This months release schedule appears to be entirely Warhammer. It’s about time Warhammer got some love. Hopefully the White Dwarf will still feature a large 40k section.
This months release schedule appears to be entirely Warhammer. It’s about time Warhammer got some love. Hopefully the White Dwarf will still feature a large 40k section.
The Tau continued to hammer the Ultramarines with their guns in turn 4. The Storm Raven took multiple hits, but due to poor dice rolls it emerged unscathed. The Tau had their vengeance by removing the Land Speeder’s remaining hull point; with small arms fire from the Fire warriors. The Commander and his body guard made shot work of the Ultramarine Captain and the two remaining Assault Marines. The Captain Failed all his Iron Halo saves. Two more Victory points to the Tau and the threat on their left flank nullified.
The second Ultramarine Assault sqaud droped from the sky at the start of their turn. Having abandoned their right flank the Ultramarines used the extra squad to consolate a hold on the left. The Storm Raven was out of targets so flew off the board to return as an ongoing reserve. The Tactical squads continued to advance, in order to try and push the tau back. The Devastators squads started to use flack missiles on the Firewarrior and pathfinder squads, as out of range of larger targets. Combined with the bolter fire from the Tactical squads each of the tau squad was forced to take a break test, which they all passed.
The 2nd Assault squad arrives from reserve and targets the closes path finder squad.
End of turn 4 Victory points Tau: 6 Marines: 1
This is a Geeks impression of what the new plastic Farseer model looks like.

This was done by Dave Smith and was posted on Natkta Faeit 212
The Tau received their remaining reserves at the start of turn 3 in the form of the Commander and Crisis team. The movement phase was more a case of repositioning than moving.
In the tau shooting phase a heavy toll was taken by the Space Marine Command and his assault squad, killing 5 of their number, including the flamer.
The bike squad also fell to the combine fire power of the Tau right flank, although their toughness of 5 meant this required all the tau had to offer. This also gave the Tau player 1st blood and therefore 2 victory points.
The Ultramarines looking more like a divided force than a pincer movement. At this point in the game it was 2-1 to the Tau but I already felt beat. Determined not to get down cast I decided to advanced as fast I could towards the Tau’r right flank and try and overwhelm them with the what I had left on their weaker side (hoping the faster forces on the left flank wouldn’t be able to close the gap too quickly. The Forward Tactical squad moved up to the cover of more ruins. The tactical squad deployed with the Quad gun moved up to the large ruined building in the centre of the board, where the scouts had been reduced to one man. The Scout Sargent took up position on the Quad gun. While the tactical squad from the Drop pod took up position behind the Agsis defence line with the devastators The Land Speeder moved to 11″ from the Hammer head which was now down to 1 hull point thanks to the bike squads suicide attack. The Storm Raven chases the Rip tide into the Tau line. Having shoot most of the Broad side squad last turn 2 wasn’t going to waste all it’s fire power on a single broad side.
The Ultramarine shooting phase went fairly well. The Land speader blew up the Hamerhead in the 3″ cloud of melta and shrapnel. Most of the rest of my firepower made very little of a dent in the tau force. I was concentrating every thing with a heavy weapon on the larger Tau suits, tying up most of my fire power. The Storm Raven took 3 wounds off the Rip Tide.
The assault squad took a single drone away form the crisis team. And then promptly assaulted them. This turned out to be a big mistake. The combined Over watch of the Broad side, who where with in 6 inches of the Crisis team and the Crisis team itself, which was hitting on 5 due to some lovely Tau upgrade, cut down 3 more assault marines! To put the final nail in the coffin, I then proceeded to roll a 4, instead of the 7 they needed for their charge range (having used their jump packs in movement phase to get make sure I wasn’t too far away that I wouldn’t fail my charge. This was not looking Good.
End of turn 3 Victory points Tau 2(inc 1st blood) Marines 2(inc line breaker).
Natfka has this picture emailed to him yesterday. This is a good indicator Eldar are indeed about to get a new codex; and that more races are going to more single plastic models.

The fact Game Workshop are producing these is quite remarkable. They have to sell a lot of plastic models to make money after the expense of creating the moulds. Which is why they have tended to go for units which could feature multiple times within one army. They must be very confident that the Eldar range is going to sell well and that existing Eldar players are going to want a new Farseer in their collection.
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