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Warhammer: Age of Sigmar – A Review
I leave the hobby alone for five minutes!
A lot has changed during my hiatus. There's bat shit crazy amounts of new stuff for X-Wing. There's whole new armies for 40k and yet more re-released rulebooks. Spartan Games has landed a Halo fleet game (soooo getting that!) and it seems the entire Warhammer World has been destroyed. Careless.
Now I must be honest, I wasn't living in a hole in the ground, I was aware that 9th Edition Warhammer was looming. I was also aware of the End Times books and the bonkers models but as I couldn't give it any time I didn't give it any thought. Oh what a mistake that was. It was a mistake because 9th Edition Warhammer isn't 9th Edition anything. Warhammer ended with 8th Edition. Warhammer: Age of Sigmar, 1st Edition, however has been unleashed on an unsuspecting world. Well I was unsuspecting so sod the rest of you.
If I'm honest, for the interests of this review, it's actually a good thing I didn't have a clue what the hell was going on. It's kept me far more objective than someone that's been in the hobby as long as I have has any right being. Because it's changed. A. Lot.
The premise is basically this: everything is fucked. No really. The Warhammer World as we knew it has been destroyed. Archaon decided to blow everything up. Just coz. The result was Chaos running riot over the world and the fabric of reality unravelling like a sweat shop jumper. There are now multiple plains on which the various forces of order, chaos, death, destruction and candy floss duke it out for…well, I have no idea what for because there's nothing left worth holding on to. It's a Chaos wasteland. Not to be confused with a teenage wasteland, that would have more cider cans and used condoms I suspect.
The problem is most of that information was explained to me by my brother Sunday evening because I haven't read the End Times books and without them you don't have a clue what the background book is banging on about. Whoever wrote it tried to follow a similar mythical vein to Warhammer 40,000 but falls so woefully short of the mark that it's just a confused, vague, mess. I have no idea how new gamers are supposed to understand the first thing about the world when the writer clearly didn't.
And it's not just that it's vague, it's poorly written. The word vengeance is so heinous in its overuse that I gave up keeping a tally. The number of ways they've tried to cram the word Sigmar into places, items and objects is embarrassing. There is only one, maybe two, references to other races in the game and there is nothing remotely scroll-like about the warscrolls, but on to those later.
On the upside the book is beautiful. It's nicely put together and the artwork is amazing. The layout is broken down into logical sections allowing new gamers to absorb the information (and they're going to need to!) before moving on to the next. I suppose that's the point of Warhammer: Age of Sigmar, it's not aimed at old wargaming dinosaurs like me. It's for a new and far younger audience that have grown up on a diet of Pokemon, Adventure Time and copious amounts of Capri Sun. The book bludgeons you over the head with heroes and villains. Of vengeance and slaughter. It's kinda like sitting next to the weird chatty person on the bus. After a while you just tune out.
The reason I've spent 600 words complaining about the background, or lack thereof, is because I'm a fluff gamer. It's the background that kept me into the various Games Workshop systems all the while my wallet begged me to leave. The fact that it was always five minutes to midnight, at the very brink of annihilation, is what made it compelling. The small glimmer of hope, the nobility of sacrifice, the feats of heroism and all supported by a rich and vibrant history. Boy is it history now. So much so it's only referenced as the time before. The Games Workshop have hit the big red reset button of destiny. Warhammer is dead. Long live Warhammer: Age of Sigmar.
And speaking of the hammer wielding God-King: his gold clad Fantasy Marines, also known as the Stormcast Eternal (no really) are really quite awesome models. I mean seriously cool. Side stepping the quite shameless attempt to waggle them at young gamers shouting 'hey these are like those Space Marines you like but with big hammers', they are quite excellently sculpted. The detail on them is not just impressive but cleverly incorporated into the design. And us old buggers will inevitably draw comparisons to MkI Thunder Armour.
They're big too. Bigger than a Terminator big. They feel substantial and look every bit the vengeful (fantasy) Angels of Death you'd want them to be. Plus all the hammers look amazing. Considering it's a bit of a gimmick, they actually do a good job of making all the various hammers look distinct yet fit for purpose. That purpose being vengeance. Apparently. The styling is very close to that of the Blood Angels Sanguinary Guard which will no doubt spark a deluge of highly groovy conversions although I certainly wouldn't want to try to get the comet sigil of all the surfaces.
Truth be told, I don't have a problem with their being a Space Marine style army in Warhammer. It's been lacking for years. If you wanted to do an elite army your options were either Warriors of Chaos or some super wanky army list that made you lose friends quicker than acute halitosis. Or something so achingly characterful that you'd lose all the time. So hooray, big armour clad (vengeful) heroes for everyone.
Equally the Khorne models are awesome. Some of the poses are a little flat with the time-honoured brandishing weapons to the side poses, but the detail is there in spades and considering it's Khorne it doesn't get too daft. Apart from Bloodstoker, he's shit. Even the icon bearer, Bloodsecrator (no really) doesn't look preposterous. The icon itself is fantastic and would have made a stupendous battle standard-bearer for 8th Edition – and he still might sports fans. You'd think the spinal column he has for a ponytail would be eyebrow raisingly silly but actually it just works.
I'm side stepping Khorgoraths model because whilst it isn't bad, it doesn't wow me either but it's such a shameless rip off of the Slaughterbrute from 40k that it pretty much has the same pose. Tisk tisk.
The Blood Warriors are my favourites though. Effectively the equivalent of the Chaos Space Marines in the 40k boxset the level of detail on them is impressive and they'd make fantastic Chosen warriors in the 8th Edition army. As would the lower level Bloodreavers to be honest, they're that hench.
But on to the game itself. Now, a lot has been said about the lack of points and such and one must assume the Games Workshop has something up its sleeve on this topic because if it was simply a case of 'I have 20 blokes, you have 20 blokes' why are the number of models you get for each side in the box different? There's clearly a balance there which suggests, at some point, there will be a system for selecting your forces.
I deliberately didn't use the word armies there because you can't take them any more. Warhammer: Age of Sigmar is very much a detachment level game like 40k is/was. Whilst the rules have been streamlined to near collectible card game levels of simplicity, the multiple wounds for every model on the board would make it impossible to play a large game. More on that shortly.
It's been widely publicised that the rules have gone from a big beast of a book to 4 sides of A4. Now this isn't necessarily a bad thing. One of the biggest barriers to entry for any kind of wargame is the size of the rules. Stripping it back to little more than a pamphlet is a very brave move and a clear signal from the Games Workshop that they want as many people enjoying the game as possible. I'd like to point out it probably would have been less hassle just to make the models cheaper but there we go…
If I were to cast my mind back to the distant past of the early noughties when I worked for the Games Workshop Warhammer was by far the hardest game to get younger games psyched about. Not because the world was lacking, far from it (*cough cough*) but because the intricacies of deployment and movement were lost on them or seemed like too much hassle compared to the board next door which had blokes running around in every direction blowing one another's faces off. When a game went well it really went well and Little Jimmy would toddle out of the store having spent all his allowance as well as his father's booze fund for the month. But for every 3 Warhammer starter sets I sold, I'd sell 9 40k's.
Under the new rules the longest section, by a mile, is the battlefield section. This actually makes a great deal of sense as one of the big draws for Warhammer: Age of Sigmar isn't just the new shiny models – although they are – but the mad as bat shit world those models now inhabit. Because it's all a bit mental boards can be as varied as those used in games of Warhmmer 40,000. And because the models are now on round bases the boards can be used almost universally.
This is a shrewd move by Games Workshop. It encourages the hobbyist to go all out on a board, buying up all the things, knowing that they can use it for either system (more or less). The logic is that gamers were put off purchasing because they knew they were going to do have to build a board twice. Two large hobby projects that don't involve armies would put off just about everyone except Lee of The Chaps. But the cost remains. Now a daemon world board, for example, is now good for both systems.
The rules for movement are largely unchanged. You have a value, you move the value etc. Shooting and combat are now so aligned in Warhammer: Age of Sigmar that they may as well have written one long section called 'Twatting Shit'. Again, this isn't a criticism but to highlight how surprisingly elegant they've made the rules. All weapons have a range. You may raise a cynical eyebrow but it makes sense. A bloody great big hammer has a longer range/reach than a regular hammer. It's logic lifted straight from the pages of Inquisitor and that was a great game.
It's weapons and not the man that do the heavy lifting in W:AoS, which has more irony than perhaps was intended. The profile of the model has been stripped right back to Movement, Wounds, Bravery and Save. And because of how the weapons work it stops characters from becoming complete monsters like they could in 8th Edition thanks to the heady cocktail of weapons and items available to them. They're still as tough as old boots but due to the way some weapons can inflict multiple points of damage they're not invincible either.
But the system is simpler because there's no charts any more. A weapon has a number of attacks, a required roll to hit, roll to wound and will inflict x number of damage points/wounds. It also has a rending value which is the fancy new name for the save modifier.
Indeed the fact that some weapons can inflict multiple wounds is just as well because most models have multiple wounds now which is gonna mean lots of record keeping. Which would have been a nightmare under the old system with so many models on the board. And that's really the biggest thing I had to reconcile with: Warhammer: Age of Sigmar is not a game of big fisty-cuffs any more.
Again, this isn't a complaint as such. Big games of 8th Edition Warhammer took forever to play depending on your army and rules knowledge. It's a huge barrier to entry. Throw in the precise set up and movement and it's little wonder Games Workshop had such a hard time not just drawing in, but keeping younger gamers. Granted, there's an argument to be had for the game being for the seasoned gamer but how commercially viable is that?
You can now get through a game similar in size increments to 40k in an evening and still have time to tell smutty jokes to your mates. This, if we're really honest with ourselves, is a good thing.
I really like the rules. It makes life so much simpler. I hate the stupid names they're trying to give everything but you can't win them all. And some of the special rules included in the book are a bit iffy but overall, they're pretty strong and, perhaps the biggest thing, they're quick!
Where it gets let down – and I'm by no means the first person to say this – is the army structure and points system. In that there isn't one. You can literally take whatever the hell you like as long as the forces are equal. Which is impossible to determine because there are no values.
I understand the logic – if you take a wanky army no one will play you so take a balanced army. Games Workshop has woefully underestimated the sheer volume of beardy, smelly, friendless tossers that prowl games clubs and infest tournaments looking for some poor unsuspecting (and usually novice) gamer to absolutely destroy. I've known dozens of them over the years. I'm willing to bet that everyone can think of at least one at their local hobby store or club as well.
Moreover the people with the biggest model collections will win. Not because they're using the most models but because they can pull out the unit that will best counter the army of someone who is just starting out. The whole idea relies on people being good and decent which isn't impossible, just very hard with no guidelines on how to balance your forces.
The daft thing is I could take a starting army of Chaos Lords. Under the rules I can summon a Slave to Darkness unit per model per turn on a 4+. So for every Lord I take I can attempt to summon anything in the army which has the Slave to Darkness special rule. Chaos Warriors come in units of at least 10. And I may be getting this wrong but I think I could summon more Chaos Lords too. Who in turn can summon more on top. It's just mental! Again the counter argument is 'but no one would play you'. 1. That's just not true and 2. the argument should never ever take place. Points limits, unit limits and army organisation was never and is not a bad thing. It was far easier to spot a power-gamer before. Now everyone has the potential to be one.
And as I'm on the subject of the warscrolls – three things.
1. It's an utterly stupid, deliberately commercial, name aimed at Generation I Choose You!
2. It's awesome that Games Workshop have made warscrolls available for all the various armies for free. I have no idea if these are just place holders, whether or not new books will come out or if it'll stay digital. That's not for here, it's just cool that we got something for free. However…
3. Whoever wrote the warscrolls was either high, mentally deranged or has utter contempt for those that would use them. There are special rules within the warscrolls that demand gamers to grunt like animals, shout Waaagh or lay on some form of amateur dramatics if they want to get the most out of certain special rules or spells. Seriously.
Now I'm the first to admit to inciting a Waaagh of a Sunday morning with a table full of beginners. But they were 10. And even they felt like twats. How is a seasoned gamer in his 40's or 50's supposed to feel about shouting Waaagh in his dining room or, worse, a games club if he wants to use his army properly? It's insulting.
It's insulting because Games Workshop are either so woefully out of touch that they thought it was a good idea or they wanted to stop people from using certain units because they're being phased out and it would soften the blow. I can't accept that someone woke up one morning thinking that it would be a valuable and worthwhile addition to the rules to have gamers cavort for the amusement of others.
So what of Warhammer: Age of Sigmar? Well, if you hadn't guessed: I'm a bit mixed on the whole thing. The models are stupendous. I mean really top-notch. A little bonkers in places but that's hardly a new direction for Games Worksop, or indeed most wargaming companies.
The background is mess. Not poor as such, just poorly written (there's a difference) and very confused. It needs seriously tightening up if there's going to be a second edition Warhammer: Age of Sigmar. I honestly didn't have the foggiest idea what was going on until I got the summary from my brother. And this is bad because it's obviously aimed at a new and much younger audience who probably wouldn't have read the End Times books.
The rules are actually very good. Super slick and whilst pixie dice will no doubt be needed it's a significantly smaller commitment in time. Throw in the fact that you need fewer models for a good-sized game and the impact of hobby time shrinks as well which means more people will complete projects. And when I say people I mean me. Huzzah.
The army lists/warscrolls/post-it notes of power/whatever are stupidly named but nicely laid out and, more or less, pretty clear in their intent. But some of the free to download warscrolls have some utterly maddening rules in them so I strongly urge you to take a red pen to them.
Warhammer: Age of Sigmar isn't 9th Edition no matter what anyone says. It just isn't. It's a totally different beast living in a totally different world. Actually nine of them. And you know what? It's fine. Overall it's a reasonable attempt. It's a good game let down by the simple fact that the majority, if not all, of the lore keepers, who wrote the really strong stuff, departed years ago and the heavy lifting is now done by the Black Library writers.
I freely admit that I will continue to play 8th Edition. For me it was the best, and as it turns out, last version of Warhammer Fantasy Battles. I will complete my Warriors of Chaos army as best I can and enjoy 8th Edition the same way I do Mordheim: as a finished game, forever unchanging.
But I can also see myself playing Age of Sigmar in some small way. It's a good game. But the departure for me is that I won't be invested in this world the way I was the old one. 26 years of hobby experience aside (shut up I started when I was very young), the world just isnt' as rich and it won't be for a little while yet I fear. Which is fine as long as I know going in.
Should seasoned gamers pick up Warhammer: Age of Sigmar? Yes, they absolutely should. Firstly, the models are awesome and have fantastic hobby potential. Secondly, t's a great game and should be enjoyed as such, just leave your memories at home next to your shattered innocence.
Warhammer: Age of Sigmar is available from Firestorm Games priced £63.75.
July 14, 2015 November 27, 2016 by Phil
Grey Knights Codex – A Review
One in a million. That's how many recruits survive Grey Knight boot camp. And if you consider that those recruits are the top percentage of those already chosen from their home worlds as being the top specimens on their respective planets, the numbers start to get a little crazy. The entire population of Earth would probably yield barely a single Grey Knight – rounding up. That's a whole lot of sacrifice for a single marine in silver armour, but then who else is going to remember the ever-changing names of every Daemon in the Warp and throw it in their faces?
The new Grey Knights Codex describes such details to give you a better understanding than ever before of lengths the Imperium has had to go to in the endless war for its soul. On reading through the background of the frankly beautiful book, I was surprised at the number of excellent additions to their background – a stellar map showing the locations of the known daemonic incursions and Warp storms throughout the galaxy, a detailed breakdown of the Chapter's fighting strength, descriptions of all the Brotherhoods, plus the names and duties of each Grandmaster and their second in command Brother Captains, a double page spread on understanding their Heraldry with examples and ideas on creating your own. It goes on and on and all works to impress upon you just how few and individual they are, and the magnitude of the task they face.
Their Chapter breakdown reads with some very specific numbers, such as 44 Purifiers and 98 Paladins – in the entire galaxy. Even when reading the same lists for marines you're still somewhat safe in the knowledge that there are at least another thousand or so other Chapters out there to lend a hand if someone screws up. It's all wonderfully compelling knowing just how close humanity teeters on the edge of its doom, and the individuality the book enables you to impart on your small army of 'man's greatest, and fewest, heroes' creates a firm link to the consequences should you fail.
The fantastic new artwork does a much better job of portraying their supreme fighting ability (the first double page piece is particularly impressive) and lends itself well to the idea that they are extremely proficient at killing daemons – but constantly under threat of being overwhelmed by the never-ending hordes they struggle to hold back. Usually only barely a handful of Grey Knights will be sent to deal with a potential incursion which their prognosticators can foresee (kind of like 'Minority Report') which enables them to show up at the right time with the minimum of force to get the job – so precious is each and every Knight – and only the greatest and most threatening of incursions warrants the mustering of a full brotherhood.
If I'm honest, I was disappointed with the photography. Someone got a little carried away with the lighting effects and there was no showcase of individual models which is always one of my favourite sections of an army book – I'm unsure if this is consistent across the new format Codicies but it's not a change I'm happy with as I get a lot of inspiration from the individual efforts of the 'Eavy Metal team. There's also what look to be not one, but two non 'Eavy Metal, and I guess 'reader/staff submitted', armies used in the photography and the quality just isn't there. They are great armies that anyone would be proud to own (although I'm not sure about the one with all the trophy racks, seems very Chaos) but in a premium book I expect premium quality throughout.
Onto the army list and there's quite a bit of change, and you can expect a mixed reaction from existing Grey Knight players. They had a reputation as one of the stronger armies in 40k and everyone was expecting them to be toned down – and this has indeed happened. All the Inquisitor stuff has gone completely – even down to the fluff, with only a slight link to the Inquisition being maintained. Most of the equipment and upgrades has been wiped away, no more Psycannon Bolts, or Rad grenades, or Brain Mines, it's all gone along with all the Grey Knight specific Vehicle upgrades. It's a bit of a shame as not only is there still a mention of the more exotic pieces they use in the background, but it seems a lot of the army identity has now gone into the Psychic phase removing most of the choice you had in how you played with them.
Non Grey Knight players will be happy to hear the (now) Lord of War choice, Kaldor Draigo has had his wings clipped. He's still a beast but no longer strength or toughness 5 – again, as much as this was perhaps needed, it's still a shame to see perhaps the greatest Marine in the Galaxy reduced to a majority stat line of 4's [I think most Space Marine players would argue that point by go on… – Ed].
You'll be kept busy re-learning the points costs of the basic elements of the army as there's ups and downs all over the place. Some changes of note are Grand Masters have gone up slightly and trade-off their Grand Strategy for psychic level 2, whereas Librarians have gone down by a whopping 40 points – and a further 25 less for a level 3! Strike squads have gone up but their equipment options have gone down so you're still better off, and Terminators have gone down significantly but lose out on the changes to the Nemesis weapons – which is swords now have no benefit beyond being a Nemesis Force weapon and Halberds are +1 Strength instead of +2 Initiative – so the Terminators are now either less durable in combat or a lot slower. Purifiers went up slightly and the Apothecary for the Paladins is now a massive 55 points less – which equates to a free Paladin! Other highlights include special weapons now being consistently priced, which actually makes equipping one on your HQ a feasible option, and the Dreadknight has been given the sales boost treatment as you can now take a tooled up teleporting monstrosity for, on average, 70 points less! The Vehicles are largely unchanged.
Generally the list seems to be pushing you to take more from the troops choices which is a good thing as there were some big errors in the last codex which made taking Purifiers over Strike Squads a no brainer. And with Terminators getting worse but cheaper, it's now a harder decision to choose between the two troops choices. However, the adjusted force organisation means you only need one as a compulsory choice and gives you an extra Elite slot at a cost of one less Heavy and Fast Attack – go figure. I said before, it's a shame to lose all the toys and although the Relics are some consolation, it's taken away some of the individuality from the HQ's that the background did such a job of adding to them.
With less being spent on your HQ and generally cheaper units overall you're army should be larger but will rely even more on the Psychic phase to assert itself with a number of units now having access to multiple powers – and a Librarian should still be the first name on the team sheet. Beyond him and perhaps the Dreadknight, the army balance is a lot better with more of the choices being just that, rather than easy hits and misses, and I'm looking forward to getting some more models on the table – but man am I going to miss those Rad Grenades.
September 15, 2014 September 14, 2014 by leedavinci
A Ghostly Apparition
Guess who's started a new army for 40k? It's not my fault. Honestly, blame Mat and Phil, they're the ones who got me feeling all jealous and left out and stuff. Once Phil followed Mat down the Xenos path it was only a matter of time before I caved and followed suit, which I duly did once I finally settled on an army to collect. In our gaming group Marine players feature heavily, 4 out of 7 to be exact, so when Mat decided to actually get a 40k army to play with (after selling his Tau) he figured collecting another Xenos force would be a good idea to help break up the monopoly – such a good idea in fact, that Phil and then I decided we would start new armies also of the non-good guy persuasion to add a bit of variety and eliminate those sometimes drab Blue on Blue games. Phil has now succumbed to the Green Menace to go alongside his near 10,000 points of Ultramarines, whereas I needed something to offer an alternative to the 3000+ point Marines, Guard and Grey Knights armies I already have – but I wasn't sure what…
The new army feeling was building as I started to consider all the various races, but I found my choice somewhat more limited than I expected. There are some I just won't entertain – like Chaos for example. I know the whole Xenos army idea is supposed to move me out of my comfort zone but Marines with spikes stuck on them has never, ever, worked for me. Daemons lacked the things I like most in 40k – guns and vehicles, which also largely eliminates Tyranids for the same reasons. Orks didn't appeal to me and although Necrons may have, both were already taken. The Tau were still good guys really and I'd already had an army of them in the past before selling them on, so I passed on taking them a second time. The Dark Eldar were a strong option as there were a number of units/models I really liked but in the end not enough to build an army around, so that left just one non Imperial army to choose from – the Eldar. I've thought about collecting an Eldar army in the past, a few times in fact, as they suit my style of play and have some fantastic models, but their unit focus and squishiness always did enough to put me off. However, the Iyanden Codex has offered me a way around this: a Ghost Warrior army! The new army feeling was well and truly buzzing now.
An all Wraith Ghost Warrior army – 2000 points in 27 models!
'Wraith' type units really do have some cool looking models and nothing's better than an army that can smash faces and look good whilst doing it. To go with that, one thing a Ghost Warrior army can never be accused of being is squishy, seeing as your standard Wraithguard troops have an impressive Toughness of 6! Add in your Wraithlords and Wraithknights with their Toughness 8 and things are looking pretty solid. However, with the sheer abundance of high strength and low AP weaponry floating around nowadays, Toughness 6 is not what it used to be and a 3+ Armour Save only takes you so far. It was clear this army was not going to be a simple point and kill type outfit despite the tasty stat lines. Support would be essential but with the point costs being so very high it would be a hard balance to strike. Wraithguard are a costly 32 points each for something that's still only 1 wound – plus another 10 if you want to give it a D-Scythe, meaning the army is going to be tiny. Like crazy tiny. Like less than 20 models in a 1k army tiny. This is great news on the painting front as even I could get a whole army finished with that few models to paint in it, but it does concern me on the tactical side of things. Phil recently stuffed almost 70 Orks into a 1k list and against a few handfuls of Wraithguard packing single shot (albeit mega powerful) guns with only a 12" range, getting overwhelmed is not only a possibility, it's almost a certainty. They are going to need some serious rapid-firing back up, which is achievable, but breaks away a little from the pure Wraith army ideal.
The reasoning behind fielding a Wraith army in the first place is lack of manpower, so using vehicles which are piloted by just one or two Eldar to act as force multipliers makes perfect sense and opens up the tactical potential of the army – whilst still retaining its character. Including Wave Serpents is unavoidable as they're the only transports Wraithguard can take and Warwalkers suit the aesthetic of the army as well providing the extra firepower so sorely needed – but with the Heavy Support section already looking crowded with the Wraithlords and Wraithknights taking up the slots there's a strong possibility I'll have to go unbound to make it work. It's disappointing they didn't do a bit more for the Iyanden Codex, and something as simple as bumping Wraithlords into Elites would have made a true Wraith army more achievable with a choice in each force organisation slot (If you include Forgeworlds Wraithseer HQ – want!) – Marines get to do it with Dread's so why not Eldar? I'll steer clear of everything else in the codex aside from the compulsory Seers – but there are a few things from Forgeworld which are really catching my eye. Wasps and Hornets look like they can provide all the extra firepower I need and both come under Fast Attack which would solve the overcrowded Heavy Support problem – letting me stay bound and qualifying for the all-important 'Objective Secured' rule. The trade of a 5+ invulnerable for jump packs makes the Wasps even more fragile than the Warwalkers, but it'll be fun bouncing them around the table shooting shit up while they last – especially if there's a Wraithknight or two doing the same. I'm still worried about get swamped by horde armies, as is always the case with small elite armies, but it'll be interesting getting the balance of the army right between guns and bodies.
Wasp Assault Walker from Forgeworld
Painting wise, I'm undecided about whether to do the army in the yellow and blue of Iyanden as a few other colour schemes have also caught my eye. I was initially quite taken with the grey and orange of Yme Loc and as they have a rep for building titans, I thought this could translate onto my Adeptus Titanicus Eldar force. But I have since realised the colours look far better on vehicles than they do on infantry, so I'm unsure how it will look on the abundance of long limbed walking units in the army. I could always do my own thing but that might slow things down and I'm promising to get the first 1000 points painted before I go any further. Aaaahhh decisions. We moan, we wrangle, but we love 'em really, it's all part of that new army feeling. Expect to hear of mighty Wraith constructs stomping on stuff real soon.
September 6, 2014 September 5, 2014 by leedavinci
Empire vs Khorne Tactica Part 2
In Part 1 of this Tactica, we covered which units to take against the pure combat focus of a Khorne army and with an idea of what your list includes, let's now look at deploying and using them effectively.
I'm a firm believer in having a strong core at the heart of your army with everything else flowing around it – the expendable stuff, and that word synergy is at its most prominent at this point as you will want as many of your units as possible to benefit from your ability 'bubbles' and not have to spend time shuffling about after the game starts to get into range.
By keeping your core intact you can still win even if the rest of your army gets smeared into a fine red paste, which is still a very real possibility no matter how well you've prepared. This core will of course tend to be your slower foot troops who don't tend to move much, backed up by their support elements which make them better, and the simple diagram below shows that by deploying them in a compact line with the Celestial Hurricanum behind them, all three infantry blocks will be benefitting from the +1 to hit in combat. The white squares in the Greatsword unit represent characters which can also then spread their influence to these units – namely the re-rolling of Leadership tests provided by your Battle Standard Bearer and the increased Leadership of 9 provided by your General in the shape of an Arch Lector. This entire group is now re-rolling its Leadership tests on an unmodified Ld of 9 (through Steadfast and Stubborn) whilst hitting back on 3's with a ton of Strength 4 and 5 attacks. The Lector is also granting Hatred to the Greatswords and can also cast a prayer on them either increasing their chances to wound or improving their survivability. It would take a brave enemy General to charge headlong into that and he will bleed for the damage he inflicts – and seeing as you have around 110-120 wounds in that formation he'll be hard pressed to outlast you.
Once you throw in your Archer Detachments that can range in front of your line, you should be able to divert enemies units looking to charge you and set up favourable flank charges for when you do want to step out of formation. This core also has the benefit of accounting for a significant proportion of your points making it harder for your opponent to achieve a victory and easier for you to avoid defeat.
Some of your more combat capable units can also act as powerful deterrents to those who think themselves strong enough to break your core. For example, a Steam Tank makes a brilliant protector of this formations flank, it's hard as nails and unbreakable letting you focus on what's in front of you. A counterattacking unit of Demigryphs or Knights can also fulfil this role.
If circumstances are permitting, always endeavour to get a unit of Demigryphs in a position to flank the enemy. This doesn't have to be out on a flank necessarily, simply using a piece of terrain to hide behind waiting for the enemy to come past is just as, if not more useful. At worst it delays your enemy as he doesn't want to get flanked, at best you get to pull off a devastating charge that can roll right up a battle line.
You should always try to place your cannons out on the flanks and this is for two reasons. Many opponents forget to look sideways across a battlefield when moving their army forwards and often assume you will shoot the unit directly in front of the Cannon in an effort to keep them alive. Whilst this is an option, shooting across the battle field into the flanks of units of Skull Crushers and Chaos Knights is far more damaging to your opponent. Your Cannons' days are numbered as your opponent will do much to remove them as a threat as quickly as possible, so their only job is to inflict as much damage as possible before they go. The other reason to put them on the flanks plays into this. They're a great distraction and buy the rest of your army time while they're being dealt with – and if they're way out on a flank it's even longer before their disposers get back into the fight. I usually deploy the small halberdier units with my cannons to buy them another turn or two of firing to really soften up the enemy before they go and make sure my opponent has to commit a significant unit or two to deal with them – playing even further into reason two.
In the compressed battle line below, you can see the core formation in the centre – although it can be positioned anywhere – supported by the Steam Tank and unit of Knights protecting its flanks. These, and any other units, moving to assist the centre also have the advantage of coming under your ability bubbles too, further adding to their potential. The Cannons are way out wide supported by the small halberdier units and the Demigryphs are well placed on either side to support either the centre by arcing around or the flank if necessary, or even to advance forwards and punch a hole through vulnerable points through the enemy line. You can also see how a simple copse of trees can be hidden behind to set up a trap for any unit advancing on the core formations, with the screen of skirmishing archers being used to pull enemy units into favourable positions for flank or dual charges.
By angling the archers correctly, you should be able to ensure a flank charge at least somewhere along the line and your opponent will likely be hoping to pass his Ld tests to stop his frenzied units charging into your traps. Don't be afraid to advance your skirmish screen aggressively to take the initiative away from your opponent who is used to having it when playing with such an offensive army. By getting those archer units high up the board you can clog up his approach with unexpected combats or slowed units trying to avoid getting into combat with them, and then overrunning into your lines unsupported.
The elements not visible in the diagram such as the Helblaster, Outriders etc. can be placed where they are needed as your enemy deploys. If you can see he's going to try to rush your core in force, put your Helblaster down in the centre to really make him suffer – or even abandon his plan. If he's emphasizing (refusing) a flank, you should have an opportunity for your Outriders to find a prime firing position. A lot will depend on how your opponent deploys so try to keep your best stuff until the end. Things like Halberdiers and Knights aren't going to hold many surprises with where they go, but the likes of Demigryphs and Steam Tanks are crucial units so try to get favourable match ups across the board to maximise their damage potential – and your opponent will be doing the same as he will be fully aware of the danger these units possess. Steam Tanks need to avoid anything with multiple high strength attacks like Slaughterbrutes, Dragon Ogres and tooled up characters. Demigryphs should simply avoid wasting their offensive power on grinding down units in multiple rounds of combat. They are the point of the blade and if applied correctly should be able to take on almost any unit if they avoid a frontal charge.
The army is also surprisingly offensive when needed, with three mounted offensive units plus a Steam Tank battering ram, you can really take the initiative when the time comes and launch a crippling counter attack to carry the day. Look for gaps or vulnerable points in the enemy line, as charges are made these holes will appear and capitalising on those moments to get a unit in behind his line will create a real headache as to how to deal with them – all the while you're pounding him with black powder and magic.
Don't be afraid to feed your expendable units into his to buy you the time you need to whittle him down with your shooting and get into position with your best units. Expendable covers everything that isn't in your core formation – even things like the Demigryphs. As long as they are buying you an advantage with their sacrifice, you know that by protecting your core (which accounts for around half your victory points) you can still win.
The trick is to get him to underestimate your army. Let him think he can roll over any unit you've got without consideration with his hulking combat monsters, ignoring the risks of charging across the board as fast as he can [With a Khorne army one doesn't have much choice in the matter. – Ed]. Capitalising on his overconfidence and haste in avoiding warmachine fire will let you dictate where the combats happen and with who. Constantly deflect his best units, either into flank traps or off the board to waste their time, and only taking them on when the circumstances are in your favour. Do this and you will win the battle.
August 13, 2014 August 13, 2014 by leedavinci
As we near the end of our 'Tale of Two Armies' series, I thought it would be helpful for those interested to put the lessons I have learnt into a Tactica article of sorts – but one that focuses on tackling a specific opponent. This is the first part of that article which will cover general army selection against a foe which favours combat over all else, with the second part moving on to deployment and tactics.
I've enjoyed a large amount of success in the series of games Phil and I have played out, only losing once in the first game – to a total bloodbath where but a single Chaos Warrior was left standing at the end, a Pyrrhic victory if there ever was one. This was in stark contrast to how I thought the series was going to go after the decision was taken to do it and getting my hands on the army books. I still stand by what I said in my Empire Army Book review, the subtleties of the changes in the Empire book still leave a slightly sour taste in my mouth knowing what the author's motivations were, and the fact that the list suffers from significant imbalances corroborates my opinions when paired with the Chaos book.
I feel a large portion of my success was actually down to Phil's choice of which Chaos God to theme his army on as much as it is to my playing ability. Playing as Khorne is certainly a limitation – at least when it comes to playing the Empire. I'm sure it would have been harder for me to succeed if I was playing against say, an Undivided list, with all its magical gizmos and tailoring potential – it has a hideously powerful potential in the hands of someone willing to throw any kind of theme or fluff out the window. The lack of any shooting or magic are both huge advantages to an Empire player as you don't have to invest any of those precious points into protecting yourself from those elements and can focus more on directly dealing with the biggest threats you know you'll face. But anyway, on to what I've learnt which will hopefully benefit those budding Empire General's out there for the times when they've run into an army of Khorne frothing at the mouth.
Army List Selection
Games of Warhammer Fantasy Battle can be won and lost before a dice is even rolled, the choices you make in building your list will have a significant say in how easy or hard your games will be to win.
Frenzied Khorne units are like lawnmowers when it comes to the green grass of the Empire. Most of your soldiers will die horribly by the wagon load in a stand up fight – you will typically be striking last, with inferior weapon skill, lower strength, and with far less attacks. You will need numbers, and it will be crucial to get your units working together – synergy is a term used a lot with Empire armies and harnessing it is the key to victory.
For your Core, you will need at least one, maybe two, big blocks of State Troops to act as both an anchor for your battle line and an anvil to break the enemy on. They will need to hold their ground in the face of the whirlwind of death that will inevitably hack its way to them, at least 40-50 bodies if you're going down the single block route. I personally prefer to go with two units of 35-40 but that's what works for me against my opponent and it can be hard to maintain character support across the two of them which we will come onto a bit later. Which type of State Troops to use for this depends on your style of play, but there are some definite good and bad choices when it comes to deciding which to field.
Swordsmen are the most durable being able to make full use of shields that also provide them with a parry save, plus having an extra point of WS meaning Marauders and Hounds only hit you on 4+ instead of 3+ adds to their durability. They are great for absorbing attacks but will kill very little in return, particularly against anything wearing Chaos Armour. They are an ideal choice for a true anvil with which to hold the enemy against, but are also the most expensive in points per man.
Halberdiers can actually kill something occasionally, but will die doing so. The extra strength helps with causing wounds and also getting through the thick armour you'll face. However, the inability to use a shield at the same time as a Halberd means they die very quickly. For a mere 6 points they are generally considered to be the best all round choice in any Empire Army – shields are only worth taking against armies with lots of shooting so leave them behind against Chaos and take more bodies instead. They are probably the best choice against Chaos.
Spearmen give you many attacks – albeit with very little chance of success against the high toughness and armour saves. The Spears also make them very static and completely defensive as they only work if they don't charge. They are the worst choice against Chaos, limited in their usefulness to only the weaker units, which are few in a Chaos army.
To back up your block/s you can add in detachments if you so choose – although there is a lot of debate as to whether they are worth it anymore after the changes made to them. My opinion is generally no, with one exception. There is a definite use for smaller 10/15/20 man units in the army, for sure, but now without the benefit of the auto flank counter charge rule, attaching them to parent units means they often just provide additional squishy bodies for your opponents superior troops to kill and gain yet more combat resolution with – that goes double for Chaos units, and triple for Khorne. Add in all the Psychology involved with having them in amongst your line means I rather have the flexibility of taking small units on their own. Independent 10 man Halberdier units (cheap) are fantastically useful and can be used as warmarchine protectors, charge redirectors, speed bumps, flank protectors etc. Easily worth the measly 60 points they cost per unit. The exception is for the lowly Archer – they're brilliant. They can range in front of the army and become a very irritating distraction for your opponent who must overcome their charge redirecting and blocking. Panic isn't a problem when they die as they are out in front and the fact they can shoot is just a bonus which lets them soften up the hounds which are usually tasked with removing them. Costing as little as 35 points in units of 5 makes them invaluable at buying you time – they are one of the most important units available to the Empire.
The rest of the ranged State Troops unfortunately are poor. They are now very expensive for what they do and against a Khorne army with no real shooting or magic to worry about the more fragile Outriders are a much better choice. 10 Handgunners costs you 90 points for 10 shots, 5 Outriders cost you 105 points for 15 shots – all at the same equivalent BS. Plus the Outriders get a free move at the start of the game to get into a better position, and also have horses for if they ever do need to move again – which you should avoid.
Knightly Orders are decent. The 1+ armour save is still very hard for even Chaos Warriors to get through, just stay away from Chaos Knights, or worse Skull Crushers, who will still make a mess of them. You can also choose to equip them with Greatswords as you'll be striking last anyway, but losing the 1+ save is a big decision as it's their biggest strength. They won't win in a head on charge against most units but get them in a flank and they will be hard to shift – particularly the Stubborn Reiksguard who can pin a unit in place almost indefinitely. Their problem is they struggle to deal out enough damage and need character support if you want them to charge through units of any significance – mounted Warrior Priest's help them massively with their Hatred.
One of, if not the best units available to you will be the Demigryph Knights – they are the one truly combat capable unit available to the Empire and can eat their way through almost anything if you play them right – just don't forget you're playing Chaos who are also very combat capable. If you're careless with them they will die just as quickly as anything else in the Empire army. Their armour-piercing beaks are tailor-made to beat Chaos units, get them in a Flank and watch them go – its carnage. Take two units if possible.
Warmachines are fairly straight forward. The Steam Tank is a beast and you should always take it when possible. Its hull mounted cannon is a bonus but it's the D6 plus D3 impact hits per steam point used in moving when it charges is where the real use is. Plough it into units like Chaos Knights and Warriors and watch it mangle them – but stay away from Dragon Ogres unless you're confident of crippling them in the impact. Their S7 Great Weapons can do a lot of damage and at 4 wounds each are still durable despite the lack of decent armour or high toughness. The steam turret is still useful against Chaos despite their smaller units and generally high toughness. One bad roll for armour saves can still be crippling if you ramp it up to S4 so keep an eye out for opportunities to use it.
Take at least one Cannon, preferable two – there's multitude of fast-moving units with either high armour or multiple wounds running around for you to shoot at: Skull crushers, Dragon Ogres, Chariots, Chaos Knights, Slaughterbrutes etc. Back these up with a Volley Gun and Engineer (he's a must). Chaos players are terrified of the Helblaster and rightly so – it can and will remove entire units when it fires using the Engineers BS and re-roll, and will also act as an area denial weapon.
A few other things I've found useful are Greatswords and the Celestial Hurricanum. Greatswords are a 50/50 for a lot of Empire players as they're expensive, but against Chaos Warriors their weapons can wreak havoc against their tough units. Put a Battle Standard bearer in the unit and they will (almost) never ever run away. Cold blooded, unmodified leadership 8 with a re-roll is nearly impossible to break and it's easier to just slay the entire unit, and although expensive they are very hard to get points out of because of this. The Hurricanum enjoys the benefit being something of a wild card as well providing some reliable effects. The +1 to hit 6" bubble is valuable beyond measure for your troop blocks and means that when you do finally get to hit back, those numbers you've sunk your points into will do some serious damage. It also provides an extra power dice to help get those all-important spells off, and that means the random weather spell is a bit of a bonus afterthought really – you'd take it for the first two reasons alone.
And last but no means least, we have the characters – Empire armies rely very heavily on them and thankfully they're cheap. First up is a Captain upgraded to a Battle Standard Bearer and he really is non-negotiable as it will be the rock of your entire army. Back him up with as with a few Warrior priests where you think you'll need them and you should have a pretty formidable formation all benefitting from each others abilities. After you include the previously mentioned Engineer for the Helblaster, you just need some Magical firepower in the form of some wizard levels – Level 2 or more, it's up to you really. As you don't have to worry about any spells coming back your way you can put as much or as little into magic levels as you want. Lore of Metal really hurts Khorne with their sky-high armour saves so I take at least one Wizard with that lore in my army. The biggest choice you will face in your character selection is who to make your general. A Wizard Lord gives you access to the very desirable Ld 9 and can hang back from the battle line relatively safe. Another good choice is to make one of the Warrior Priests an Arch Lector, who can sit in your battle line and benefit the whole formation with his leadership and prayers – just remember to protect him adequately.
Things like Grand Masters and Generals are good but typically being mounted they tend to move away from your force so the army doesn't usually benefit from the leadership bonus. Sitting still in units are a waste of points for what a cheaper character can do – and if you do want them to go charging off to plough through enemy units you really have to invest the points in his unit and his magic items – which all significantly weakens the rest of your army. Besides, who's stupid enough to actually go chasing a Khorne army?
So based on what I've gone over, in a 3000 point list you should have a unit roster looking something like this:
Captain – BSB
Wizard/s
Arch Lector/Warrior Priests/s
Halberdier Block x2
Small Halberdier Unit x2
Inner Circle Knights Block
Archer detachment x2
Demigryphs x2
Greatsword Block
Great Cannon x2
Steam Tank
Don't be under any illusions, its hard work getting it all to fit – there just never seems to be enough points when making Empire lists – but it can be done. Some sacrifices will need to be made depending on how many magic levels you want or how many points you wish to invest in magic items. A few things can easily be trimmed to free up points like the Outriders or one of the small halberdier units, but by including at least most of the units above you should have a flexible and tough army that your opponent will struggle to do any meaningful damage to.
In the next part we'll look at deploying the army to get the maximum benefit out of each unit and how to use them once battle is joined.
August 9, 2014 August 8, 2014 by leedavinci
Forge World Preivews Word Bearers Gal Vorbak
The latest Forge World bulletin didn't have much in the way of news I care about…until I got to this shot. The Gal Vorbak have always interested me intensely when reading the Horus Heresy novels featuring the Bearers of the Word. And, by extension, I'd always hoped they'd do models and hoped further still that they'd do them justice as I've never been a fan of the possessed models available for Chaos Space Marines.
Judging by these two gems I think they're in safe hands. I love how the MKIV armour has been incorporated into the mutations. The reversed jointed lugs are inspired. It all likes like the changes would have been agonising, which they were. I'm finding my eye wandering towards Codex Chaos Space Marines…
May 28, 2014 by Phil
Salute in Review: Dreadball Fest!
Salute, salute, salute salute salute. (sung to the tune of Black Adder) I'm sure no one minded me singing Rob's Salute theme tune on the way home one little bit. In fact it probably made the trip back from London go even quicker [Especially as it took four hours thanks to Mat's atrocious SatNav – Ed.]. So I am sorry to say that it is over for another year and with 365(ish) days to go until the next Salute, I am going to have to go back to buying models in shops or online like the rest of the world. Oh the horror! The whole event was great and there was some awesome stuff to see: so much variety (which is a great sign for the hobby in general), so many great people to meet and I know even though I spent the whole day trying to see everything I probably only got to see half of what Salute had to offer.
The day went pretty much to plan, with no help from Forge World. They had everything a Warhammer 40k player could want…as long as you wanted something from the Horus Heresy. However as an Ork player I was disappointed to find out that they had brought none of their awesome Ork range so I had to order the heavy weapons I needed for my Battle wagon conversion. I hope they turn up soon. Needless to say I have learnt my lesson and next year I will be ordering in advance, still at least I didn't have to pay the postage and packaging.
But then I wondered over to the Mantic stand…Not only did I got a great look at their Battlezones range (watch this space), but I also got some really exciting information about Dreadball Xtreme and Deadzone and how new rules will work and I am now more excited about both games than ever. I'll be covering that in more detail soon. Then I bought a lot of stuff for Dreadball including the new supplement Azure Forest. Review to follow. [Damn Neil, you're gonna be busy. -Ed.] We've also made it on to Mantic's reviewer list so we should be able to cover their products much more thoroughly in the future.
I also confirmed that I have definitely fallen in love with Malifaux and saw some amazing figures from Twisted, Black Scorpion, Taban and Mierce miniatures. I checked out some of the great scenery from Amera Plastic Mouldings, where I picked up a great amphitheatre piece and still regret not picking up another Dreadball Stadium, especially as by the end of the show they had them for £25! I was also really interested by a range I had not come across before – Z Clipz by Studio Miniatures.
So onto the spoils, and like I said I did buy a lot of Dreadball. I picked up booster squads for both my human and robot teams, as well as two hard-hitting MVPs Buzzcut and DRB7 Firewall and the Azure Forest supplement. Away from Dreadball I got some red dice (because red ones roll higher – it's science), and a the aforementioned Ork Big Zzappa.
It wasn't the biggest haul I know but it was what I wanted and regrettably all I had time to get the rest of my day was meeting some of the #warmongers at the meet up, watching the mild-mannered Mat turn into a model buying machine and the rest of the day was business, meeting some great companies and talking about their new projects and The Shell Case. It should make for some great articles over the next few months.
April 20, 2014 by neiltovey
Short Daemon Tactica: Bloodcrushers of Khorne
Bloodcrushers of Khorne are pretty deadly, even though they have been somewhat downgraded since last edition, and are still a prime assault unit of any Daemon force. There are even a few ways to overcome the units' new problem with 2+ armour saves. Plus, it also gives me an excuse to break out a MegaDeth song.
Ok, lets start from the beginning, because it colours a lot of people's perceptions about the usability of Bloodcrushers. It will also explain why, depending on where you play, Daemon players are likely to throttle you if you try to bring up the unit in a conversation.
A typical reaction to "I still think Bloodcrushers are useful"
Now, last edition the unit were god level good. They had a one point higher toughness, a 3+ save and power weapons still ignored all saves completely instead of just being AP3 Hellblades like they are now – so naturally every Daemon force had a unit or two. But instead of screaming 'Worst.Unit. Ever!' like some parts of the internet, I'll be explaining how to use them best, despite their diminished status. Call it an act of spite for having to wade through a year of forum after forum saying Phil Kelly is the worst human alive [I thought it was The Cruddace? – Ed]
For a start, Bloodcrushers are now Cavalry, making them able to cross the board by Turn 2 instead of being late game challengers as they were in the past. This increased speed somewhat makes up for a diminished survivability and means that the unit is now able to do flanking attacks or surprise a unit or two (not to mention they can pick and choose their targets more readily to avoid those pesky 2+ saves). Combine this with the ability to strip a unit of cover from the Bloodcannon and they can still kick a lot of arse.
Bloodcrusher model by Games Workshop
Now, whilst their use is mostly limited to killing 3+ save units (of which there are many), the addition of a unit champion or Heralds gives you access to AP2 weaponry. The Axe of Khorne is one of the few god specific weapons I would consider trading the humble Etherblade for, as it has the same stats and swaps Master-Crafted for Instant Death on a 6 to
wound. What your play style is will determine which upgrade you choose I think.
One big change to Bloodcrushers is that I would now consider Deep Striking them, or at the very least hugging cover. That increased vulnerability, paired with their reputation from the last codex, means they will attract a lot of firepower – especially in Space Marine or Necron armies where AP3 close combat weapons are a scary prospect.
All in all, Bloodcrushers aren't the strongest of units you can have in a mono Khorne force. But use them well as they will still eat a few units before their demise and draw a lot of firepower. For that, and the awesome models, they are worth trying.
So what are you waiting for? Its time to crush 'em!
Bloodcrushers are available from Firestorm Games, priced £30.15.
April 6, 2014 April 3, 2014 by reecemjones
Dataslate: Chaos Helbrute – A Review
Hot off the presses and hot on heels of the new Helbrute kit we have the Helbrute Dataslate.
Being a long-term Chaos Space Marine player, with a penchant for the slightly crazed, and considering that the Helbrute kit is really rather good (see my previous review for more on that front), I am pleased to report that the dataslate adds another, rather funky, aspect to including these lumbering, homicidal, dameon engines in a Chaos Space Marine army.
First up, the dataslate reiterates and expands the background surrounding the Helbrute. The additional fluff builds upon the elements of the character of the Helbrute that I like the most. Just as the unpredictability in their rules demonstrates, the various denizen commanders of the traitor legions struggle, as much as they revel, in the tactical complexities inherent in deploying Helbrutes as part of a fighting force. Reading the descriptive text and accompanying prose really gives you a sense of how the presence of one or more Helbrutes in an army generates a tension within your forces. Some legions might venerate and worship the incarnate abominations crashing across the battlefield, others might treat them as purely expendable and use their abhorrent appearance to force their enemies to focus all fire to bring them down, before they can rampage through their battlelines. Games Workshop have followed on their recent theme of generating rules to support the narrative in the fluff for in-game use and provided three different formations that nicely encapsulate the bizarre character of the Helbrute and the role it can play in destroying your opponent's forces.
There are three flavours to the formations offered by the dataslate:
Mayhem Pack
What's better than one Helbrute rampaging from your back lines across the wastes of war? Why three of course! And why not deep strike them in to maximise their threat? The Mayhem Pack allows you to take a formation of three Helbrutes and deep strike them onto the battlefield from reserve. There's no additional cost for fielding this formation, but all Helbrutes that are fielded as part of a Mayhem Pack have to make a crazed roll (one roll affecting all pack members) at the beginning of each movement phase. It would appear that being held back from battle for 'tactical' reasons is not something that sits well with a psychotic, daemonic engine of destruction. Who knew?
Helcult
What would you think, y'know budding cultist that you are, if the entombed remains of a deranged god-warrior now bound inside a monstrosity of metal and madness appeared next to you on the battlefield.? Well, apparently you'd want to stick to it like PVC to a Daemonette's ass, and rush headlong into battle alongside it. The Helcult formation lets you field a Helbrute with 2 units of cultists and gives both the Helbrute and the cultists some suitable "let's get crazy" advantages, including a 3+ cover save for the Helbrute (for the willing sacrifice of a cultist). The main drawback is that when in melee, the Helbrute's rolls of 1 to hit means he's mashed up a cultist instead, but if you lose the Helbrute, the cultists get kind of ticked off…
Helfist Murderpack
I bet when you woke up this morning your first thought was "I seriously need to field 5 Helbrutes in a unit. But only if one of them is a super nut-job that all the other Helbrutes in the unit look up to like some kind of Alphabrute of murderocity!" It's a word. Well, you're in luck.
I have to say, I am seriously tempted by this option. I mean just the idea of having 5 of these things as a rampaging mobile moshpit of death, smashing its way across the battlefield is enough to make me go out and buy three more kits. And I'm guessing that Games Workshop are hoping many people feel the same way. To be honest the rules aren't that stellar. They count as a vehicle squadron, which is never a good thing and the alpha-brute/champion itself is a character who has to participate in challenges. The champion does gets an invulnerable save and means you can pick the crazed result for the whole pack. As with the Helcult, the rest of the Helbrutes get pretty aggro if you beat up their bossman, but really you aren't going to find anyone complaining that the game is suddenly broken because of this (or any of the other) formations. It will just look frickin cool!
Fluffy awesomeness
This isn't a dataslate containing formations that suddenly make Chaos Space Marines the new meta or the centre of the next round of net lists, not even close. Although I do think that the Mayhem Pack has some serious potential and in the right situation the Helcult could be very handy. If, however, you're interested in adding a chunk of Helbrute goodness with more than an average dollop of fluffy goodness to your list, then this dataslate might be right up your alley. It'll certainly make a change from the usual multiples of Heldrakes.
Right then… Imperial Knight converted to Helbrute champion anyone? Or was that just me?
March 23, 2014 March 23, 2014 by Rob
Short Daemon Tactica: Building Slannesh Lists
It's time to break out the bondage gear, zip up the gimp masks, and think on the kinds of Slaaneshi lists one could construct.
Overall when you go for mono Slaaneshi lists, it's not a case of if you can build a fast army, it's just asking yourself how fast you want it to be. Because make no mistake, Slaaneshi units are some of the fastest units a daemon player can field and an entire army of them will be across the board in three turns at most. But with that comes vulnerability, namely a low Toughness stat across the board for all of its aligned units.
So around this thought comes my first potential list. As per my Nurgle list article, all of them will be 1500 points.
Superbly painted models, posted by gonzosbignose on Warseer
Daemon Prince of Slaanesh. Wings, Psyker level 2, exalted reward
3 Fiends of Slaanesh
10 Daemonettes. Instrument of Chaos. Alluress, lesser reward
6 Seekers of Slaanesh. Heartseeker, lesser reward
Seeker Cavalcade. 3 Seeker Chariots
Total: 1486 points
Fragile but deadly and almost entirely mounted, the idea of this army is for it to smash into your opponents army before they have a chance to take advantage of this lists fragility.
The Daemonette units with Instruments of Chaos are to help with not only Deep Striking, but to reduce the effects of a bad roll on the Warp Storm table, which will affect this type of army more than most.
The inclusion of chariots is a bit of a hypothetical at the moment as I've not gotten the chance to using them in a game – I hope to remedy that soon!
Death by 1000 Cuts
Herald of Slaanesh. Greater reward, Exalted Locus of Beguilement
Herald of Slaanesh. Greater reward, Exalted Locus of Beguilement, Steel of Slaanesh
18 Daemonettes. Alluress, lesser reward
This army is very much the hoard, relying on cheap Deamonettes to do most of the work. Throw in the odd Herald or tougher unit like Seekers to deal with or delay any tough units the army encounters and the jobs a good'un.
Killer Queen(s)
Keeper of Secrets. Greater reward, level 3 psyker
12 Daemonettes. Instrument of Chaos
Soul Grinder. Mark of Slaanesh. Warp Gaze
Daemon Prince of Slaanesh. Wings, Psyker level 2, exalted reward, Warp-forged armour
If you will forgive the slightly ludicrous title, this is a Monstrous Creature heavy list. A small few units of Deamonettes are around to act as objective holders whilst the heavies do their job and scare the bejezus out of your opponent!
A balanced Slaanesh force painted by ArbitorIan from Dakka Dakka
Keeper of Secrets. Greater reward, level 3 psyker- 250 poin
12 Daemonettes.Icon of Chaos. Alluress, minor reward
12 Daemonettes. Icon of Chaos. Alluress, minor reward
Having a more balanced force has its advantages. By combining the many different elements, you can get the hard-hitting and staying power of Monstrous Creatures and the speed of Seekers of Slaanesh. The only problem is fitting it all in a 1500 point limit!
And with that, I'm done with Slaanesh for now. Come back next week when I will start (finally!) talking about Khorne. He's already angry he's been waiting his turn this long, so it will have to be a good one – or else!
The Slaanesh range from Games Workshop, along with many alternative models, is available from Firestorm Games for a minimum of 10% off!
February 27, 2014 February 28, 2014 by reecemjones


Main Street Books and Charlotte Writers' Club North are pleased to invite readers to the store to celebrate the release of Lillian's Flying School by Nancy Lammers.
In Lillian's Flying School, Lillian Brown, an ordinary, responsible single parent, is overwhelmed with the escalating demands of her job. After an especially stressful day, she dreams she can fly. But when the dream becomes a reality, and she begins teaching the art of flying to others, unexpected and unsettling events occur that affect the entire small town of Green Valley.
A former counselor and temporary public school teacher, Nancy Lammers is the author of both Lillian's Flying School and Surf Riding, a collection of short stories. Nancy is retired and lives in Davidson. She enjoys watercolor painting and playing her violin, mandolin, and bowed psaltery in community ensembles.


Description: Street Outlaws is a driver's seat view into the world of American illegal street racing. The first season takes place in Oklahoma City, which boasts having the "fastest street cars in the country". From a 1969 Chevy Nova, to an incognito, race-ready farm truck — and everything in between — these street demons take their racing very seriously. They are constantly smack talking, betting on races, pulling pranks and other crazy redneck antics with their fellow racers. Ultimately, street racing comes first and they'll endanger their lives, spend their money and risk going to jail — anything to be number one.


text:
package gw.lang.parser.statements;

public interface IDoWhileStatement extends ILoopStatement, ITerminalStatement
{
}

redpajama_set_name: RedPajamaGithub


First session of summer 2018 was great! The weather was beautiful all week and our campers had a wonderful time exploring the bay, climbing the rock wall and making colorful tie-dyes in the Craft Shop. Each of our Homestead campers cooked out two meals over a campfire with their groups while the Pioneer and Pathfinder campers got to cook out everyday! While walking around camp, I asked several of our campers what their favorite meal to cookout was and the results were unanimous: Cowboy Mac!! Cowboy Mac is a notorious Camp Arrowhead cookout dish and is comprised of macaroni, cheese, veggies and ground beef. Some campers swore they would teach it to their parents so they could make Cowboy Mac at home!
One major highlight of this week was the beach party our wonderful staff threw for all the campers Thursday night. There was funnel cake, snow cones, skee-ball, face painting and much more!! Many of our campers enjoyed sitting with their friends by the bonfire while others danced the night away in front of the DJ booth.
H1 spent their Thursday morning doing random acts of kindness around camp and brought smiles to all of our faces. Thanks boys!
H2 spent Wednesday morning deep sea diving in the bay! They had a great time on the boat ride and jumping into the water.
On Wednesday afternoon, H3 went sailing in the Rehoboth bay. It was a beautiful day for spending some time in the sun!
The boys of H4 learned how to shoot targets during their archery block and did a great job!
H5 spent Tuesday night going on a hay ride around camp! The boys got to wave to their friends and staff members as they rode around camp.
H6 went on a bay safari Wednesday morning at the Carmine Environmental Center. The ladies got to learn all about bay life under the instruction of our CEC directors, Ellie and Morgan!
On Wednesday, H7 made beautiful flower crowns at the Carmine Environmental Center. The ladies wore them all around camp and received a lot of compliments!
H8 went banana boating on Thursday and had a blast! The girls zipped through the bay and were all smiles and giggles the whole time.
H9 spent Tuesday morning making beautiful mermaid costumes at the craft shop, and then headed to the pool for swim block!
H11 learned how to build bonfires in the Council Ring on Tuesday! The boys all pitched in and did a great job!
P1 fed the Carmine Environmental Center's Turtles on Wednesday. The girls explored the marsh to find fiddler crabs, which make delicious meals for box turtles!
P2 went kayaking on Wednesday. They explored the waterfront with their counselors and friends and enjoyed being out on the water in the beautiful weather.
On Tuesday morning, P3 had a great time banana boating on the bay with their groups!
P4 went deep sea diving on Tuesday morning and had the opportunity to explore the diverse ecology of the Rehoboth Bay!
On Tuesday, P5 watched the sunset over the bay as they silently meditated with their group.
P6 cooked out dessert at their campsite on Tuesday evening. It was a delicious way to end the day!
P7 went sailing on Tuesday evening in the Rehoboth Bay! Our sailing instructor, Taylor, taught the boys all about camp's sail boats and how to operate them.
The ladies of P8 went on a scenic sunset boat ride on Tuesday night. Many of the girls said their favorite part was sitting in silence and listening to the calming sound of the waves crashing on the boat.
SPF spent every afternoon sailing out on the bay. However, they also got to go night climbing on the rock wall Tuesday evening!
All in all, we all had a great week! We will miss all our first session campers and hope to see you all again next summer!


text:
Electron Intensity Measurements by the Cluster/RAPID/IES Instrument in Earth's Radiation Belts and Ring Current
Smirnov, A. G.
Department Planets and Comets, Max Planck Institute for Solar System Research, Max Planck Society;
Kronberg, Elena A.
Latallerie, F.
Daly, Patrick W.
Smirnov, A. G., Kronberg, E. A., Latallerie, F., Daly, P. W., Aseev, N., Shprits, Y. Y., et al. (2019). Electron Intensity Measurements by the Cluster/RAPID/IES Instrument in Earth's Radiation Belts and Ring Current. Space Weather, 17(4), 553-566. doi:10.1029/2018SW001989.
Cite as: http://hdl.handle.net/21.11116/0000-0003-AE48-9
The Cluster mission, launched in 2000, has produced a large database of electron flux intensity measurements in the Earth's magnetosphere by the Research with Adaptive Particle Imaging Detector (RAPID)/Imaging Electron Spectrometer (IES) instrument. However, due to background contamination of the data with high‐energy electrons (>400 keV) and inner zone protons (230–630 keV) in the radiation belts and ring current, the data have been rarely used for inner‐magnetospheric science. The current paper presents two algorithms for background correction. The first algorithm is based on the empirical contamination percentages by both protons and electrons. The second algorithm uses simultaneous proton observations. The efficiencies of these algorithms are demonstrated by comparison of the corrected Cluster/RAPID/IES data with Van Allen Probes/Magnetic Electron Ion Spectrometer measurements for 2012–2015. Both techniques improved the IES electron data in the radiation belts and ring current, as the yearly averaged flux intensities of the two missions show the ratio of measurements close to 1. We demonstrate a scientific application of the corrected IES electron data analyzing its evolution during solar cycle. Spin‐averaged yearly mean IES electron intensities in the outer belt for energies 40–400 keV at L‐shells between 4 and 6 showed high positive correlation with auroral electrojet index and solar wind dynamic pressure during 2001–2016. The relationship between solar wind dynamic pressure and IES electron measurements in the outer radiation belt was derived as a uniform linear‐logarithmic equation.

redpajama_set_name: RedPajamaCommonCrawl


LATEST VERSION. Europe 2016 - The biogeographical regions dataset contains the official delineations used in the Habitats Directive (92/43/EEC) and for the EMERALD Network set up under the Convention on the Conservation of European Wildlife and Natural Habitats (Bern Convention).
Changes in this version: The Pannonian region of Serbia was missing in previous versions and this has been corrected in the 2016 version. Some Arctic islands which do not belong to the European part of Russia and which were erroneously included in previous versions have been removed.


text:
After days discussing legal philosophy, Sotomayor heads for vote
WASHINGTON – Judge Sonia Sotomayor appeared to be headed for the Supreme Court after at least half a dozen Republican senators said at the conclusion of her confirmation hearings July 16 that they would vote to affirm her appointment to the high court.
After opening day for the hearings July 13, the 55-year-old appeals court judge faced detailed and often repetitive questions from the Senate Judiciary Committee about court cases both well-known and arcane July 14-16.
Questions aimed at getting at how Sotomayor would rule on particular types of cases, including abortion, proved as unsuccessful in eliciting a specific answer as they have at previous Supreme Court nominees' confirmation hearings.
In contrast to the two most recent appointees to the court, Sotomayor received no questions from senators about how her Catholic faith might influence her judicial decision-making.
Chief Justice John Roberts and Associate Justice Samuel Alito, who joined the court in late 2005 and early 2006, respectively, both were questioned about how being Catholic might influence them on the court. Alito's answers were similar to this response by Roberts to one version of the question:
"There's nothing in my personal views based on faith or other sources that would prevent me from applying the precedent of the court faithfully," Roberts said.
Though Sotomayor would become the sixth Catholic on the nine-member court, the most in history at one time, the only references to her religion came up in passing in introductory statements by several senators. Sotomayor's own opening statement July 13 noted only that she attended Cardinal Spellman High School in the Bronx borough of New York, without describing it as Catholic.
There were plenty of questions targeted at figuring out how Sotomayor would rule on specific issues such as abortion, which some suggest might be swayed by her personal feelings and which others say should be influenced by the teachings of the church.
On July 15, Sen. Tom Coburn, R-Okla., questioned her about the legality of a woman terminating a pregnancy at 38 weeks if it were discovered the unborn child had spina bifida, a congenital defect often resulting in paralysis.
Sotomayor said she could not answer because the hypothetical situation was too abstract.
"I would have to look at what the state of the state's law was on that question," she explained. Even if she had that kind of information, she said, she could not answer because such a case might come to the court.
Coburn asked Sotomayor whether advances in medical technology should have any effect on the legality of abortion as determined by Roe v. Wade, the 1973 ruling legalizing it nationwide. He cited as an example medical technology that allows premature babies born at 21 weeks to grow into healthy children.
"All I am asking is should viability be considered as we discuss these delicate issues?" he said.
Sotomayor said she could not answer Coburn's question because the issue in the Roe decision was the constitutional right of a private citizen, not the viability of a fetus.
"I can't because that is not a question the court reaches out to answer," she said.
Committee chairman Sen. Patrick Leahy, D-Vt., set a vote on Sotomayor's confirmation for July 21. Though there was some indication Judiciary Committee Republicans might exercise their right to postpone the vote for up to a week, it was expected the confirmation would move on to the full Senate before the congressional summer break, scheduled to begin Aug. 10.
The nomination is expected to win the support of perhaps all of the Senate's 60 Democrats and 10 or more Republicans. Six GOP senators had announced by July 17 they would vote to confirm her.
Sotomayor was nominated by President Barack Obama May 26 to replace Justice David Souter, whose retirement was effective at the end of the 2008 term June 29. The court's 2009 term opens in October but the justices will rehear a case on the Campaign Finance Reform Act of 2002 several weeks early, on Sept. 9.
Amid questions about Sotomayor's rulings as a member of the 2nd U.S. Circuit Court of Appeals, she was asked to discuss Supreme Court opinions on the detention of Japanese-Americans during World War II, on a recent ruling overturning a District of Columbia ban on handguns and on references in her public speeches about personal experiences influencing a judge's rulings.
In questioning her July 14, Sen. Herb Kohl, D-Wis., asked Sotomayor whether she thought that Roe was "settled law." She answered by saying only that the 1992 case Planned Parenthood v. Casey reaffirmed the central holdings of Roe, which continues to be the precedent.
A few glimmers of personal information about Sotomayor came out as she answered questions, such as when she was asked whether her views on civil rights had changed after the 9/11 terrorist attacks and how the events personally affected her. After the attack on the World Trade Center, she said her neighborhood in New York's Greenwich Village was cut off for car traffic for some time, as emergency services used the streets for staging purposes.
But that did not change her perspective on the Constitution, she said, describing it as a timeless document that can address changing circumstances.
She also talked about how, although she is a native of New York who continues to live in the city, she travels around the country and likes to stay in people's homes so she can get a better idea of how others live.
"I try very, very hard to ensure that in my life I introduce as much experience as I can with other people's lives," she said.
Later in the week, when asked why she wanted the job, Sotomayor told about her mother's reaction years earlier to the news she had been nominated for a federal judgeship.
She explained that her mother was concerned about the pay cut her daughter would have to take when she left the corporate world and that she no longer would be traveling as much. But as Sotomayor explained it, her stepfather, Omar Lopez, reminded his wife, "You know your daughter and her stuff with public service."
"That really has always been the answer," the judge said about how she has shaped her career.
Anti-abortion protesters interrupted the proceedings several times during the first two days, shouting slogans about abortion from their seats in the public sections of the Senate hearing room before they were removed by security guards. Among the protesters who were removed and arrested for unlawful conduct and disruption of Congress was Norma McCorvey, who was known as plaintiff Roe in Roe v. Wade. After a change of heart about the legality of abortion, McCorvey has become a regular participant in pro-life protests in Washington and elsewhere.


While schools are pleased to see the back of the decile system, many believe a funding boost is what is needed most.
An early childhood centre in Auckland hoping to using digital technologies to support second language learning is among the thirty three new innovative teaching projects in schools and early childhood education centres will be able to get underway thanks to funding from the third round of the $18 million Teacher-led Innovation Fund (TLIF).
Following the pay equity settlement for aged care and community support workers, early childhood teachers are looking to follow suit. Union NZEI Te Riu Roa is launching a new claim for pay equity for early childhood teachers and staff.
While the early childhood education (ECE) sector has praised initiatives in yesterday's Budget to support services with children from benefit-dependent households and children with special learning needs, representative bodies say overall the funding package is tantamount to a cut, due to it not keeping pace with inflation.
DR JOHN BOEREBOOM says that using a summative measure of assessment against outcome measures like National Standards and NCEA is unfair and too simplistic to adequately fund schools as these measures provide little information on student progress and whether schools are doing a "good job".
A $35 million investment from the government is expected to attract world-leading entrepreneurial researchers to New Zealand to further strengthen our universities and our broader fast-growing innovation ecosystem.
Education Review takes a look at what this year's Budget means for the ECE, schooling and tertiary education sectors.
Teacher unions are appalled at the Government's announcement of a third round of applications for new charter schools to open 2017, after Education Minister Hekia Parata had indicated there would be no further rounds announced this year.
Budget delivers a further $113 million in funding for tertiary education and skills training.
In today's pre-Budget speech Prime Minister John Key said the Government has allocated $244 million for new schools and classrooms.
Universities New Zealand Executive Director CHRIS WHELAN says research funding levels go hand in hand with international university rankings.
With the proposed changes to the Performance-Based Research Fund announced, some are pleased to see a focus on more external research income. Others, however, are dismayed that the greater role of research is being neglected in the process.
International student numbers may be down, but educational diplomacy, along with other initiatives to provide a more transparent system for overseas students are in full swing as the Government strives to double New Zealand's export education industry by 2025.
Education Review asks Education New Zealand CEO GRANT McPHERSON how the new government agency plans to achieve its international education targets.


I would like to spend a few days in Bangkok - which area of the city should I book accommodations in?
Suggestions on good places to have women's casual/outdoor type clothing made in Bangkok?
I am looking to buy some good, locally made jewelry in Bangkok (eg. A necklace with nice pendant). Don't want tourist tchotchke. Any Ideas?
Chatuchak Market information or tips?
I really want to see beautiful temple in Bangkok, Which one do you recommend?
Where's the best place to get a suit made in Bangkok?
At Rajadamnern stadium in Bangkok, there is supposed to be Thai kick boxing matches on Sundays. Can you buy tickets easily just at the door?
What is the best floating market to see in and around Bangkok, and what is the best/easiest way to get there?


text:
"use strict";

angular.module("subutai.settings-advanced.service", [])
.factory("SettingsAdvancedSrv", SettingsAdvancedSrv);

SettingsAdvancedSrv.$inject = ["$http"];

function SettingsAdvancedSrv($http) {
	var SettingsAdvancedSrv = {
		getConfig: getConfig,
		updateConfig: updateConfig,
		sendCommand: sendCommand
	};

	function getConfig(logFile) {
		return $http.get(SERVER_URL + "rest/v1/system/advanced_settings" + (logFile ? "?logfile=" + logFile : ""), {
			withCredentials: true,
			headers: {'Content-Type': 'application/json'}
		});
	}

	function updateConfig(config) {
		var postData = "&securePortX1=" + config.securePortX1 + "&securePortX2=" + config.securePortX2 + "&securePortX3=" + config.securePortX3;
		return $http.post(
			SERVER_URL + "rest/v1/system/update_network_settings",
			postData,
			{withCredentials: true, headers: {'Content-Type': 'application/x-www-form-urlencoded'}}
		);
	}

    function sendCommand(command) {
		return $http.get(SERVER_URL + "rest/v1/karaf/console/cmd?command=" + command, {
			withCredentials: true
		});
    }

	return SettingsAdvancedSrv;
}


Become a Truck Driver in as little as 16 days!
Start your career in truck driving by earning your Commercial Driver's License (CDL): either the CDL-A required for driving heavy trucks and tractor-trailers or the CDL-B required for driving straight trucks, dump trucks, passenger buses and motor coaches.
Possess a good driving record.
Able to read road signs and maps in English.
Obtain a CDL driver's permit from Maryland's Motor Vehicle Administration.
Successfully pass the Maryland Department of Transportation physical examination and drug screen.
Approved by the Department of Education in Pennsylvania, Maryland and Delaware.
Approved by The Federal Department of Education to participate in Title IV Funding Programs.
Approved Vendors of The National Safety Council Defensive Driving Programs.
Upon successful completion of the courses, students earn an AACC Continuing Education Certificate and are prepared to take either the CDL Class A or CDL Class B State road test. Once you successfully complete all the course requirements of the certificate program with a passing grade or higher, submit a Student Application for a Continuing Education Certificate.
AACC has partnered with All-State Career School in Baltimore to offer CDL A training. The training consists of one classroom lecture course and one driving range and highway course, which can be completed in 16 days. Testing is done onsite at All-State in Baltimore.
AACC has partnered with All-State Career School in Baltimore to offer CDL B training. The training consists of one classroom lecture course and one driving range and highway course, which can be completed in one week. These courses are approved by the U.S. Department of Veterans Affairs.
Employment for heavy truck and tractor-trailer truck drivers is expected to grow by 6 percent through 2024 with an expected annual salary of nearly $41,000.
Light truck and delivery service drivers can expect a growth potential of 4% through 2024 along with an expected annual salary of $28,000.
Classes are offered Monday through Friday, or Saturday and Sunday from 7 a.m. to 5:30 p.m. Classes form monthly at the Glen Burnie Towne Center (GBTC). On-the-range training is done from 8 a.m. to 6:30 p.m. at the Baltimore training facility.
Contact the program manager at 410-777-2935 or cdl@aacc.edu to review program information and registration procedures.


text:
Vilnius Gallery Map to be updated to offer thematic routes
LTMKS launches an initiative to update the mobile app "_VA", which promotes access to art and cultural communication. The app is a map of Vilnius galleries that will help you keep track of all the events taking place in the capital's galleries and exhibition spaces and allow you to recommend them to others.
The Vilnius Gallery Map _VA is a platform created by the LIAA for discovering and visiting galleries in the city. With more than 100 gallery and exhibition spaces in Vilnius, the _VA app provides an opportunity to present information about all of them in a convenient, unified and attractive way for the regular visitor to cultural events and the youngest enthusiasts. It is a way to follow the flow of cultural events and keep track of your favourite itineraries, as well as follow recommendations from other cultural visitors.
The aim of the Virtual Map of Vilnius Galleries is to bring the diversity of galleries and contemporary art spaces in Vilnius into a virtual space (a mobile phone application), thus promoting accessibility of contemporary art and cultural communication.
In 2021, the relaunch of the app included some of the necessary design and programming work, as well as the development and implementation of a communication plan. After the rest of the necessary upgrades have been completed, gallery integration training will be organised during 2022, and other coordination work related to gallery integration processes will be carried out.
The renewed gallery map will include thematic routes adapted to different audiences (seniors, teenagers). The thematic routes will take into account the specificities and needs of each social group. The Gallery Map will also have an English version, making it accessible not only to visitors and tourists to Vilnius, but also to immigrants and ethnic minorities.
The project is implemented by the Lithuanian Interdisciplinary Artists' Association.
The project is partly funded by Vilnius City Municipality.
www.letmekoo.lt
Inga Galinytė / Jurga Juodytė in Lithuanian Videospritz at Trieste Contemporanea
Guided exhibition tour with Andrėja Šaltytė