Category Archives: warhammer

Escalation League: Pakeshi Sector Maximus


No one remembers how the conflict started at Haven but we all know what happened. The fall of one planet triggered a new war at Maximus.  Something that looked like an insignificant clash of small skirmishing bands soon escalated into full sector conflict.  For some mysterious reason all major forces are driven to this cold, frozen world.  At this time the planet is just about habitable.  Its equator has what is best described as bad winter conditions; its poles require years of training to operate in.  This is the largest planet in the Pakeshi System and is a hive world.  There are 5 hive cities and very little other than wilderness between them…the-overlords

So at my local gaming club The Overlords in London we’re starting a new Escalation League next month!

The league has a blog on wordpress here.

This will be my inspiration to paint up a very wolfy army full of Thunder, Fenrisian and Cyber Wolves!  This army:



Champions of Fenris (500)

Rune Priest – Runic Armour, Rune Axe, Bike

Iron Priest – Thunderwolf Mount, Bolt Pistol, 2x Cyberwolves

5x Wolf Guard – Bikes

3x Thunderwolves – 1x Storm Shield


Inspired by the new supplement I think this stands to be a great fun army to play with the sheer ferocity these fanged furies can bring down upon their foes!

I’ve clearly got a lot of work ahead of me and for some reason I started with my HQ, I usually leave these till last but oh well.


Note the icicles on the base thanks to “GirlPainting” on YouTube here.  Love it…


Still got to do his company markings and work out how to use snow flock but there’s time!

Also can’t wait to paint this guy up:


Oh and for those tactical geniuses out there amongst you, check out this special rule for the league…

Veterans of the Frozen Wastes

Fighting for a long time in winter environment made those warriors capable of developing their logistics and combat skills to the extraordinary level.

  • every unit with winter theme base modelling and painting scheme gets re-roll for Difficult Terrain tests;


More information about The Overlords can be found on their Facebook page here!


Thunderwolves Endure

Simple concept.

Thunderwolves with storm shields, Thunderlord with runic armour and storm shield, Rune Priest + Biomancy Endurance =

Rock hard unit crackling with Fenrisian killing power!

I finally ran these guys the other day and they rocked.  The 4+ FNP is amazing on TWC and lords.  Biomancy just helps so much if you can get this.  Also Lifeleach so they can regain wounds is worth a mention.

Your unit is 2+/3++/4+++FNP with the lord out front.  Now add champions of fenris too and get warlord trait 1 (reroll one failed save a turn) and you have:

One very dangerous Anvil.

And cheap(ish) too!

Now I ran a Rune Priest with a jump pack in the unit buffing it and we came across some difficult rules questions about how the jump pack member effects the movement and charging ability of the cavalry.  Basically one of the TWC had to charge through cover at one point and we decided that they lose fleet because not all members have it, but because the cavalry ignore terrain (no -2 modifier) and the jumppack does the same if used to assault, there was no negative to the charge range.

I wonder how this would work if Runey was on a bike?  I don’t think regular bikes ignore terrain.  White Scars however…

Tactical thoughts about Space Wolves/Champions of Fenris in 7th

So i’ve played a couple of games in 7th now with my new wolves and i’d like to share with you some of my thoughts so far.

  • Wolf Guard Battle Leader

Equipped with a thunderwolf mount, runic armour, storm shield and the Krakenbone sword, this gent is a potent character.  Coming in at 175 points he’s not ludicrous for cavalry with T5, W3, 2+/3++ with 4 attacks at WS6, S6, AP2, rending and preferred enemy (characters).  Having used him however you have to really remember that he is only S6 so don’t go wasting him against anything T5+ because he doesn’t have the attacks for it.  4 attacks is wanting in my opinion and whilst he makes a decent tank (especially if you can get the Warlord Trait allowing you to reroll a failed save) his killing potential is limited.  Do not allow Typhus to challenge him as I once did!  Send him after grubs… the real stuff of sagas!  Next i’ll be swapping him for the Thunderwolf Lord, runic, fist+claw combo for more attacks, -1 to my invuln save, +1 would and S10 when required.

  • Rune Priest

I tried this guy mastery level 2, runic armour and a hood for 120 points.  Taking Tempestas discipline I discovered very quickly that he is a short range unreliable nuker.  He NEEDS mobility and sat in a rhino didn’t cut it for me.  Put him on a bike and you might do well and if you take him in the standard codex consider the Helm of Durfast for the twin-linking and ignores cover.  Don’t expect too much from him like this however.  Next i’ll be playing him on a bike with biomancy buffing my thunderwolves.


  • Arjac Rockfist

I tried something silly with old Arjac, I ran him solo and teleported him into the fight!  Fortunately my opponent at the time (CSM) weren’t very shooty so he didn’t get shot to pieces instantly!  He did scatter too far away to use his hammer on arrival which was a real blow but then succeeded in running into combat with a hellbrute and smashing his face in.  Really needs to be in challenges because of the PE and mere 3 attacks base.  Next time i’m going to buy him a fast attack drop pod to guarantee the hammertime.

  • Lone Wolf

I played this guy in terminator armour with a storm shield, wolf claw and melta bomb deepstriking in for 70 points.  Scared the crap out of my opponent however he is only 2 attacks base so I wouldn’t be that bothered if I were facing him.  A wolf claw is designed to cut through infantry but with the mere 2 attacks you’re not going to be doing that very well and you cant run units down in your TDA so I could suggest the thunderhammer and send him hunting bigger things: vehicles, monsterous creatures and of course the ubiquitous tar pit.  I could see these guys being fun deepstriking in next to a locator beaconed drop pod, shame the wolves don’t teleport with him!

  • Grey Hunters

Ran as 10 hunters in a pod with 2x meltagun, close combat weapons, a wolf guard leader with combi melta for 233 points.  It’s great we can now drop 3 melta shots in our hunter pods but it’s still not a cert against armour.  6 plasma shots will be equally as awesome.  Without the banner now (no more rerolling 1s *sad face*) the unit has lost much of its durability and I still find them pathetic in combat against most things that get into combat. I used mine to pop a Land Raider which the contents of then wiped out the squad.  I’m leaning towards using them more for midfield objective holding with plasma taking advantage of obsec for the pod if in a Combined Arms Detachment (CAD).

  • Thunderwolves

I’ve only got 3 of these guys but I feel good about them especially now rending applies to all melee attacks even with a special weapon!  I think they all need stormshields even though people say you can position them so the enemy can’t target those without I find that your enemies are often capable of moving.  I would expect to take losses because people are scared of them so I will need to be buying more but there are so many wonderful options I can’t yet advise on all of them.  Powerfists are obviously immense for the S10 AP2 – I know there’s an argument for them being only S9 but its a crap one that will get FAQd out just like every time GW has written the rules for TWC.  The wolfclaw deserves a special mention for S6, rending with shred.  That’s a take all comers weapon on a 4A model if a bit pricey.  Some friends of mine are suggesting all power mauls for S7 AP4 rending or S8 with Harald, sounds great we’ll have to see about that one.  The big question is to run them cheap or not.  I’m leaning towards large squads with a couple of powerfists and all stormshields.

  • Predator

I’ve tried the tri-las pattern now that it’s cheaper for us – 140 points.  I think this is a “meh” unit; nothing special.  It doesn’t provide enough shots for a serious threat and many things you’ll be shooting at that range will have a cover save so there goes half your shots potentially to “aiming between opposing models”.  I think you need more mobility on this kind of weapon or use melta.

  • Longfangs

Only played the missile/lascannon variants and I feel the same about these as I do the predator above.  I feel we do anti-tank better in melta/melee range.  I’m looking forward however to trying the anti-infantry options (plasma cannons and heavy bolters) maybe supported by Ulric for the PE bubble when I can be bothered painting more power armour!