As for when I get to build all this, well that's another question, given I still have two Hippogryph's to build and a whole load of models to paint! My boy on the other hand, well by the time this post goes live, I think he'll be well on the way to building his half, with a large chunk already built!
Saturday, 20 June 2026
Armageddon!!!
As for when I get to build all this, well that's another question, given I still have two Hippogryph's to build and a whole load of models to paint! My boy on the other hand, well by the time this post goes live, I think he'll be well on the way to building his half, with a large chunk already built!
Friday, 12 June 2026
Landspeeder
On last datasheet to look at, just in time for the release of 11th! The new Landspeeder is here, and it looks good. Very similar to the old one with a suitable scale upgrade with some additional weapons. Along with the Terminators, the new Landspeeder shows how's they should have done the SM refresh, well, apart from the Gravis models, cos they look good as they are.
Anyway, the new Landspeeder looks good better than the other versions, the Storm speeders.
It has the classical armament, with melta and "assault" cannon, with the option for a flamer. As with the original version, I cannot figure out why you would want a flamer. To me this unit is a fast moving fire base, designed to skirting around the battle edge, lending firepower where needed, not to be getting up close and personal with the enemy.
I do like these new rules and this is one of a number of rules that I think are good. There's one or two that I still have to get my head around but we're still a week or so away from the actual release, so when I get my hands on the actual rule book, some of them may make more sense than they do right now.
Tuesday, 9 June 2026
Knights
Just a very quick one this time. 11th is just over a week away and I'm still playing catch-up with the previews!
I wanted to highlight this one detachment for the Knights, as it's the only one that I actually care about. Questor Forgepact is the one detachment that allowed you to bring admech and knights together. Having just finished building some more skitarii, to boost my force to 4 squads (more on that in a later post), I now have the ability to field the full 500 points for this detachment.
Overall, the detachment hasn't really changed, the only question is how many points this detachment will be worth. I don't see it being a 3 points t detachment, 2 is more likely to me. So will I have to choose another Knights detachment or will I be able to fill it with an Agents of the Imperium detachment? I don't know how these will work yet and I don't remember seeing a faction focus for them either but I might just have missed it.
Tuesday, 2 June 2026
Space marine Detachments
Lastly, the Space Wolves: Champions of Fenris detachment. This is based around characters, which is useful, as you generally have a few characters in space wolves armies. Heroic intervention is not a bad stratagem, especially if you have a combat orientated army. If your going for a shooty army, this is pretty useless. Depending upon the army, this will be either good or bad, for most proper space wolf army players I suspect it will be pretty good.
Friday, 22 May 2026
11th edition box models
Let's have a closer look at the new models from the 11th edition launch box. There are the usual assortment of characters and units and for once, there doesn't seem to be a random character that doesn't go with any of the units.
The Captain is your classic sword and board captain, still he looks pretty cool.
So, the new models are all very nice models, with some standing out from others. I'm looking forward to getting my hands on all of them though!
Tuesday, 12 May 2026
11th edition rules - missions
So this is the last of the rules posts for 11th that I'm going to post. There have been more previews, leaks and reveals but I'm not going to go through them all. Missions is something I want to talk about as there have been a few changes that I think will be good but until we see the full list, it's kind of hard to really tell.
Until we see the full range of missions, I'm still positive about this change. It gives you a little more control over the mission selection, which is always good.
Friday, 8 May 2026
11th edition rules - terrain
This time we're looking at terrain layouts. This isn't going to be some deep dive into the layouts and stuff, there are plenty of people out there who have done this already and they are probably far more qualified to talk about such things than I am, there are even terrain packs available for the new rules, despite the fact we haven't actually had them yet!
So far there rules previews that I've seen have all been good, I honestly can't think of a change that I don't like. Changes to terrain, assault and objectives have all been positive. I am still waiting to see what the full mission deck is going to be but from what we've seen so far, and I'll talk about that next post.
Tuesday, 5 May 2026
11th edition rules - armies
There have been a number of changes made for 11th and I'm not going to cover all of them, just the ones that I think are most interesting to me. So in that vain, I'm going to have a look at the changes to army composition.
In 10th you picked a single detachment and built for that, but now it looks like you be able to pick multiple detachments to form your army, albeit all from the same faction, so still no guard and with marine allies.
So, at 2000 points we'll have 3 points to spend and the standard rule of three still exists as well, but not just for each detachment but across the army. This means no fielding 9 units of something, with 3 in each detachment. If you field two in one detachment you can only field one in another.
We also know we're getting a whole load of new detachments, which I guess will be a mix but mostly smaller, more specific detachments to fill out the one point detachments. But how will this affect the guard? Well based on the detachments we have, hopefully in a good way. We currently have nine detachments, that cover everything from Scions to super heavies and my guess is that a most will be 3 points detachments and some will be 2's but very few will be 1's
Based of basically nothing, mainly my own understand and also sites like Stat Check, these are my predictions;
3 points detachments;
Combined arms - because it effects basically every guard unit
Recon force - based off how well it's doing in the meta right now. Low player count but high win rate.
Grizzeled company - again based of it's place in the meta. Lower win rate but greater player base. Also, it's an army wide detachment rule.
2 point detachments;
Siege regiment - while not a powerful detachment, it has an army wide effect.
Hammer of the emperor - partly due to the meta data, as it's one of the more played but also it affects a number of very good units.
Armoured infantry - a new detachments, so it's hard to guess but I think this will be pretty good and effects quite a few units across the army.
Bridgehead strike force - despite the nerfs this received, i still think this will be pretty strong when combined with an artillery or supporting detachment.
1 point detachments;
Steel hammer - it's new so not any data but it only really effects super heavies, so fairly limited application.
Mechanised assault - this relies on units getting out of transports for any meaningful bonuses, so is fairly restricted, will be useful supporting something like Hammer of the Emperor though.
So there are my random guesses, we'll see how correct I am when 11th comes out, I suspect not very accurate but some will be right by sheer luck though!
I am really excited by this change as I think it opens up a lot more options and possibilities, including the ability to make proper fluffy lists. I would love to be able to make a 3 detachment list with armour getting one bonus, infantry another and Scions dropping in with a third. Not likely but you never know, maybe Combined arms will be a 2 point detachments and Bridgehead a single point one!










































