Hi everybody! Greetings and salutations from the Eye of Terror. Old Man Chaos is here with a pair of book reviews- Ahriman: Sorcerer and Kharn: Eater of Worlds. Don't worry, I'm still painting and such, but I'm not ready to show it off (yet). I will be having some stuff done soon though. So, let us away...
Ahriman: Sorcerer
I read the first book in the series, Ahriman: Exile by John French (see review HERE). I really enjoyed the book quite a bit. Not the best BL offering, but a fun book with some twists and turns and great characterization. I was quite looking forward to the next one, Ahriman: Sorcerer. It turns out to be more of the same (which isn't bad)- a solid and fun story, though not the upper echelon of BL.
The plot is straightforward on the surface: Ahriman wants to acquire the one of the "Books of Magnus", known as the Athenaeum of Kallimakus. It is just part of the raw knowledge that Magnus has learned over the years. Ahriman wants to use the book to learn where his rubric went wrong. Unfortunately, the "book" is in the hands of the Inquisition, hidden on a small and well protected outpost. So, Ahriman and his motley band of Thousand Sons and some renegade Chaos warlords have to find its location, and then steal it. This will be no easy task, as the Grey Knights are guarding it, meanwhile the Space Wolves pursuing Ahriman have left the warp to track him down and kill him once and for all.
Now that's the general plot. It is, naturally, more complicated than that. There are many good scenes and sequences in the book- I don't want to give spoilers, so I'll be general. Ahriman's strategic use of Rubric Marines was very cool. Ahriman's psychic contest of wills with an Inquisitor was also a thrilling bit. The fate of the pursuing Space Wolves was also fun (from a Chaos fanatics view, of course). The characterization is also quite good again. Ahriman still seems to be the man on a certain paved road that leads to hell. He has good intentions, but he will do ANYTHING to attain them- genocide amongst them. He is also somewhat callus in his treatment of his allies (Astraeos in particular). Speaking of, one of his fellow Thousand Sons, Senakhet, is an interesting character in his own right- he has an agenda, though he seems the least likely to follow it through- his manner and motives are compelling. And Astraeos- poor Astraeos. I felt bad for what Ahriman put him through. Read and you'll see.
I am also interested in Tzeentch and "time". I hesitate to use the phrase "Time-Travel" with 40K- they have never explicitly set up a story around it (yes, Ravenor does a bit, but it is very brief). The evidence is damn clear here though- past and present and future all seem to be bound together, almost blurring together. I'm not sure if it is Tzeentch, Magnus, or a future version of Ahriman who is pulling the strings, but--- time is certainly fluid for the Tzeentch- inclined.
The story is solid, if not spectacular. It moves, but doesn't have the propulsive energy of say Betrayer or Eisenhorn. As a middle story of a trilogy, it certainly feels unfinished and somewhat unsatisfying- as many middle parts do. However, it was a good read, and if you already read Ahriman: Exile, you may as well read this too. Like the previous book, I give this 3 out of 4 Marks of Chaos.
Kharn: Eater of Worlds
This story, by Anthony Reynolds, came out as part of GWs advent calendar on Christmas Day (yes, I did download it Christmas morning). I haven't read much of Reynold's stuff- I read his first Word Bearer book but- meh. Except for the mechanicum forces shown in the book (first time I encountered Skitarii), I didn't care much one way or the other.What could I expect here with Kharn?
Well, the book was a blast from start to finish. It takes place toward the end of The Scouring, when the traitors have fled to the Eye of Terror after the failed assault on Terra. The World Eaters are safe, but they are beginning to break down. The Butcher's Nails are driving them crazy- they are even fighting and killing one another. Angron has left them, and they are without direction. Their only hope is... Kharn. Oh- and he was dead.
Dreaghar is leading one of the World Eaters contingents. He and another such leader, Argus Brond, are two of the few who still have their wits, and they are desperate to restore the legion and stave off the madness that is engulfing the 12th legion. Brond is ready to give up on the other ships- he would strike out on his own in order to see that at least SOME World Eaters survive. Dreaghar refuses, believing that Kharn can heal the legion. Kharn was killed in the fighting at the Emperor's Palace, but somehow- life returned to him. Since then, he has been comatose, but Dreagher believes Kharn was spared for a reason- to save the legion and bring it back to glory.
The book is so good- it moves at a fiery quick pace, with both action and intrigue in equal measure. I love how the book shows how SOME are worshiping the Blood God, while others are more doubtful (at least, at the moment). Reynold's is telling a story that everyone KNOWS the end to, but he has a ton of fun with bringing us to the brink of that end. Yes, the book ends as the World Eaters descend of Skalathrax. But Kharn seems to be quite in control of his faculties- so perhaps there is more to the Skalathrax story than we know? Certainly- hence the book.
Kharn himself is still a great character. Reynold's wisely builds on how Kharn was portrayed in Betrayer- he is ruthless but cunning. A warrior but also a thinker- not a mindless nut. So how does he fall to that? The book leaves some clues- but I ended the book wanting a sequel immediately, and I hope there will be. Reynold's really got the tragedy of the World Eaters very well, and his treatment of their disintegration (and possible redemption lol) is just great reading. Reynold's also does some justice to the Emperor's Children- they too are corrupted, though they have not yet spiraled out of control (unlike the World Eaters who are barely hanging on).
I could go on- the book was fantastic. I finished it very quickly (a bit shorter than some other BL books, but not a short story either). I am hoping that Reynold's will do the next installment VERY quickly- I may even give his Word Bearer books a second look... I give Kharn:Eater of Worlds 4 out of 4 Marks of Chaos.
Until next time...
Senekhet
Friday, January 16, 2015
Monday, January 5, 2015
Some Newly Completed Dark Eldar Stuff
Welcome back to yet another kinda exciting edition of Chaos Corner. Old Man Chaos hopes that you had a good holiday and New Years. I have been steadily working on several projects at once- certainly enough to keep me busy! I finished some Dark Eldar stuff, so I figured I'd show a few pics...
With the publication of the new Dark Eldar codex, I got the bug to do more DE. Unfortunately, I have not had good luck with my DE yet- the games I have played with them so far have not gone too well. However, I refuse to give up on them, and I'm continuing to work on them.
Raider:
First up is my newly completed Raider. It is basically the same as my other two, nothing fancy here. I did the same Khorne Red edge work for the armor (both the vehicle and the DE on board). It fits in with my other DE well enough. Like I said, no crazy conversion work. The DE on board are Kabalite, though, so it'll probably be a transport for the Kabals or Trueborn.
Reaver Jetbikes:
Here are three more Reaver Jetbikes that I have completed, so that means I now have 6 of these bad boys- at least, they were bad boys till 7th- now they aren't AS good, but they are still a solid choice. The one thing I have been doing to the Reavers is to have them all helmeted- no bare heads at all for them (as we all know, DE are nothing if not safety conscious ;-) .
I put the brass rod holding them up (the clear plastic ALWAYS break so easily on me). The rod was placed at odd angles, to make them look as if they are banking or swooping or something. Just being a little bit dynamic.
Hellions:
And now, some Hellions. Once again, they are much weaker in 7th. So I have like 15 of them or so by now. I have some that I can use as beastmasters if I want though, so if I take those out I have 10 or 11.
Again, same as my previous DE stuff. Khorne Red edge work, pale flesh colors, blue hair (the blue hair is weird, but it adds a bit of color to otherwise dark models. Again, I used brass rod to hold them up again.
Venoms:
Last up, I have completed not one, but two Venoms. Now, I was never one for Venom spam at all. Until recently, I only had one Venom (I made it for my Kabalite Archon to ride in). I received two more Venoms as gifts in the past, but I never quite got around to putting them together. Once the new book came out, it got me into a Dark Eldar kick, so I decided to work on them.
I created a Venom for my Succubus to ride into battle with some Bloodbrides. So, all the riders were made to be Wyches. I made it look very much like the other Venom, so there's not too much to brag about or explain regarding this one. Its a fully functional Venom that goes with my other DE vehicles.
The second Venom is a little different though. I decided to do a dedicated Haemonculus Venom with the bits from the new Wrack box. I really like the idea of being able to customize your Raiders/Venoms with the new Wracks. I was really inspired after looking at the Haemonculus Covens supplement. Now, I will never play an all Wrack/Haemonculus army, but the book has some great fluff and it was visually inspiring.
I painted the vehicle the same way as I did my other vehicles: I didn't want it to look too starkly different. So, its the same Khorne Red edge highlight that the others are. The only thing I did to set it apart was the flag and symbols- I ditched the usual red flag and decided to go white instead (I loved the look in the supplement, as I said).When I was thinking of the symbol, I had no idea- as you can tell, I'm not great at drawing symbols, writing, etc. So, I stole the Triforce. Yes, I know... but it could be a weird pentagram or something... Look, it works, OK? Don't give me a hard time (in case you can't tell, I'm not thrilled with it, but it's done now- I am pretty good at knowing when to call a paint job a day, otherwise I'd still be painting my first Plague Marine in my search for perfection).
The absolute DUMB thing about the new codex is that Wracks come in squads of 5. That means that a Haemonculus can't take a bodyguard of 4 plus him in the Venom- ugh. Why did they do that? It is so damn annoying. So either I put the Haemonculus with 4 Trueborn/Bloodbrides- oh wait. THey come in 5s as well, so I guess that's out too... Ugh. GW- what were you thinking?!
Well, at any rate, that's all for now. I'm putting the finishing touches on a few more things, and I'm starting a whole bunch of other projects too- indeed, my wife got me something VERY big for Christmas, and I can't wait to finish it and show it off here! It's going to take a while to do, but when it's done... whew!!
Until next time...
With the publication of the new Dark Eldar codex, I got the bug to do more DE. Unfortunately, I have not had good luck with my DE yet- the games I have played with them so far have not gone too well. However, I refuse to give up on them, and I'm continuing to work on them.
Raider:
First up is my newly completed Raider. It is basically the same as my other two, nothing fancy here. I did the same Khorne Red edge work for the armor (both the vehicle and the DE on board). It fits in with my other DE well enough. Like I said, no crazy conversion work. The DE on board are Kabalite, though, so it'll probably be a transport for the Kabals or Trueborn.
Reaver Jetbikes:
Here are three more Reaver Jetbikes that I have completed, so that means I now have 6 of these bad boys- at least, they were bad boys till 7th- now they aren't AS good, but they are still a solid choice. The one thing I have been doing to the Reavers is to have them all helmeted- no bare heads at all for them (as we all know, DE are nothing if not safety conscious ;-) .
I put the brass rod holding them up (the clear plastic ALWAYS break so easily on me). The rod was placed at odd angles, to make them look as if they are banking or swooping or something. Just being a little bit dynamic.
Hellions:
And now, some Hellions. Once again, they are much weaker in 7th. So I have like 15 of them or so by now. I have some that I can use as beastmasters if I want though, so if I take those out I have 10 or 11.
Again, same as my previous DE stuff. Khorne Red edge work, pale flesh colors, blue hair (the blue hair is weird, but it adds a bit of color to otherwise dark models. Again, I used brass rod to hold them up again.
Venoms:
Last up, I have completed not one, but two Venoms. Now, I was never one for Venom spam at all. Until recently, I only had one Venom (I made it for my Kabalite Archon to ride in). I received two more Venoms as gifts in the past, but I never quite got around to putting them together. Once the new book came out, it got me into a Dark Eldar kick, so I decided to work on them.
I created a Venom for my Succubus to ride into battle with some Bloodbrides. So, all the riders were made to be Wyches. I made it look very much like the other Venom, so there's not too much to brag about or explain regarding this one. Its a fully functional Venom that goes with my other DE vehicles.
The second Venom is a little different though. I decided to do a dedicated Haemonculus Venom with the bits from the new Wrack box. I really like the idea of being able to customize your Raiders/Venoms with the new Wracks. I was really inspired after looking at the Haemonculus Covens supplement. Now, I will never play an all Wrack/Haemonculus army, but the book has some great fluff and it was visually inspiring.
I painted the vehicle the same way as I did my other vehicles: I didn't want it to look too starkly different. So, its the same Khorne Red edge highlight that the others are. The only thing I did to set it apart was the flag and symbols- I ditched the usual red flag and decided to go white instead (I loved the look in the supplement, as I said).When I was thinking of the symbol, I had no idea- as you can tell, I'm not great at drawing symbols, writing, etc. So, I stole the Triforce. Yes, I know... but it could be a weird pentagram or something... Look, it works, OK? Don't give me a hard time (in case you can't tell, I'm not thrilled with it, but it's done now- I am pretty good at knowing when to call a paint job a day, otherwise I'd still be painting my first Plague Marine in my search for perfection).
The absolute DUMB thing about the new codex is that Wracks come in squads of 5. That means that a Haemonculus can't take a bodyguard of 4 plus him in the Venom- ugh. Why did they do that? It is so damn annoying. So either I put the Haemonculus with 4 Trueborn/Bloodbrides- oh wait. THey come in 5s as well, so I guess that's out too... Ugh. GW- what were you thinking?!
Well, at any rate, that's all for now. I'm putting the finishing touches on a few more things, and I'm starting a whole bunch of other projects too- indeed, my wife got me something VERY big for Christmas, and I can't wait to finish it and show it off here! It's going to take a while to do, but when it's done... whew!!
Until next time...
Sunday, December 28, 2014
Movie Review: The Hobbit: Battle of the Five Armies
Hey there Chaos fans and fanatics! We here at the Eye of Terror hope that you all had a great holiday and that you got plenty of Chaos-goodies in your stockings or under your tree or whatever. I know I sure did- my wonderful (and understanding) wife got me the Sector Imperialis battleboard! Wow! This thing is huge and very nicely detailed. I'm so excited that I have already started to paint them! My wife is the best (or an enabler, depends on how one views the plastic crack habit that is 40K). In addition to that, I have been working on several projects, some of which I will show on this site later this week.
At any rate, my wife and I saw Hobbit 3 just over a week ago, so I decided I'd do a small-ish review. So, without further ado:
The Hobbit: The Battle of the Five Armies
As my long time readers may remember, I love the original Lord of the Rings movies. Each of those films are both personal and epic, filled with action, emotion, and character. These three movies elevated "fantasy" films to an art form. The LoTR trilogy is without peer. I suppose, one day, I should review them on this site--- if only I had the time!
As my long time readers will also remember, I have been less than satisfied with The Hobbit films. I thought that Unexpected Journey was just awful (see review HERE). Total lack of characterization, tension, respect, filled with stupid CGI battle scenes- yikes. Though it had some good points, UJ was a letdown in nearly every respect. I have very rarely emerged from a movie so completely disappointed. A year later, Desolation of Smaug hit theaters (see my review HERE). While still not as good as LoTR, it was light years ahead of UJ- it felt much closer to the feel of LoTR, and Smaug himself was a fantastic creation, a worthy addition to the entire Middle Earth Saga. The movie had a bigger theme, had some good character beats, and felt like a more fulfilling experience. I left the theater excited for the 3rd part. Would Five Armies manage to keep up the momentum built up by
DoS?
Well, the answer is sadly mixed. Five Armies starts out promisingly enough- Smaug takes his frustration out on Laketown, with only Bard standing in his way. It is a fantastic scene, and Bard come across as both brave and desperate to stop the murderous dragon. The confrontation makes for a thrilling start to the film, but the movie never builds on it, unfortunately. Nothing that follows is quite as exciting or well done as the incineration of Laketown, which hurts the remaining two hours of film time. The remaining film is entertaining, but never rises to such heights as DoS or the rest of LoTR.
While the movie moves much faster than UJ, it has similar problems. Bilbo is pretty much a side character, which seems to defeat the entire purpose of the series. Martin Freedman does the best he can, but the focus is placed on others, and thus Peter Jackson himself seems to forget it was the 4 Hobbits which made LoTR, not the action scenes or special effects. Gandalf is similarly relegated to the sidelines, though his rescue from the Necromancer is thrilling (the only part that comes close to the battle with Smaug)- its great to see the White Council in action, and Jackson is smart enough to barely hint at Saruman's eventual fall rather than telegraphing it (sadly, Jackson poorly telegraphs everything else that will lead to LoTR).
The weakness is again the Dwarves. None have been developed well at all. Balin (my favorite from the other two, acting as the conscience of Thorin) barely gets any time. Killi is still in love with Tauriel (absurdly, in my opinion, and the resolution to that tries to be dramatic but just feels unearned). The other Dwarves are still just bodies. They add nothing to the proceedings. Ironically, a new Dwarf King, Dain, introduced in the midst of the "Battle", has more verve and character than the Dwarves we have been with since the start, and that must tell you something.
The only Dwarf developed at all is Thorin, and here is where the film truly goes awry. DoS built up the theme of greed as a corrupting influence. Now that Thorin has reclaimed his kingdom, what will he do next? The answer is that he suddenly becomes a greedy, selfish, and paranoid nutjob. And why? No, its not a moral failing- its only "Dragon-Sickness". Ugh. So suddenly Thorin isn't responsible for his own actions, and he just as suddenly recovers from his "Dragon-Sickness" just in time to save the day. Cartoonish and convenient, exactly the opposite of his development in UJ and DoS. Thus, when his heroic moment and sacrifice comes, it again feels odd and unearned. I think it would have been better to tone down his "Dragon-sickness" and instead build up his fears of losing his Kingdom again- walking a fine line between legitimate concern and selfishness.
Legolas and Tauriel do fine here, and Legolas' arc seems to be what I thought earlier- he awakens to the needs of all Middle Earth, not just his kingdom and his father. Thranduil fares worse though. His selfishness hits new heights (which is fine), but toward the end he suddenly reverses himself and becomes nice, even sending Legolas on a mission to find Aragorn (talk about telegraphing- not only did I groan, but it makes no plot or character sense to have Thranduil change so suddenly and without good enough reason).
Bard and the people of Laketown get the shaft as well. After defeating the dragon, Bard becomes the leader of Laketown's survivors. Luke Evans does well: he's a family man put in a tough situation. Where can his people go? How will they survive? Don't the Dwarves owe all the people some help? Bard becomes a reluctant warrior, willing to fight to keep his people safe. He is a welcome addition to the story, even if there are shades of Aragorn in his character. Sadly, once the "Battle" is finished, the movie suddenly forgets Bard and his people- what happens to them now? Do the Dwarves, Elves, and Men make an accord? Who knows? Once the "Battle" ends, Jackson decides to run back to the Shire as quickly as possible, seemingly afraid of having too many endings...
Which brings me to the end. Once Azog is killed the battle comes to a sudden end (almost inexplicably abrupt, the more I think of it). The movie swiftly concludes with Gandalf and Bilbo going back to the Shire. Their relationship, which was so warm in LoTR, is virtually non-existent here. Again, Jackson telegraphs the influence of the ring too much, and Gandalf seems VERY suspicious. Huh? Then why the hell does he wait DECADES to do something about it? The worst of it is, though, the film ends with LoTR Bilbo (Ian Holm) greeting Gandalf just before the birthday party in Fellowship. But because Gandalf and Bilbo had little to no relationship develop in the Hobbit trilogy, this ending just feels hollow and reminds you that LoTR are such better films.
Despite my many complaints, there are certainly things to recommend the film. The movie moves quickly, with very little drag, which makes it better than UJ immediately. The actors do their best, even the sidelined Martin Freedman (seriously, it is not his fault). The action pieces are fairly well done. While there is a ton of CGI, you expect it in the larger battles, and it works, with the action not being cartoonish (as it was in UJ)- plus the "Battle" has some stakes, which helps. Watching a Dwarf army go to war is interesting and unexpected in its execution- and I loved it when Daine's dwarves formed a phalanx against the charging Orcs! The single combat between Thorin and Azog is good (though it reminded me of Batman Begins. Seriously- watch and you'll see the resemblance, trust me).
Overall, "Battle" was a fun time at the theater, but as part of the Middle Earth saga, I expect more than that. Way more. So, since I liked it more than Unexpected Journey but less than Desolation of Smaug, I'll give it 2 1/2 Marks of Chaos out of 4.
So, The Hobbit trilogy is now closed, and it was a decidedly mixed bag, at best. It's too bad, because I love LoTR so much that I'd love to spend more time in Middle Earth. Unfortunately, The Hobbit trilogy ultimately forgot so much of what made LoTR so good: the big and the small, the grandiose and the subtle, the personal and the historic- those in combinations made LoTR shine, and the Hobbit lacked so much of it.
Ah well. I think I'll fire up the LoTR blu rays to make me feel better. Now THERE'S a saga well told...
"I wish none of this had happened".
"So do all who see such times, but that is not for them to decide. All we can decide is what to do with the time that is given to us".
Until next time!
At any rate, my wife and I saw Hobbit 3 just over a week ago, so I decided I'd do a small-ish review. So, without further ado:
The Hobbit: The Battle of the Five Armies
As my long time readers may remember, I love the original Lord of the Rings movies. Each of those films are both personal and epic, filled with action, emotion, and character. These three movies elevated "fantasy" films to an art form. The LoTR trilogy is without peer. I suppose, one day, I should review them on this site--- if only I had the time!
As my long time readers will also remember, I have been less than satisfied with The Hobbit films. I thought that Unexpected Journey was just awful (see review HERE). Total lack of characterization, tension, respect, filled with stupid CGI battle scenes- yikes. Though it had some good points, UJ was a letdown in nearly every respect. I have very rarely emerged from a movie so completely disappointed. A year later, Desolation of Smaug hit theaters (see my review HERE). While still not as good as LoTR, it was light years ahead of UJ- it felt much closer to the feel of LoTR, and Smaug himself was a fantastic creation, a worthy addition to the entire Middle Earth Saga. The movie had a bigger theme, had some good character beats, and felt like a more fulfilling experience. I left the theater excited for the 3rd part. Would Five Armies manage to keep up the momentum built up by
DoS?
Well, the answer is sadly mixed. Five Armies starts out promisingly enough- Smaug takes his frustration out on Laketown, with only Bard standing in his way. It is a fantastic scene, and Bard come across as both brave and desperate to stop the murderous dragon. The confrontation makes for a thrilling start to the film, but the movie never builds on it, unfortunately. Nothing that follows is quite as exciting or well done as the incineration of Laketown, which hurts the remaining two hours of film time. The remaining film is entertaining, but never rises to such heights as DoS or the rest of LoTR.
While the movie moves much faster than UJ, it has similar problems. Bilbo is pretty much a side character, which seems to defeat the entire purpose of the series. Martin Freedman does the best he can, but the focus is placed on others, and thus Peter Jackson himself seems to forget it was the 4 Hobbits which made LoTR, not the action scenes or special effects. Gandalf is similarly relegated to the sidelines, though his rescue from the Necromancer is thrilling (the only part that comes close to the battle with Smaug)- its great to see the White Council in action, and Jackson is smart enough to barely hint at Saruman's eventual fall rather than telegraphing it (sadly, Jackson poorly telegraphs everything else that will lead to LoTR).
The weakness is again the Dwarves. None have been developed well at all. Balin (my favorite from the other two, acting as the conscience of Thorin) barely gets any time. Killi is still in love with Tauriel (absurdly, in my opinion, and the resolution to that tries to be dramatic but just feels unearned). The other Dwarves are still just bodies. They add nothing to the proceedings. Ironically, a new Dwarf King, Dain, introduced in the midst of the "Battle", has more verve and character than the Dwarves we have been with since the start, and that must tell you something.
The only Dwarf developed at all is Thorin, and here is where the film truly goes awry. DoS built up the theme of greed as a corrupting influence. Now that Thorin has reclaimed his kingdom, what will he do next? The answer is that he suddenly becomes a greedy, selfish, and paranoid nutjob. And why? No, its not a moral failing- its only "Dragon-Sickness". Ugh. So suddenly Thorin isn't responsible for his own actions, and he just as suddenly recovers from his "Dragon-Sickness" just in time to save the day. Cartoonish and convenient, exactly the opposite of his development in UJ and DoS. Thus, when his heroic moment and sacrifice comes, it again feels odd and unearned. I think it would have been better to tone down his "Dragon-sickness" and instead build up his fears of losing his Kingdom again- walking a fine line between legitimate concern and selfishness.
Legolas and Tauriel do fine here, and Legolas' arc seems to be what I thought earlier- he awakens to the needs of all Middle Earth, not just his kingdom and his father. Thranduil fares worse though. His selfishness hits new heights (which is fine), but toward the end he suddenly reverses himself and becomes nice, even sending Legolas on a mission to find Aragorn (talk about telegraphing- not only did I groan, but it makes no plot or character sense to have Thranduil change so suddenly and without good enough reason).
Bard and the people of Laketown get the shaft as well. After defeating the dragon, Bard becomes the leader of Laketown's survivors. Luke Evans does well: he's a family man put in a tough situation. Where can his people go? How will they survive? Don't the Dwarves owe all the people some help? Bard becomes a reluctant warrior, willing to fight to keep his people safe. He is a welcome addition to the story, even if there are shades of Aragorn in his character. Sadly, once the "Battle" is finished, the movie suddenly forgets Bard and his people- what happens to them now? Do the Dwarves, Elves, and Men make an accord? Who knows? Once the "Battle" ends, Jackson decides to run back to the Shire as quickly as possible, seemingly afraid of having too many endings...
Which brings me to the end. Once Azog is killed the battle comes to a sudden end (almost inexplicably abrupt, the more I think of it). The movie swiftly concludes with Gandalf and Bilbo going back to the Shire. Their relationship, which was so warm in LoTR, is virtually non-existent here. Again, Jackson telegraphs the influence of the ring too much, and Gandalf seems VERY suspicious. Huh? Then why the hell does he wait DECADES to do something about it? The worst of it is, though, the film ends with LoTR Bilbo (Ian Holm) greeting Gandalf just before the birthday party in Fellowship. But because Gandalf and Bilbo had little to no relationship develop in the Hobbit trilogy, this ending just feels hollow and reminds you that LoTR are such better films.
Despite my many complaints, there are certainly things to recommend the film. The movie moves quickly, with very little drag, which makes it better than UJ immediately. The actors do their best, even the sidelined Martin Freedman (seriously, it is not his fault). The action pieces are fairly well done. While there is a ton of CGI, you expect it in the larger battles, and it works, with the action not being cartoonish (as it was in UJ)- plus the "Battle" has some stakes, which helps. Watching a Dwarf army go to war is interesting and unexpected in its execution- and I loved it when Daine's dwarves formed a phalanx against the charging Orcs! The single combat between Thorin and Azog is good (though it reminded me of Batman Begins. Seriously- watch and you'll see the resemblance, trust me).
Overall, "Battle" was a fun time at the theater, but as part of the Middle Earth saga, I expect more than that. Way more. So, since I liked it more than Unexpected Journey but less than Desolation of Smaug, I'll give it 2 1/2 Marks of Chaos out of 4.
So, The Hobbit trilogy is now closed, and it was a decidedly mixed bag, at best. It's too bad, because I love LoTR so much that I'd love to spend more time in Middle Earth. Unfortunately, The Hobbit trilogy ultimately forgot so much of what made LoTR so good: the big and the small, the grandiose and the subtle, the personal and the historic- those in combinations made LoTR shine, and the Hobbit lacked so much of it.
Ah well. I think I'll fire up the LoTR blu rays to make me feel better. Now THERE'S a saga well told...
"I wish none of this had happened".
"So do all who see such times, but that is not for them to decide. All we can decide is what to do with the time that is given to us".
Until next time!
Thursday, November 27, 2014
Random Stuff
Hey there Chaos worshipers of all shapes and sizes! Old Man Chaos has just returned from the Eye of Terror (in actuality I finished moving, unpacking, and setting up my new place- whew!). I have a few things I thought I'd update you guys on, if you are interested:
Dark Eldar
I had my first two games with Dark Eldar about a week ago against Iron Hands with Grey Knights allies. My friend Pete can smile now (see that game HERE)- my Dark Eldar got their asses handed to them- not once but twice. In the first game I held a lot in reserve, which enabled my opponent to table me by the start of turn 2. Yikes. We then played a rematch where I held less in reserve- and I was pretty much undone by the end of turn 2 again, so I gave up.
It was just brutal. My rolling wasn't even that bad- but my opponent had plenty of tanks and guns- my Dark Eldar just couldn't catch a break at all. I was absolutely despondent at the end of the games. I barely put up a fight at all. I don't mind losing- I get upset when it wasn't even a contest, like why did I even bother putting my minis down? I no sooner put them down and I had to scoop them all up. My opponent was gracious both times to be sure. Still- I was shamed, to say the least.
So what happens now? No, I will not put the DE back on the shelf for another edition. I will find a way to make the army work. I just think in this edition of overwatch and Imperial Knights that the new DE book as it is now just isn't enough (they took Haywire Grenades from Wyches- WTF?). The supplement (Covens) is hardly much better (though a couple of the formations are interesting). I am at a loss on what to do here. And you know I love my Dark Eldar army...
Campaign for Trovana Prime Update
I played another battle against my friend Brian in our campaign last week. As you may be aware, I have been running a few articles about the Judgement of Trovana Prime (look HERE and THERE for the most recent posts). I have been enjoying the campaign, but I haven't won a game yet, which is odd for me. Not that the games haven't been competitive (some have been blowouts, most have been really close). The best "victory" I got was that I destroyed his Imperial Knight (meaning he can't use it again for the rest of the campaign).
So this week we played a Maelstrom of War mission (Cloak and Shadows). This mission has the deployment at the short edges- a long way to trek to get to the other side. I played very well, plenty of killing on both sides. However, the tactical objective cards just wouldn't come to me- I kept getting cards for objectives that were on my opponents side; while he kept getting cards for objectives that were ON his side. As a result, the final score was 10 to 1... BUT in terms of kills and objectives held it was much much closer.
Brian remarked that while he loves the card missions for variety, he also feels that it may be too random- he acknowledged that the game was much, much closer than the lopsided victory points would suggest. Nevertheless, he repelled my advance into his territory, and the campaign goes on.
I did learn a few things though-
1) Plague Marines should use plasma- I had always equipped them with Meltas, but I have since discovered that it is tough to get them close enough for Meltas to make the difference. Plasma Guns have the better range and are still S 7 AP 2, which still gives you a chance to explode a vehicle.
2) Obliterators- I have always been reluctant about using them- they are a bit pricey compared to havocs, but their versatility is key. They got in some great shots until Brian's Centurions grav gunned 'em down like bitches (did I mention how much I hate these guys?).
3) Daemon Princes- they are a bit funky, especially with grounding tests, and they can't charge ground units if they were in the air the previous turn, which is annoying. However, I used the Prince to harass the ground troops with Smite, and he did charge and destroy a Storm Talon. Not too shabby.
4) Plague Drones- they are great, bringing some speed to Nurgle. However, they don't work well against Terminators, let's put it that way. Next time I'll try to have them go after regular marines or vehicles instead.
Well, that's all I have for now. I am slowly but surely painting stuff, which I'll be sure to post when it is all finished. Until next time...
Dark Eldar
I had my first two games with Dark Eldar about a week ago against Iron Hands with Grey Knights allies. My friend Pete can smile now (see that game HERE)- my Dark Eldar got their asses handed to them- not once but twice. In the first game I held a lot in reserve, which enabled my opponent to table me by the start of turn 2. Yikes. We then played a rematch where I held less in reserve- and I was pretty much undone by the end of turn 2 again, so I gave up.
It was just brutal. My rolling wasn't even that bad- but my opponent had plenty of tanks and guns- my Dark Eldar just couldn't catch a break at all. I was absolutely despondent at the end of the games. I barely put up a fight at all. I don't mind losing- I get upset when it wasn't even a contest, like why did I even bother putting my minis down? I no sooner put them down and I had to scoop them all up. My opponent was gracious both times to be sure. Still- I was shamed, to say the least.
So what happens now? No, I will not put the DE back on the shelf for another edition. I will find a way to make the army work. I just think in this edition of overwatch and Imperial Knights that the new DE book as it is now just isn't enough (they took Haywire Grenades from Wyches- WTF?). The supplement (Covens) is hardly much better (though a couple of the formations are interesting). I am at a loss on what to do here. And you know I love my Dark Eldar army...
Campaign for Trovana Prime Update
I played another battle against my friend Brian in our campaign last week. As you may be aware, I have been running a few articles about the Judgement of Trovana Prime (look HERE and THERE for the most recent posts). I have been enjoying the campaign, but I haven't won a game yet, which is odd for me. Not that the games haven't been competitive (some have been blowouts, most have been really close). The best "victory" I got was that I destroyed his Imperial Knight (meaning he can't use it again for the rest of the campaign).
So this week we played a Maelstrom of War mission (Cloak and Shadows). This mission has the deployment at the short edges- a long way to trek to get to the other side. I played very well, plenty of killing on both sides. However, the tactical objective cards just wouldn't come to me- I kept getting cards for objectives that were on my opponents side; while he kept getting cards for objectives that were ON his side. As a result, the final score was 10 to 1... BUT in terms of kills and objectives held it was much much closer.
Brian remarked that while he loves the card missions for variety, he also feels that it may be too random- he acknowledged that the game was much, much closer than the lopsided victory points would suggest. Nevertheless, he repelled my advance into his territory, and the campaign goes on.
I did learn a few things though-
1) Plague Marines should use plasma- I had always equipped them with Meltas, but I have since discovered that it is tough to get them close enough for Meltas to make the difference. Plasma Guns have the better range and are still S 7 AP 2, which still gives you a chance to explode a vehicle.
2) Obliterators- I have always been reluctant about using them- they are a bit pricey compared to havocs, but their versatility is key. They got in some great shots until Brian's Centurions grav gunned 'em down like bitches (did I mention how much I hate these guys?).
3) Daemon Princes- they are a bit funky, especially with grounding tests, and they can't charge ground units if they were in the air the previous turn, which is annoying. However, I used the Prince to harass the ground troops with Smite, and he did charge and destroy a Storm Talon. Not too shabby.
4) Plague Drones- they are great, bringing some speed to Nurgle. However, they don't work well against Terminators, let's put it that way. Next time I'll try to have them go after regular marines or vehicles instead.
Well, that's all I have for now. I am slowly but surely painting stuff, which I'll be sure to post when it is all finished. Until next time...
Sunday, November 2, 2014
Campaigning in 40K Part 4- The Progress So Far
Hey there Chaos followers one and all! Old Man Chaos is back from a trip to the seventh circle of the Eye of Terror, so to speak. I recently moved, which was a "slight" ordeal. It has been a couple of weeks since I put paintbrush to model (nor have I been able to post), which is disappointing; but life goes on! I should be back to painting in no time at all, once I get my new digs set up.
So, for this article I'm going to summarize my Trovana Prime campaign as it went these past few months. If you have been following my series, you know that I have longed to do a big campaign. I have only ever done one (which was a lot of fun but collapsed under its own weight- the rules were a bit too much). After years of fiddling and streamlining, I came up with a new campaign ruleset- the Judgement of Trovana Prime.
So, we began the campaign in earnest this summer- I kept it small- it was my brother, my friend (and newly converted 40K fanatic) Brian and myself. I set up the campaign narrative as such that all three factions- Space Marines, Imperial Guard, and Chaos could reasonably all fight each other. I was excited- it would be time to see if my new rules panned out as well as I hoped.
Thankfully, I can report that the campaign rules have functioned much better than our last iteration. The map phase is cleaner, the environmental tables work well, and the "Plot Threads" have added some spice to the proceedings so far (more on that in a second). The game has been fast paced with lots of battles happening.
However, it was not without hiccups. After a few battles, my brother said he was done with the campaign- he just didn't want to commit the time needed for such a lengthy game. That was quite frustrating- but I wrote it into the plot, saying law and order has almost broken down, and while some guard are active, the Adeptus Astartes are in charge now. It made narrative sense, thankfully.
The campaign has been a ride, that is for sure. Ironically, I have only won a few games, while newcomer Brian has used his Ultramarines/Grey Knights to wipe the floor with my Chaos forces. I am in no way sore about it- I just can't believe that after all this time of wanting a campaign I am performing so poorly! I suppose that war has its fortunes, good and bad. It has certainly pushed me to experiment with other lists/ideas...
Yet, all is not lost. At our most recent game, Brian decided to bring forth his Imperial Knight for the second time. If you recall from my "Plot Threads" posting, the Imperial Knight, Baneblade, and Lord of Skulls all count as Lords of War for their faction. If they are destroyed, they cannot be used for the rest of the campaign. Brian had previously used the Imperial Knight in one of our earlier games; the Knight was brutal; the Knight was simply vicious.I barely scratched him.
So, Brian boasted that he was bringing the Knight in for our most recent battle. I decided, rather than go for victory, I would instead go for his Knight. I created a list of Traitor Guardsmen, using the Astra Millitarum book. Thus I had a ton of lascannons, tanks, and more. I took tons of shots at him in the first turn doing significant damage in the process (his ion shields blocked some, sadly). However, he was still alive and kicking.
In his first turn, he retaliated, blowing up scores of guardsmen and
stomping two tanks as if they were paper- I really thought my gambit was
going to fail. But, at the start of the second turn, my remaining Traitor Guard lascannon teams whittled away the remaining hull points, and the Knight was
destroyed (and what a roll!). This is exactly the result I wanted- now he cannot use the
damnable thing any more, giving me an opening in future games to use the
Lord of Skulls with a bit more safety.
The game did go as expected afterwards- once I killed the Knight the Space Marines and Grey Knights sought revenge, and it was ugly. They just cut through my remaining guardsmen like a scythe, and there was little I could do to stop them. The Imperial Knight had done so much damage in a single turn that I could not regroup enough. I conceded the game, but Brian knew victory had cost him dearly. The loss of Veritas of House Dilabor could alter the entire campaign. I have never been so happy about losing a game!
We have not been able to play the campaign for the past few weeks due to my moving. Now that I am (kind of) settled, I intend to strike back ever harder at my worthy opponent. I will let you know the progress of the campaign, as well as the modelling I will be able to accomplish once I set up my new hobby area- did I hear someone say Voidraven Bomber? Lol
Until next time...
| Using the old charge plastic counters to show attacks on the map |
| My zombie list wrecked havoc- but the Imperials still won! |
| Brian learned to fear Defilers and Soul Grinders |
However, it was not without hiccups. After a few battles, my brother said he was done with the campaign- he just didn't want to commit the time needed for such a lengthy game. That was quite frustrating- but I wrote it into the plot, saying law and order has almost broken down, and while some guard are active, the Adeptus Astartes are in charge now. It made narrative sense, thankfully.
The campaign has been a ride, that is for sure. Ironically, I have only won a few games, while newcomer Brian has used his Ultramarines/Grey Knights to wipe the floor with my Chaos forces. I am in no way sore about it- I just can't believe that after all this time of wanting a campaign I am performing so poorly! I suppose that war has its fortunes, good and bad. It has certainly pushed me to experiment with other lists/ideas...
| If I'm using Noise Marines the situation MUST be desperate |
| Veritas of House Dilabor marches against the forces of Chaos |
| This tank crew was assigned the task of destroying the Imperial Knight |
| The Lascannon crew that destroyed Veritas |
| The die roll that spelled the doom of Veritas, Knight of House Dilabor |
Until next time...
Monday, October 6, 2014
Campagining in 40K Part 3- Some Rules
Hey there friends and fellow fanatics. Old Man Chaos is back with another update. I'm working on a bunch of stuff currently (some Chaos, some Dark Eldar). I did pick up the book and I'm itching to give them a spin. The codex took some cool things away, but added others, so I really want to see how they do- hence I dusted off some DE stuff I haven't touched and I'm back at it. I will have to get the new models- they all look fabulous. If you give the Archon a more dynamic pose he'd be perfect (and you can, as he can be converted with ease). I'll show you new stuff as I get it done.
Meanwhile, I'm back with another part in my ongoing series regarding the new 40K Campaign I developed- The Judgement of Trovana Prime. Last time, I showed the storyline for the campaign, which allows for several factions (Chaos, Space Marines, Imperial Guard, Traitor Guard, Grey Knights). Now, I know that lots of people love tournaments and/or one off games (I predominantly play one offs). However, the idea of doing an actual campaign is what I really want to do. A full storyline, filled with action, heroes and villains, with a whole world or system at stake. And the 40K universe is SO big, that you could just make up a system and breathe life into it. I wish I could do more campaigns, but it is tough to get people together regularly to do it. However, this didn't stop me from developing a campaign of my own.
For this "edition" of Chaos Corner, I want to show off a special rule that I developed for this campaign: Plot Threads. Now, an ongoing campaign has a lot of ups and downs, reversals and utter defeats. However, battle after battle might become a little stale. So, I added an element that each battle COULD mean more than just planting a flag on a map. So, here it is, presented for your approval, straight from the campaign pack I made:
![]() |
| Back in the day, whenever my DE tried to run, they would roll 1s or 2s, thus earning them the "Lazy" insult. |
For this "edition" of Chaos Corner, I want to show off a special rule that I developed for this campaign: Plot Threads. Now, an ongoing campaign has a lot of ups and downs, reversals and utter defeats. However, battle after battle might become a little stale. So, I added an element that each battle COULD mean more than just planting a flag on a map. So, here it is, presented for your approval, straight from the campaign pack I made:
“Plot Threads”
To
ensure that each battle of the campaign has weight and “means” something, the
following “plot threads” are in place to raise the stakes of the game for your
faction as well as contribute to the overall narrative.
Lords
of War
The
Lords of War are the greatest engines of destruction, literally looked upon as
gods of the battlefield. Such is their terrible might and awe inspiring power,
that whole campaigns are waged with the Lords of War being the hammer and anvil
of a warlord’s strategy.
However,
Lords of War are an uncommon sight- they are difficult to manufacture and
therefore rare. To reflect this, each faction has access to only 1 Lord of War.
This Lord of War may be used ONCE in any battle PER TURN without any
forewarning (see 7th edition army organization). However, if the Lord
of War is destroyed, it CANNOT be used in any future battle for the remainder
of the campaign. Thus, while a powerful weapon, a Lord of War must be used
wisely.
Imperial
Guard- 1 Baneblade
Chaos-
1 Lord of Skulls
Space Marines-
1 Imperial Knight
Scorched
Earth
War
never changes. Lives, cities, civilizations, planets, and even whole solar
systems have been utterly destroyed by war. This may be done out of simple
blood lust, the desire to “set an example” to enemies, or as a sacrifice to thirsting
gods.
However,
in a war, there are more practical reasons for setting something to the torch.
Resources, factories, and more can be destroyed in the “scorched earth”
approach to war. If you have been defeated and you are losing a tile that has a
building on it, you can attempt to destroy it. Roll a D6 after the battle. On
the roll of a 1, the building is destroyed. On a 2+, it is now in the hands of
the enemy. If the building is destroyed, it is removed from the tile and cannot
be used again. If it is the tile itself (like the spaceport), simply note it on
your faction sheet. Hive Cities cannot be destroyed in this way.
Special
Characters
These
are the heroes and villains of the 41st millennium; warriors of such
strength, cunning, and renown, that simply their presence on the battlefield
inspires courage from their allies and total terror in their foes. However,
despite their prowess, these heroes are not immortal, and they can only be in
one place at any time.
Like
Lords of War, each faction can only use the following special characters ONCE
in any battle PER TURN. If the character is reduced to 0 wounds. Roll a D6. On
a 1-5, the character is “dead” and may not be used for the remainder of the
campaign (he died, has withdrawn, suffered great injuries). On a 6, the
character retreats from the field, ready to fight another day (he still counts
as destroyed for victory points purposes, etc.), thus he can be used again in
subsequent turns.
For
this campaign, the characters are as follows:
Ultramarines:
Marneus
Calgar
Tigurius
Inquisitor
Corwin (counts as Kasimov)
Imperial
Guard:
Lord
Governor Porter Vasser (counts as Lord Creed)
Inquisitor
Wynter (counts as Inquisitor Coteaz)
General
Xan (counts as Commander Pask)
Chaos:
Kharn The Betrayer
Lord Pandemicus (counts as Typhus)
Colonel Strommer, Traitor Guard (counts as Col Straken)
Well, I hope that you liked this sample of my campaign rules, and that it inspires you to make your own campaign. I have been playing the campaign for weeks off and on, though not quite in the way I intended. In the next edition, I'll inform you as to the progress of the campaign, which has been interesting, and a little ironic.
Until next time...
Wednesday, October 1, 2014
Campaigning in 40K Part 2- Getting Back On The Horse
Hey there my friendly readers! Welcome to yet another edition of the Chaos Corner. The Dark Eldar are upon us! Very exciting, though the idea that they have no LoW is kind of lame. Seriously? The other 7th edition books all have a LoW- why are we DE players being shafted again? So annoying. At the very least I hope he comes as a Dataslate. I just wish GW would be just a bit more consistent with their books/releases.
At any rate, I am here to talk about my campaign to... do a 40K Campaign. In a previous article, I outlined a campaign my friends and I did, The Gryphone IV- Siege of Kronian campaign (See that article HERE. We were so excited by the campaign, but it fell apart- the rules were too complex, and the map was cumbersome, to say the least.
However, I never gave up on the dream. I would always tinker with rules, trying to develop better campaign rules. Well, this past year I have come up with a much better ruleset, and a storyline to go with it. So, for your approval, I present to you the storyline: The Judgment of Trovana Prime!!!
Well, that's the story set for the epic campaign. I'll post again with some of the rules that I made, and a progress report on the campaign itself.
At any rate, I am here to talk about my campaign to... do a 40K Campaign. In a previous article, I outlined a campaign my friends and I did, The Gryphone IV- Siege of Kronian campaign (See that article HERE. We were so excited by the campaign, but it fell apart- the rules were too complex, and the map was cumbersome, to say the least.
However, I never gave up on the dream. I would always tinker with rules, trying to develop better campaign rules. Well, this past year I have come up with a much better ruleset, and a storyline to go with it. So, for your approval, I present to you the storyline: The Judgment of Trovana Prime!!!
The Judgment of Trovana Prime
Background of Trovana Prime: In the opening phases of
the 13th Black Crusade (999.M41), the entire Imperial war machine
slowly grinds in preparation to meet the threat of Abbadon and his forces of
traitors and heretics. This will be a war unlike any other, a war that will
shake the foundations of the galaxy. Such a titanic confrontation seems quite
remote to the people of Trovana Prime however, as they are far from the front lines; yet, little do these Imperial citizens
know that a swift fate is hanging over them, and that the flames of Cadia and the gaze of the Eye of Terror may
yet reach Trovana.
Trovana Prime is actually the fourth planet of the Trovana
system, however it is the largest habitable planet and thus the center of trade
and culture in the system. The Trovana system was settled by pioneers from the
Five Hundred Worlds, the original seat of the Ultima Segmentum. Trovana, like
so much of the Ultima Seqmentum, is ruled over and protected by the Ultramarines.
Trovana, like many of the original Five Hundred Worlds, is a
planet of biodiversity, abundant raw materials, and large cities that
facilitate the exploitation of Trovana Prime’s resources. Trovana Prime has
become a center of trade, industry, and culture in the region. Naturally,
Trovana pays its rather large tithes to Maccragge and the Imperium without issue or complaint.
As the war on Cadia begun, Marneus Calgar, master of the
Ultramarines, has called upon all worlds in his domain to produce more
materials to aid the forces of Cadia and the besiged Imperial defenders. Calgar
is also preparing to lead the Ultramarines personally to battle on Cadia
against the forces of the archenemy.
Insurrection on Trovana Prime: Just as Calgar was
preparing to mass his forces and gear up wartime production on his worlds, the
unthinkable occurred- a revolt broke out on Trovana Prime. The insurrection at
first seemed to be a spontaneous uprising, with workers dissatisfied with the
increase in work hours and tithes demanded. However, as the rebellion spread
from the Kroarscia Industrial Complex Forge Center to the City of Hisi to the
agri-plains of the Shahar Valley, it became apparent that a more insidious foe
was at work. As the rebels began to unfurl their new standards and flags, the
strange and blasphemous symbols demonstrated beyond doubt what started this
insurrection, the forces of Chaos.
Lord Governor Porter Vasser the third immediately rallied loyalist
forces and set to work in cutting out this foul cancer from Trovana. Vasser and
his right hand, General Xan took the fight to the rebel stronghold in
Kroarscia, but they continue to resist in all quarters of the globe. Making
matters worse, some elements of Vasser’s forces have turned traitor, led by the
treasonous Colonel Strommer. Vasser has put a brave face on the conflict,
swearing to put down the rebellion at all costs. Vasser did petition the
Ultramarines for aid, and Calagar has sworn aid to the loyal forces of Trovana
Chess Pieces: As the rebellion continued, a strange
visitor made his way to see Governor Vasser- an old man named Lenard Wynter.
Through trickery and deceit, Wynter came before the Governor and revealed that
he was an Inquisitor- Wynter the Forgiver of the Ordos Malleus. With such
authority, the Inquisitor quickly took much of the power from Vasser and has
become the de-facto leader of the Imperial forces of Trovana Prime.
In the midst of these developments, Calgar was about to
split his forces- the bulk were to be dispatched to Cadia, with a smaller force
sent to Trovana to put down the rebellion. At this moment, Calgar received a
communication from Jarred Corwin, lord Inquisitor of the Ordos Hereticus.
Corwin petitioned that Calgar himself go to Trovana at once, informing the lord
of Ultramar that a renegade, heretical Inquisitor was on planet, weakening the
loyalists from within, and Governor Vasser didn’t know it. Gritting his teeth,
Calgar acquiesced to the Inquistor’s command and prepared at once to go to
Trovana.
The Die Is Cast: As Lord Governor Vasser and
Inquisitor Wynter prepared to renew assaults on rebel strongholds, the
unthinkable occurred. Chaos Battleships broke from the warp and entered orbit,
vanquished the Trovana space defenses, and began to make planetfall. Thus, the
truth was revealed- the Traitor Legions were behind the bloodshed. Incredibly, the
Plague Marines of the war-band Krankhiet and the Khorne Bezerkers of the Scions
of Gorechild have formed an uneasy alliance, putting aside their mutual
animosity in order to slaughter those loyal to the Emperor. From orbit, Death
Guard battle barges launched chemical and nuclear warheads against loyalist
strongholds, rendering the city of H'Chusni and the Highlands of Tulkas into
contaminated wastelands, while the Bezerkers, led by Kharn himself, tore a
bloody swath through the defenders. Vasser feared for his world and his soul,
but Wynter reassured him that the Emperor protects.
As if in answer to a prayer, Calgar and his Ultramarines
arrived in-system, and prepared to take the fight to the enemy, both in the
void and on the war-torn planet. Calgar swore that this blasphemy would be
avenged, for no planet of the Five Hundred would ever fall to Chaos. He swore
an oath, on the honor of Guilliman, that justice would be done for Trovana
Prime.
From the planet surface, Inquisitor Wynter could feel it
with his psychic senses. Corwin was indeed with the Ultramarines- Corwin had
his tainted claws in everything, didn’t he? Wynter, sighed, knowing he may have
to fight the Ultramarines now as well. Taking up his weapons, he simply said
“For the Emperor”…
What is the true purpose of the Chaos invasion of Trovana?
What spurred the unholy alliance between two traitorous
legions?
Can Calgar save Trovana and then make all speed for Cadia?
How will Lord Governor Vasser save his world?
And… which Inquisitor is the real traitor?
The War for Trovana has truly begun…
Well, that's the story set for the epic campaign. I'll post again with some of the rules that I made, and a progress report on the campaign itself.
Until next time...
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