Saturday 29 September 2012

Game Review: Elder Sign – Omens

Elder Sign – Omens is the mobile device game based on Elder Sign. I have the Android version, and it costs £2.50 in the UK. It is also available for the iPad and iPhone.

I have played Elder Sign a few times, and will be picking it up when I get the chance. I prefer Arkham Horror, but it just takes too long compared to the 45 mins of Elder Sign.

The Android version is very good. It is faithful to the board game, with just a few tweaks. It is set in a museum, all the events happening here. There are two Old ones to go up against, with a third, Cthulu himself, being a unlockable.

You have to go around completing encounters, some which give you items, some which advance the story and more difficult ones where you can get the Elder Signs used to seal the Old one, allowing you to win. There is still a time limit, and monsters appear as usual, usually right where you want to go next.

Encounters are resolved like in the board game, using glyphs that you conjure. You must match these to what the encounter requires, then you lose these for the other encounters in that part. You can get two extra glyphs, a red and a yellow if you have the correct items. Glyphs can also be locked to be used later on. It all sounds complicated, and is difficult to explain, but when you see it in action it becomes very easy.

This game however is hard. Very hard, but I feel this makes the game. There are lots of characters to choose from, and each plays differently with their abilities, so its a challenge just to find the best group for your play style. Being so hard as well, there is great re-playability. It is easy to get frustrated, but you must see where you are going wrong to improve at this game.

If you like the Arkham Horror series, or are a fan on H P Lovecraft, then I say this game is a must. Even if you have Elder Sign, then this will be great, as you will know how to play and can carry it around with you to play wherever you are.

A great mobile game, which surprised me somewhat. It is actually put out by Fantasy Flight, and I hope to see some more of their games come out on the mobile platform (multi player mobile Talisman?) For the small price, this is a great buy.

Worst movie death scene ever.. or is it?

There come a time when you see something so funny.. you have to share it. Don't worry, nothing graphic in this, would be a PG here in the UK. From the Turkish movie 'Kareteci Kız 1973', YouTube presents:

Board Game Review: Zombies!!!

I had been wanting to play this game for a good long time, so you can imagine my joy when someone took this to the last Thursday Night Gaming, I mean, what cooler than a board game with zombies?

Ill tell you. A good board game with zombies in it, and this is one of them. Weighing in with 14 expansions, this is a big game series, but you only need the first box to get slaying, and I would add the expansions in number order.

Lets get to the game. We played the first game with the full 6 people. The rules are simple, draw map tile and place, draw cards, play cards, move and fight, and then move the zombies. Some map tiles are empty streets, some have lots of zombies and health on them.

Everything is done with just a d6. To fight, you must roll a 4+. That’s it. If you don’t, you can spend a life to re roll the die, or spend a bullet to improve the score by one. This is actually quite strategic, do you spend all the bullets you have, or use a life and hope you roll better? If you lose all your lives, you lose half the zombies you have killed, and go back to the start.

The goal of the game is to be the one who gets to the center square of the helipad tile (somewhere in the bottom half of the deck) or be the first to kill 25 zombies. Both are no mean feat, but going for the 25 kills is the most fun (and deadly!)

Lets say this as well, this is not a co op game. You can help each other, but alliances are formed and shattered rapidly. In the game I played, one player said to me “lets work together!”, so I agreed and helped, only to be left in the middle of a zombie horde after he speeds off in a car. Nice.
The cards add a nice touch to the game, being cards that can help yourself, or severely hinder other peoples ability to survive. Such as a car card which allows you to move ten spaces, to the Zombie Master! card, that lets you place 5 zombies anywhere on the board, usually surrounding a hapless individual.

The game we played lasted around an hour and forty five minutes, and that was with 6 people, only one of which had played before. This is a great game, there is some strategy, but mainly this is a free for all romp through a zombie apocalypse where there can be only one. Get this, grab your mates, and see who can get to that helicopter first.

Thursday 27 September 2012

Railways of the World: The Card Game

It's very rare that I will play a card game that is based on another board game, but this one is different.
Railways of the World is one of my favorite board games of all time. Even so, sometimes it is just to big of a game to get out and play, especially so if you don't have enough time to play a full game. This is where the card game come in.
Played with one deck of cards, some trains and a table, this really gives you a cut down version of the game without losing anything. Players have a hand of cards, that will consist of track cards, city cards and engine cards. Track cards allow you to build between cities, city cards show how many goods are available and engine cards upgrade your engine.
There are different city cards, and the higher cities yield more goods, but less colours go into them. Track cards come in a variety of colours, and you must chain them to get the required number to get into a city. So a brown 3 city requires you to place brown track that equals or exceeds a value of 3, which you then place a control train on.
Deliveries are as normal, with you needing a engine of sufficient power to move along the links. This is where the engine cards come in. Play one, and the level of your train goes up. They can also be used as wild cards for track placement.
You start in a central hub, and build the map as you go. All the usual game rules apply from its bigger brother, and scoring is almost exactly the same.
Cards are drawn from the deck to your hand, but you can also take the top card of the discard pile aswell.
The games is great as a standalone, and if you have played the full version then it is very easy to pick up and play. But I use this game to teach people how to play the full game, and it takes just 45 mins to play, and deals with all the major rules.
All in all fantastic game which can be played multiple times in a session, with enough nuances to actually warrent getting both this and the full game. Again, as with the full game, don't let the theme put you off. Play and you will be hooked.

Wednesday 26 September 2012

Card Games: What to buy?

Here's a short run down of card games that we play here at Farlands Games. We recommend all these games, if you see them, give them a go!

A pack of normal cards: Portable, and can be great fun when with a group of friends. The best thing about a pack of cards is that almost everyone knows how to play games with these. Blackjack, Poker, Chase the Ace, Go Fish, and many more. Cheap and easy, and can be played when you are waiting for people to show up for the main game. Also, there are quite a few solo games out there that use a pack of cards.

Dominion: Of course, no list of card games would be complete without a mention of this game. Simple to understand, difficult to master, and expanded with so much content, there really is something for everyone. Kids can enjoy this as much as adults, and play as hard aswell. The thing I really like about this game is how much actual strategy that there is in this, and the deeper you look into it, the better the game becomes.

Elder Sign: Ok, not technically a card game, and does use dice, but uses less table space than most card games use, and is played predominately on and with cards. The younger brother of Arkham Horror, this game plays fast, and can be played solo of with a group of friends. Plays just like Arkam Horror, with all the juicy stories and theme, but with simplified rules, plays in around 30 mins. Still cannot beat the full Arkham, but with that having a playing time of 4 hours plus, this is a fantastic alternative.

Fluxx: Simple, good, honest fun with a twisted sense of humor. Two rules start the game, and more are added as you go along. Don't like the victory conditions? Play a card to change them. Want to draw 3 cards? 4? Want to collect everyone's cards together and deal them out again? Well that's exactly what you can do with this great card game from Looney Labs. There are a number of decks available, from standard Fluxx, Pirate Fluxx and Monty Python Fluxx. All the card backs are the same, so you can mix and match between sets and create a custom game. Martian Zombies anyone?

The Island of Dr. Necreaux: James bond type hero's and villain's in a James Bond type adventure. This is a little talked about game, but can be purchased quite cheaply on the internet. Easy to understand, the difficulty in this game really is brutal however. Your mission is to save some scientists from the evil Dr. Necreaux, but he has set his island to self destruct. Battle henchmen, robots and crafty traps, save the scientists and escape, all with a time limit. So good ideas in this game, if you can find it, give it a try.

Tuesday 25 September 2012

Paper money in games: What do you think?

I have seen this debated many times over the internet on different forums and sites. Following is what I think, and is my own opinion.

I like paper money in games. Its tactile, and I think it makes it easier to see not only what you have yourself, but also what other people have at their disposal, at a glance. I admit that it can wear out and is prone to drink and food spillage, but that should not be a problem if you excersise a bit of care when you are gaming, after all these games can cost in excess of 40.00 each.

What are the alternatives to paper money? Well I see people arguing poker chips. They say you can buy a set of poker chips, and subtitute them in games where you use paper money. They are easier to stack, and less prone to damage. OK, I can see the benefits of not being easily damaged, especially if you game with excitable people. What I don't see is that for every game you need to give each chip a value, one that I could see people getting confused with how much each chip is valued at.

Along with poker chips, any other marker could be used, stones, beads, glass discs, you name it, it could be substituted.

Another option is what the makers of Monopoly went with, and that was to dispense with all money, and use fake plastic credit cards and a credit card machine. A nice gimmick, it can still be cheated however, and you have to use the card machine to even check how much you have. I found it got tiresome after a few games, and dislike how only one transaction at a time can be made.

Call me old fashioned, but I really like paper money. It been around in games for a long time, and fits themes nicely. I cannot imagine playing Railways of the World with poker chips, it just would not feel right to me. I can see the arguments from the side of practicality and durability, but the people that I play with are careful with games, especially if it is not their game.

What are you thoughts on this topic? Should paper money stay, or should we move with the times? Discuss in the comments below or over at our facebook page.

Choosing the perfect game

This was posted to our Facebook page, and I thought it was worth a post. Many thanks to the guys at Silver Oak Casino for this one.


Monday 24 September 2012

Imperial Guard Chimera

Finished pics of a Imperial Guard Chimera painted for commission.

Hull weapons will be added when payload is given to me.

£39 per model from our facebook page.

Game Review: Railways of the World

The aim of this game is simple, build the biggest and best railway network, deliver goods and make money. The premise is simple, the game play however is as deep and strategic as you would like in a medium weight game.

Sitting in between Ticket to Ride and the 1830 series of railway games, do not let the theme put you off. It could be anything, they just chose trains.

Game contents

You get a lot of game in this big, heavy box. There are two game boards, Railways of the Eastern US, which is quite simply put, HUGE. You need a big table for this one, or the ability to bring in another table to the room. The other board, Railways if Mexico, is smaller and suited to 2-3 players. There is also a score board and income track board. Each board has their own set of cards assigned to them. You get a main rulebook, and two smaller rule sets for the individual maps. Also in the box you get paper money and bond cards, train cards, wooden goods cubes, lots of track tiles, and lots and lots of trains.

Set up is simple. Each city on the board has a number, this is the number of goods cubes that starts on it. Place cubes on all the city's. Each player each gets a level 1 train card, and a handful of train markers. 5 cards are dealt out, representing events that unfold throughout the game, and play begins. It could take a while for one person to set up alone, but with a group setup should not be more than 5 minutes.

How it plays

The game uses a auction system to gain the first turn. This can be vitally important, as if there is a card that would greatly benefit you, chances are it will greatly benefit someone else also. Bidding wars can be fierce, but great fun.

You start with no money at all in this game. Once the first auction is completed, players have to take bonds from the bank to get some money and get that game going. These bonds can never be payed back, and deduct points from you final score, 1 point for each bond you have, so you have to decide if you want to go for big money and gain a big lead, or play more reserved and see if other people will get into a lot of debt.

So now you have a little bit of money and its your turn. What to do? Well, you have 5 options.

  • Build track, which costs money.
  • Deliver goods, which gains you money
  • Urbanize a city, change a grey city to a colour and place some good on it.
  • Upgrade your train to the next level
  • Take a operations card

It can be overwhelming at first, but after one turn, most players will have picked up what to do.

I'm not going to go into much detail on this game, as this review could then easily turn into a small novel. I cannot speak highly enough of this game, its almost perfect. There are just a few little niggles, like it being 1 turn to long, and some of the rules are not that clear, and you need to turn to the internet to work some problems out. But on a whole, this is like monopoly on steroids, with a good dose of strategy to boot. Plenty of options, and no two games will be the same due to the randomness of the cards and goods in play.

If you like trains, this is the game for you. If you don't like trains, then forget about the train theme, and play it. Its a economy game at heart, and a very good one at that, don't pass this one by.

Saturday 22 September 2012

40k Battle Report: Necrons v Imperial Guard

Last TNG, we had a epic battle. One that shall be told for months to come, well by me at least.

My Necron force, fresh from 2 deafeats, finally pulled through. The Imperial force was large, much larger than mine, with 75+ models adorning the table compared to my 35. Did superior tactics, guile and bravery put me to victory? Maybe some, but it seems the curse of the dice also fell upon the Imperium that night.

I am not going to do a move per move report here (mainly as I forgot to take photos, and it all got a little mixed up in the excitement of it all), but here are some main points.

  • From the beginning, the Necrons had a advantage of getting a objective worth 5 vp right in their deployment zone, on top of a building. A 10 man squad, lead by a lord, took and held this the whole game, surviving round after round of ordinance from a Basilisk and Leman Russ.
  • The scarabs went on the rampage. Using the secret hatch special rule we came up with, they dashed right across the board and popped up infront of the Basilisk. With enrtropic touch rules, needless to say the Basilisk did not last long.
  • On the other side of the battlefield, Traysin the Infinate, a lord and a 10 man squad marched their way towards another objective, one that was being held by a 25 strong IG squad. Suffering only 2 casualties on the march the warriors unleashed a volly of gauss fire, killing 12 of the IG...
  • ...and then Trayzin charged. Unleashing mindshackle scrarabs, one IG turned and killed two of his own. Trayzin only scored one unsaved wound in combat, but that was enough. With 11 troops still around, the Empathic Obliterator released a blast.. and hit 6 troops, all but one saving their armour save. With that the IG turned and ran, only to be cut down by Trayzin as they attempted to escape.
  • That being the fifth turn, Trayzin, the lord and the troops hold the objective.
  • The Imperial Guard storm forward, and shoot a volly of 63 lasgun shots at the Necrons. (orders had been issued). All but one survived, who stood strong. Trayzin took the body over of the second lord, but that put him back in the deployment zone, much to his dismay.

The Imperials, I feel had no chance in this match. There was to many of them, and were not mobile enough. With the Necrons ability to get back up after they have been defeated, it really is like fighting a never ending wave with dwindling resources. If this had been a out and out destruction match, I think the IG would have won, but the Necrons appear to be doing very well at objectives, only losing to the Grey Knights by 2 points the week before...

Tuesday 18 September 2012

Paper Art

If you are ever in the mood to make something, but do not want to take the long walk to the shops (like me on a daily basis) and have a printer, check out this blog:

papermau.blogspot.co.uk

Here you will find some of the best paper craft that I have seen in a long time. Search a little deeper, and there are some fantastic pieces that could be built for wargames. Make them from paper, or print them out and stick them to some card or plasticard, and quite soon you could have some great looking terrain, or just some outright good looking models.




 Above are just a tiny selection of cool items that you could make!

Gamer Chic Jewellery!

Our new range is here!

These are the first pics that we have (I was that excited I forgot to photograph them during the day!)

At the moment we have Scrabble, Monopoly, Trivial Pursuit, Lego, Dominoes and Jigsaw jewellery!

Priced at just £3 for a leather necklace and £4 for a silver necklace, treat the gamer geek that you know and love! Handmade locally HERE in Smethwick, by the same person who makes our wonderful leather bags (priced at £13 each!)



Head over to the Facebook page and shoot us a message if you want one!

Gaming Boards Mark II

 Over the past week we have been busy making some gaming boards. These ones are a post apocalypse wasteland, ideal for 40k!

The pictures do the little justice, in person they are much more impressive. Measuring a square 4ft by 4ft, these are perfect to go on the dining room table for battles.

Built in are the secret hatches that I mentioned in a earlier post, which give a fast track route for the canny warlord.

The boards are quite hardy, and stood up well to a intense game at Thursday Night Gaming, and they have yet to be varnished.

These actual boards are destined for ebay, so I can make space for the next project.


If you would like some boards like this, I will produce them for the small sum of just £50 for a 4 by 4, or £70 for a 6 by 4ft table, to your specifications. Postage will be around £20-25 by courier, but you are more than welcome to arrange to pick them up yourself. Contact me over at Facebook.

Farlands Rules: WH40k The secret hatch

This is a rule that we have played recently, and came about as we wanted to add a few RPG elements into the main game.

The idea is simple. There are two hatches on the board, wherever you want that are linked. To enter the hatch, you must assault it, and gain 2 hits on it for it to open. I has a weapon skill of 3 and toughness 4, although you can vary this to make it more difficult to enter. When these criteria have been met, the whole squad enters the hatch, and misses a turn. After the missed turn, they re-emerge at the other hatch, just as if they had done a normal move.

If a opposing squad also enters from the other end, then resolve a assault as normal, minus the assault charge. Failed leadership tests equals a automatic sweeping advance, portraying that fighting in close quarters is hard!

This played very well. The attacking of the hatch portrays the attempt of hacking, and with a stat line, fits in well with the armies themselves. Space Marines, who have a understanding of technology will be able to access easily, even with a 5 man squad, whereas Orks, with the break everything mentality, may need to use the whole squad to get through.

Give it a try in your next game!

Monday 17 September 2012

Warhammer 40000: The Farlands Way

Thursday Night Gaming just gone, I had a absolutely fantastic game if 40k with a friend. We played Grey Knights vs Necrons, 4 objectives, random vps, in each table quarter. During the aftermath, we discussed just why this game was so good.

Now when we usually play, we stick to the rules to the letter, in a pseudo tournament style of play. In this game, we made a few changes.

  1. We forgot the tape measure. Both of us. Luckily, we has a chain that measured 24 inches, so most measurements could be worked out.
  2. We made rules up on the spot. If something happened that we thought would be fun, we house ruled it and just did it.
  3. Some of the army specific rules for the Necrons we took back to the previous codex rules.

All these together left us with a game where we basically goofed around and just had FUN. With friends, I believe that with any game fun is the biggest factor. I have no problems with changing some rules around to make it more enjoyable for both people. This game told much more of a story than usual, there were some truly epic scale assaults that went on, and some sneaky moves by the Necrons.

I think the biggest thing was the forgetting of the tape measure. It came down to that we stopped measuring for a lot of things, such as movement and assault distance, and just approximated the 6 inches. When shooting, if we were a half inch out, it still hit.

Give it a go yourself. Get a good friend, and just play a game, and change something around. Don't change the actual mechanics, such as to hit or leadership tests, but just play in a relaxed way and have fun with it. This is the way that I think that I will play with friends. I found the stories that came out much better than saying your squad cannot be hit because your enemy is one sixteenths of a inch out of range.

Sunday 9 September 2012

Lack of posts..

We are sorry!

The reason being, we are working on a large project that is taking up a lot of our time. We promise normal service shall resume, shortly after we amaze you all with pictures of what we have been doing!

In the meantime, why not take a look through our older posts, or join us on facebook?

Friday 7 September 2012

First part of terrain

This is the first piece of terrain that I have scratch built for many years. I decided that I want a really cool, one of a kind game table, that I have made, full of ruined buildings. Cost wise, buying actual GW items was/is prohibitive for the scale I have in mind. So I decided to turn my hand and make my own.

Even if I say so myself, I think that looks darn good for a first attempt. I had lots of fun, and learnt some valuable lessons along the way making these.

This will sit as a corner of a ruined factory, that will be part of the board. Three more corners, and some wall sections and that will be complete.  I think the next part of this will be something like a skyskraper. I have been inspired by some things I have seen on the net, so will keep going.

I may even throw the doors open and do these on a comission basis. If you want one, contact me on Facebook and we can discuss details.

More on this project next week!


Tuesday 4 September 2012

Free is the Word!: Useful Freebies

This is a new post that I am going to be doing. I will take a look at all kinds of free games and utilities, for those times when you are bored, or don't have enough money for a full blown game. Most of these will be sourced from DriveThruRPG, which, if you have not visited yet, is a great place to get all manner of downloadable game goodness.

Here goes for the first instalment!

3 really useful freebies!

10x10 Hex Grid

10x10 Hex GridThis is exactly what it says. Very useful for drawing maps, plotting scenarios, planning wargame strategies, the list goes on and on! I am going to be printing a stack of these, and use them to plan my 40k strategies.

Get it here






650 Fantasy City Seeds and Encounter Hooks

Ever been trying to create a event in a RPG game you are running, and just can't come up with something? Have your players completely thrown you and you need something for them to do? This is your answer. 65 pages of fantastic events for you to get started with. Some of these are one shot things, but many can be the beginning of a full blown adventure. A invaluable source of inspiration. Print it and keep it for those emergencies.

Get it here



101 City Names

A list of 101 city names that could be used in a fantasy or sci-fi setting. One page, great for when someone asks where a NPC comes from, or if the player party decides to go in the opposite direction to the way you want them to. Another one to print off and keep in your GM book!

Get it here

Warhammer 40000, solo?

I think that all of us must have tried it at somepoint. You can't find someone to play a game with, and you think it cannot be that hard to play against yourself. You set everything up, and play the first turn. Suddenly, it dawns upon you that this is a huge undertaking, and you get so confused you give up. Well, that was my findings from trying to play just 1000 points aside. There is just too much that you have to think about, and I always favoured one side over the other.

With the new release of Dark Vengeance, Games Workshop seem to have addressed this fact, even just a small amount. Two of the missions, (the first two infact) are solo missions. The first one pits the Chaos cultists against a out of control Hellbrute, and they must deactivate it before it gets them all. The second puts the Dark Angels Ravenwing squad against three waves of cultists, the aim to get the bikes off the table edge three times.

These missions have been designed to ease the new player into the game, to help them learn the rules on their own before they introduce someone else. There are instructions that control the "enemy" in each game, namely that they will move towards and attack the closest models.

This has got me thinking, that you could introduce these ideas for when you have no one to play with. Using the enemy will move and attack the closest unit, and always following them, some intereting games could be played, and will also teach you more about the game as you play.

Just some food for thought, and I expect solo missions to be popping up over the net over the next couple of weeks, maybe even some will be featured in future White Dwarfs or on the GW website if it is popular enough. I am even going to get my thinking cap on, and may post some of my own devising up here.

Monday 3 September 2012

Project Necron...again

I have decided to start yet another Necron army for 40k. This will be my third army. I really like the Necrons, the way they look and the way they play.

My last army was a 3000 point infantry based army, backed up by two monoliths. Charging Pariahs into battle backed up by a Lord was great fun, but not as much as marching 4 20 man squads across the battlefield.

This army will be put together over time, I have enough left over bits to field some sort of kill team or small army.

The line up so far is this:

1 Lord
10 Necron Warriors
6 Destroyers
6 Scarab bases

I am probably going to add a squad of Deathmarks, a Monolith, 10 more troops, and bring the scarabs up to 10 bases.

Work in progress!
I have gone for a different colour scheme this time. Both my last two armies were the classic silver variety, this time I have decided to try something different. Here is a work in progress of some scarabs:

I think they look cool anyway. I will be painting these in my spare time, and am not to bothered about them winning any awards or anything, just to get them to a good table top standard that I am happy with.

Their first march will be at Thursday Night Gaming this week, against Chaos and Imperial Guard.

Sunday 2 September 2012

Game review: Destination

When this game was put down on the table, I was under enthused to say the least. A game based on London taxi's cannot be much fun. That was where I was wrong.

The game board is a map of London with lots of roads connecting even more famous landmarks, which are destinations for your passengers. The roads all have spaces on them, which you roll for with dice like most roll and move games.

The idea of the game is to take your destination cards that you have in your hand and plan your route. When you get there, you get the fare, and lose a fuel card. Lose all your fuel cards, and you are potentially out of the game. To combat this, there is a garage that you can buy fuel from, adding a another factor into the strategy of getting from place to place.

Also included is your driving licence. If you gain 12 points on your licence, then you lose your license, and you have to pay a fine or you are out of the game.



Scattered around the board, there are traffic lights. Land on one of these, and you must take a card. There is a 50/50 chance that you will get a good card, or a bad card. Good cards give you a extra fuel, or more money, plus some more. Bad cards put points on your license, or make you pay a hefty fine for something or other.

Player interaction in this game is great, and you really have to be on the ball. If a player lands on a destination that you have in your hand, if you call it, you move to that space, they go back to the taxi rank and have to pay the fare themselves. You still use up a fuel token, so sometimes you may just want to stay quiet about this. Also, if you land on the same space as another player, you sent them back to the taxi rank. Its fun to see someone rushing somewhere, only to send them back to the beginning!

Games last about an hour, and are really fun. We played with three players, but I think with six players, this would really become some serious fun! As a fast paced, quick game this fills the ticket. We recommend this game highly.

There are many versions of this game. It is a souvenir game, made for many towns around Europe. You can get London Olympics 2012, Paris, Norwich, Birmingham and many more, even Destination Hogwarts!

Saturday 1 September 2012

Warhammer 40k Dark Vengeance: First Look

Well it has been finally released, after months of speculation amongst pretty much every one who talks about these things, and Games Workshop have pulled off maybe their greatest masterpiece yet.

Lets get to the nitty gritty. The models in this box are amazing. Each one is packed with so much detail, you begin to forget that this is a starter set. Each model is of the snap fit variety, which means no glue, and that’s great for the people that just want to get stuck in and play with some new armies.

Dark Angels and Chaos is a great line up for a starter set, and even without knowing anything about the lore if the WH40k universe, you can see that these are sworn enemies. It looks as thought the Dark Angels are slightly over powered at the moment, but this is sure to be fixed by the upcoming new Chaos codex that is being rumoured, bringing fairness to the fight.

The rule book seems solid and sturdy, much better than the 5th edition book that came in the starter set, and feels it will last longer. There are also reference sheets, a handy tool in the heat of battle when you just can't quite find the right book mark. Also included are dice, and range rulers (also known as whip sticks of doom..)

Along with a skew of accessories, such as the munitorium templates and dice, comes a book detailing the Dark Vengeance itself, and a audio book also released, both of which can be obtained in store or from the Black Library.

A solid set for beginners and veterans alike, this really is a great value box. 49 miniatures which can not be brought anywhere else, and the much better handy sized rule book make this a well spent £65. Games Workshop have set the bar high with this release, and if they can keep up the momentum and keep the quality coming (and fix Fine cast) then maybe, maybe they will end up top dog again. Only time will tell, but at the moment there has never been a better time to get into the world of Warhammer 40,000.