 20 Corsair models to paint (ten of which are already coming along well, thank you for asking) is probably my limit for the time being, so I don’t want to find myself with more and more in the pile of shame. I’m quite happy to just buy and build/paint, then buy and build/paint, although something tells me I could well be buying the models for the first half of the list before too long, just so I can start playing some games with these guys.
I’ve spent a very long time talking through all of the units that I want to get so that I have a 2000 point army, but I can’t help looking through the index of what else is available for the Aeldari, and it has got me thinking even more long-term about what I would like to get.
One of the things I liked the look of was the Autarch Wayleaper, which is the Autarch with wings. I think this is one of the things I might get once I am at full capacity with my Aeldari, so I have the option to swap him in to replace the regular Autarch. It wouldn’t feel right to have both of them, after all! I would like to get Maugan Ra to lead the Dark Reapers, as he grants +1 to the hit roll of the unit he is leading, and has a pretty good big gun, himself.
I know it’s a bit cheesy right now, but I do like the idea of the Support Weapons platforms, they’re a bit like the heavy weapons team for the Guard. They also have the ability to make any unit that was hit by their attacks -1 to hit for the rest of the round. They have some interesting weapons options as well, so that could be interesting, and they come as a gunner and a single Guardian model, which is a bit weird. But I think they could perform a function, so I’m intrigued!
I’m also intrigued by the Vyper, which is a bit like a heavy bike, with a gunner in the back a bit like the Harlequins bikes, they have the usual array of options such as bright lance and scatter laser, but I think it could be useful to have a couple flying around in support with the Windriders – their ability essentially removes cover from any unit that they hit (they don’t have to inflict any wounds to activate this). So that’s quite interesting.
There are only two vehicles in the list, and I do find myself thinking about including more. The Fire Prism seems to be an auto-include in all of the lists I’m seeing online right now, but I am more intrigued with the Night Spinner, whose cannon has the ability to decrease the movement of enemy units when it hits them. That’s something that I could see being quite handy. The thing that always bothers me a little bit with tanks like this is how big they are, and how big a target they consequently become, in relation to what they actually do. These things basically have two guns, a big cannon that might only be 3 shots, and a standard shuriken catapult like the Guardians. It feels like a big investment, both of money and of points, for what could be a small return, as a lot of the games I play involve a lot of infantry. Though there is something for shooting a massive cannon into a daemon prince… So while I would like to see about getting some more vehicles, I don’t think they’re a priority for me right now.
Now, these next models are all currently finecast and old, and some of them aren’t actually available to buy right now anyway, being part of GW’s made to order range rotation. Prince Yriel is top of my list here, as he can lead the Corsairs and give them +1 to their OC, but also he has the same ability as the Genestealer Primus, redeploying up to three units once deployment is complete. He’s also a really cool-looking model, and I think he’s one of the later finecast models where he looks great, if you manage to get one with no miscasts! I know a lot of the finecast range was made with the metal moulds, so some of those earlier kits were horrible, but he looks a lot like he might be a great model with some very crisp detail.
If GW intend to re-do all of the aspect warriors in glorious plastic, then I really hope the Fire Dragons are next on their list. These are the meltagun guys, so melta is always very nice. Their dragon fusion guns are melta 3, so if they can shoot something within 6” they’ll be inflicting D6+3 damage, and if they’re shooting a monster of vehicle in that range, they can re-roll wound and damage rolls of 1, which is very useful! Their Phoenix Lord is Fuegan, who gives Fire Dragons +1 to hit, and he also has the ability to come back to life on a 2+ the first time he is destroyed. So that could be fun, assuming these units keep their rules when the come over to the plastic side.
But all of this is just my random thoughts for the future. I don’t know when I could actually be looking at completing this army project, because it feels like there could be a lot of work ahead, not just for the first part of my 1000 points list, but also when I think about all of the other stuff that I already have that still needs some attention! I have come a very long way, in all fairness, in selling off a lot of the stuff that I have decided is just clogging my painting queue, so I feel really good about that side of things. But I still have a large number of models to finish painting for my various armies, so it would be good to get those finished as well. It should all work out well, though, if the Aeldari do end up with a battleforce box for Christmas, as odds are I won’t be in a position to be launching my phase two offensive until around then anyway, but would at least know what’s coming because they usually get announced November-time.
I believe they have said that every codex release will be coming with new models, so there’s the cue for those finecast things to get re-made in plastic, but from what we know so far, Aeldari aren’t due to get a codex until Summer 2024 at the earliest, so there’s quite some time for me to consolidate my riches!
Anyway, this blog has hit 4,500 words now, so I really need to stop typing and wrap things up! If you stayed til the end, then not only are you a wonderful person, but you deserve a biscuit. If you skipped to the end, well… I can’t say as I blame you, really! At any rate, this is an army project that has got me really excited, and I can’t wait to get the models and get playing some games with them!
Hey everybody, Welcome to a shameless show-off post! I do love the Warhammer 40k terrain, and I particularly enjoy the Sector Mechanicus stuff, but at my last game I had all of the Sector Imperialis ruins out, and I have to say, it really was quite glorious! All of that verticality from the soaring windows and whatnot! I was a very big fan! So I thought I’d get it all out again and take a look at it all!
It really is beautiful terrain. This is only half the size of a regular 40k board, which is kinda shocking to me because that is my dining table that it is taking up! However, I think it’s great to have the close-confines set-up here, rather than a more spread-out battlefield. I mean, I like a more sprawling field as well, but having the terrain all bunched up like this really makes it feel quite claustrophobic and stuff, which I enjoy. Very gothic, and very 40k.
The ruins come from just three kits, as far as I can remember. The pale tan coloured buildings are from the Kill Team 2018 starter box, which is where I think this terrain made its original debut. The big grey structure with the flying buttresses is the Sanctum kit that was released when the Sector Imperialis ruins was released in actual separate kits, which I had for years and wasn’t too fussed by, but eventually bought it when I returned a bunch of stuff to GW that I thought I would never use. Then the low grey walls, the big statues, and the scatter terrain were all in the Sector Sanctoris kill team environment box, which I was hugely impressed with back in the day!
The infuriating thing about all of this is that it has been discontinued, but was barely given the time in the sun anyway! I think it came out mid-way into 8th edition, and was gone by the time 9th rolled around, giving it about a two year shelf time. I mean, why?! It could be expensive to produce, or maybe it was taking up too much shelf space (they were big boxes), but even so, what a waste!
Of course, it was then released in Kill Team: Chalnath back in 2021, the new iteration of Kill Team, and I bought that box without really thinking things through. The stuff I already have does actually fill a board quite nicely, after all, so I have now put the Chalnath sprues (all 8 of them!) onto ebay to try and recover some losses there! Having about as much terrain (minus the Sanctum) again is really a step too far, when I don’t have the room to play massive games.
At any rate, the vast majority of this stuff hasn’t been painted, so I have decided to try to get a move on there. Terrain can sometimes be fairly quick to do, because there is the school of thought that it shouldn’t be overly-detailed to draw focus from the models. There have been a few times where I’ve almost missed models when packing up after a game, because the terrain is so detailed. However, I’m thinking I could just spray it grey, then do some drybrushing for the main walls, and pick out the pipes. Not yet sure if I want to paint all of the metal supports as well, but I have seen a beautiful job on some similar terrain from the always-incredible Tyler Mengel, so I could potentially see myself doing that, too. I think it would work well to keep things quite muted, and maybe stay with the grey and silver, but maybe one or two other bits being a different colour to try and make a slight feature. I mean, it’s got to be interesting!
This project is a bit of a long-term one, though, and I’m really not thinking that I would get the whole board completed in no time, or anything! Indeed, I am thinking that this might be a good opportunity to try to slow myself down a bit, as I don’t want to be rushing “to get it finished” and end up sloppy. I think there is a happy medium somewhere though, because the box of Ash Wastes terrain was painted in about a week, maybe less, and I don’t think that’s particularly awful to look at, after all!