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  • Dreadfleet Part I: Painting Islands, Gauges and Water

     

    So this is my first blog post in a while and I’ll be dedicating it (and the next few) to painting up your Dreadfleet box set from Games Workshop.   The box set is beautifully done with great miniatures and terrain.  

    All the ships and terrain assemble easily (I’ve left the sails off for painting…FYI) with minimal issues and clean up.   Take not, for different items, I’ve used different spray primer.   Most items have been primed black.  

    Exceptions:
    Grey Prime:  Seadrake, Shadewraith & Skabrus
    Tan Primer: Sails for Flaming Scimitar, Sails for Seadrake, Measuring sticks

    ISLANDS

    • Islands Rocks: Each successive layer users less and less paint culiminating with a touch of paint on the top
      • Black Primer Base
      • Dry Brush Chardin Granite
      • Dry Brush Mix Chardin Granite:Codex Grey 50:50
      • Dry Brush Codex Grey
      • Dry Brush Codex Grey:Astronomicon Grey 50:50
      • Dry Brush Astronomicon Grey
    • Skull Eyes: Painted in layers, making smaller dots as you get lighter in color
      • Royal Blue
      • Ultramarines Blue
      • Enchanted Blue
      • Ice Blue
    • Buildings
      • Dark Flesh Base Coat
      • Drybrush w/ Bronze Flesh
      • Wash with Devlan Mud
    • Washed up Wood (boat parts) – layerd
      • Base Coat Scorched Brown
      • Layer Graveyard Earth
      • Layer on tips/edges Kommando Khaki
    • Turtle Bones
      • Base of Snakebite Leather
      • Layer Snakebite Leather and Kommando Khaki
      • Layer of Bleached Bone
    • Lava
      • Base Coat of Red Gore
      • Dots of Blood red:Blazing Orange 50:50 in middle of puddles
      • Dots of Sunburst Yellow inside of last mix
      • Dots of Sunburst yellow:White inside of previous.
      • Drybrush of Chaos Black over the top “lava waves”
    • Stains: applied to base of rocks and in the crevices.
      • Thraka Green lightened w/ Glaze medium
      • Thraka Green mixed w/ Gryphonne sepia w/ Glaze medium
      • Gryphonne sepia w/ Glaze medium

    Water & Gauges

    • Water
      • Base Coat Reaper MSP Deep Ocean
      • Drybrush Reaper MSP Marine Teal
      • Drybrush Reaoer MSP Surf Aqua
      • Drybrush Privateer Press Frostbite
      • Glaze of thrakka green w/ glaze medium in spots
    • Gauge Bronze
      • Same series as water above for the blues
      • Base coat Brassy Brass
      • Wash Devlan Mud
      • Highlight w/ Drybrush Shining Gold
    • Skeletons
      • Base Reaper MSP Aged Bone
      • Devlan Mud wash
      • Drybrush Aged bone
      • Drybrush white
    • Vortex Skull
      • Base: Liche Purple
      • Highlight warlock Purple
      • Highlight Warlock purple:Vallejo squid pink
      • Highlight squid pink

        Castle IslandCorpseface CliffRocky Isle 1&2Volcano

        Leviathan Island

         

        Vortex Marker

        Wind GuageShip's Wheel

     

    Water for Base

     

     

     


  • [Model Review] Ogre Kingdoms – The Ogres Cometh

    I’ll make this very clear: I didn’t need another Fantasy army when the Ogre Kingdoms releases were announced.  I have way too many Fantasy models as it is, with full Skaven, Empire, and Lizardmen armies already in my collection, as well as a smattering of Dwarf models (thanks to Battle for Skull Pass).  There are so many fantasy models in my house it’s a bit absurd.  So when the Ogres started popping up on the internet, I didn’t pay them a ton of attention.  Then I looked at my box of Skaven, saw the 300 clan rats, and realized I don’t really have the time or patience to paint THAT many models.  What I do have, however, is time to paint 40 Ogre models.  The notion of having a fully painted Warhammer Fantasy army was too tempting.  Johnny Pong’s Orcs & Goblins army, in all its full painted glory, looks wonderful on the table.  I needed to have a fully painted Fantasy army too.  With that, the Ogre Kingdoms found their way to my home.

    The Ogre Kingdoms model line continues GWs trend of releasing high-quality plastics with silly amounts of options on the sprue.  Highlighted by three new releases in the Mournfang Cavalry, Stonehorn/Thundertusk, and the Ironblaster/Scraplauncher boxes, the Ogre Kingdoms releases are pretty strong.  Coupled with an entire Finecast line overhaul, Ogre Kingdoms players have a lot to be happy about.  I’ll rundown the new boxes, their pros and cons, and give the release an overall rating

    Mournfang Cavalry

    I think we're gonna need a bigger boat.

    This was actually the hardest of the boxes for me to acquire.  The two LGSs I routinely order from were both shorted their Mournfang, and I found the other usual suspects around town were also lacking in their Ogre stock.  I was almost relegated to ordering my Mournfang online, but I was finally able to pick up two boxes of these beasties.  The boxes are composed of three sprues that allow you plenty of options to create two Cavalry models a piece.  

    The Mournfang have two body options, and three head options, which is really nice, allowing you to ensure that you have unique models in a unit.  There are two leg options as well that change the profile of the cav model, so in effect you’ve got about 10 different options to build your models.  You similarly get plenty of options for your riders.  The bodies are pretty stock, but you get 5 different head options, weapon options for every available load out, and multiple armour options to really make your riders look unique (3 different gut plates, a ton of miscellaneous accessories).  You have lots of options with the Mournfang kit, and you’ll have lots of bitz to spare when finished.  Though certainly a disputable point, I really like the aesthetic of the Mournfang; the beasties are appropriately feral and menacing and certainly look like powerful creatures.  I like this kit a lot.

    Stonehorn/Thundertusk

    The epic monster kit for the Ogre release, the Stonehorn/Thundertusk kit is, much like the Mournfang kit, simply chock full of bits.  You again get three sprues with this kit, one for the shared components of the body, and then two additional that, while containing various bits that are integrated in both builds, are more specific to the loadout you’re constructing.  The kit fits together beautifully for such a large piece, and GW has obviously taken great care in where they’re placing the connection points.  Once the model is constructed and all the seams are joined, it’s very hard to determine where one piece ends and another begins.  The body portion was incredibly easy to assemble, taking perhaps 30 minutes with mold line cleaning, etc.

    This is an image of a really well done Thundertusk.

    You can of course build either the Stonehorn or the Thundertusk with this kit, and both look really wonderful once assembled.  I built the Thundertusk first, and was really pleased with the results.  The saddles for the riders posed no problems, and the riders themselves went together really easily.  Much like the Mournfang kit, your riders have a ton of options and come with every weapon load-out you could give them in the codex.  The options have a lot of character to them as well, as I particularly liked the ogre picking his teeth with the harpoon.  What is ever nicer about assembling the Thundertusk is the fact that you’ll be left with all the bitz you’ll need to convert a regular ogre body to a freestanding Hunter.  It’s an option that I love, and certainly took advantage of.

    There were some problems, however, with the Stonehorn kit.  On the back of the kit is a trophy rack, of sorts, with a wire going between the two bone jaws of some long deceased beast.  The plastic is EXTREMELY fragile on this part, and broke as soon as I snipped it from the sprue.  Where the Thundertusk took me maybe an hour to fully clean and assemble, the Stonehorn took quite a bit longer because I had to fuss so much with the trophy line.

    Ironblaster/Scraplauncher

    Rounding out the new kits is the Ogre artillery piece, the Ironblaster/Scraplauncher kit.  As I really want a low model count army, and don’t have a ton of interest in the Gnoblars in general, I opted to only pick up one of these kits.  The kit, like all of the other new plastics, contains of dearth of extra bitz.  What’s more, all of these bits are full of high-quality detail.  The Ironblaster cannon is a really lovely piece, containing fully-detailed carvings on the whole of the barrel.  It is clear a great deal of time and effort went into it, and that’s never a bad thing. 

    The Rhinox also looks very, very good.  I don’t think he’s quite the quality of the Forge World Rhinox, but it’s more than passable. I would have liked if GW would have considered that the Rhinox can be chosen for Storm of Magic games and made the Rhinox a bit cleaner, but as it stands, there are some noticeable nubs (that attach him to the cannon, so they do serve a function) that you’ll need to remove and green stuff over if you want to have some freestanding Rhinox for your SoM games.  It’s a small qualm, but with all the attention and care to detail in this kit, it would have been nice if that foresight was also expressed.

     The Finecast Kits

    As I alluded to in the intro, the Ogre Kingdoms line has received a pretty comprehensive overhaul of the line, with many of the pieces being converted to Finecast, as well as three brand new characters in Bragg the Gutsmen, the Ogre Firebelly, and Golgfag Maneater.

     

    My firebelly will NOT look this good.

    I picked up both Bragg and the Firebelly for my new characters (I’ve not been able to find Golgfag, or else I’d pick him up, too) and I must say: these are really, really nice models.  There is a ton of detail on both of them, with the Firebelly having a bunch of intricate detailing on his face, and Bragg just dripping menace (right down to the blood dripping from his scything blade).  I did have some minor warping on both models (Bragg’s scything pole, the Firebelly’s gout of fire) but they were easily fixed by dipping the pieces in hot water for a few seconds.  Beyond that, the pieces were, effectively, flawless. I looked for bubbling or excessive flashing, and it simply isn’t there.  I did pick up a Slaughtermaster as well, and that model did have a fair amount of flashing on it.  However, the flashing was easy to remove, and you get a ton of options in the kit.  The move to Finecast resin for the Slaughtermaster is certainly a good one. 

    Despite the rocky beginning, I think GW is slowly perfecting the Finecast casting method and working out those kinks.  Further, all of the “made for Finecast” models I’ve built have been impeccable.  I’m not entirely happy about the price point for Bragg or the Firebelly, however.  $38 is a lot to spend on a character model.  I think the Slaughtermaster kit is closer to appropriate at $38, but Bragg simply is not.  While larger than standard model, he’s no larger than the Finecast Maneater models, and as such I think $25 would have been a much more appropriate price point for him.  Similarly, I think the Firebelly would have been better priced at around $30, as he is significantly larger than Bragg, yet smaller than the Slaughtermaster.

     This ability to customize is really the hallmark of GW’s plastic kits, and it certainly shines through here.  What’s more is that you can mix and match the options from your standard Ogre, Ironguts, and Leadbelchers sprues with all of these new boxes in order to really customize your units.  I imagine with an army battalion and one of each of the new boxes, you could probably produce an army full of unique models.  These Ogre model offerings are very strong.  I think the aesthetic has a bit more appeal than the Tomb Kings models, and there aren’t any major misses with the new releases, save for perhaps the price point on Bragg and the Firebelly.


  • Sean & John’s: GenCon Indy Preview 2011

    Posted on by Johnny Pong

    Sean:  We’re less than a week from GenCon Indy 2011, the rooms are booked and our anticipation is building for the annual “spouse approved (John:  eerrrr tolerated)” geek week of Gen Con 2011, Aug 4th to 7th inIndianapolis.

     Sean:  One of the biggest problems a GenCon attendee can have, besides dodging the larger ladies in  duct tape bikinis,  is  figuring out how to prioritize a budget so a gamer can pick up the “must haves” early in the show prior to sell out and have a little pocket money for something unexpected.

    John: Like the Wild Beaver? 

    Sean:  <Sigh>   No, John.  We are talking gaming here. 

    John:   OK…ok.  This years show room floor looks to be chock full of top notch board games, miniatures and geek-ware, so whittling down our stops has been particularly tough. 

     Sean: We thought we’d present to you a run down of everything on radar scope with a bit of insight.

     

    Top Stops for Gen Con 2011:

     #1: Cool Mini or Not Booth

    Sean:   CMON: quickly becoming a source of great miniatures from niche producers for painting and gaming. 

    John:  But all that great mini art comes at a price for some of the lines.  I mean… the 10 year anniversary dragon is pushing 21” tall, but still $250 bucks.  I certainly will check out the return of Rackham but the price point on the Hydra ($125) is another larger detractor.  

     Sean:  Despite the high costs of some items, Soda Pop makes its GenCon home at the Cool Mini Or Not booth (Booth #) just as it did last year.  This year, however the Super Dungeon Explore board game is dead in my sights. 

     John:  Ohhh…me too.   I bought a few of the SDE metal figures last year on Day 1.   By the time I went back for more they were sold out.   I’m very happy they’ve turned this into a board game with plastic figures.

     Sean:  It mixes the classic dungeon crawl feel of 90s video games with an anime-inspired aesthetic; I think SDE is going to be a big hit.  With the sell out last year by the 2nd day of the show, we expect SDE to be a hot commodity, especially with Soda Pop offering a GenCon exclusive Candy model for SDE.  I also really enjoy their Relic Knights line, and Soda Pop has hinted at the prospect of some new releases debuting at GenCon.

     Level of Excitement: 9/10  2/10  JOHN UPDATE (Just found out SDE is not available at GENCON…. WTF!!!!)

     Stop #2: Wyrd

    John:  I’m going to truck over to Wyrd this summer but this time with a small eye at Malifaux and a big eye on Puppet Wars.  

    Puppet Wars by Wyrd

     Sean:  I agree, but cautiously.  I need to see how Puppet Wars plays out before I dive in head first.  The fact that it’s a board game with a cutesy aesthetic could make it really popular in my house, though.  I read the beginner rules, and it certainly looks interesting.  It’ll get a play, at least, by me

    John:  As stated in my article on “Enthusiasm”, the time I have to play a game system is waning and Malifaux is a love hate relationship for me.   I love the game and artwork but it doesn’t always translate across the range of miniatures.  

    Sean:  Couldn’t agree more, though I really think the quality of their minis has improved greatly since Wyrd first starting producing them.  I think their aesthetic translates really well to the puppet miniatures; it makes some of the more macabre themes they deal with more palatable for the general public

    John:  That being said, Puppet-Wars carries over the esthetic I like and hopefully a board game that lends itself to quick set up and play.

    Sean:  That usually is the case.  Plus, you won’t have to worry about terrain set up, and all the other things that can make a minis game more cumbersome.  The one thing that’s new that I’m not entirely sold on is the Avatar models; I think the Marcus one is clearly the best of the bunch, but the Lady Justice leaves me wanting, and Sonia Cridd confuses me with the decidedly Asian look to her avatar form.  I am excited about their rules, though, with Twisting Fates.  I love that Wyrd keeps adding tiny tweaks to the game to keep it fresh and exciting.

    John:   Twisting Fates and the dead justice box will be in my shopping cart too but with my Main Man Nicodem absent from the “Avatar” releases that leaves some cash in my pocket.

     Stop #3 Fantasy Flight Games

    Sean: Fantasy Flight Games has the largest booth at the show this year, spanning an obscene amount of floor space.  They’re going to have a lot to show, and I’m excited by a lot of it.  I’m a huge sucker for good video games, so the unveiling of the Gears of War board game has me pumped.  I’m more excited about their more family friendly games, particularly The Adventurers: The Pyramid of Horus.  The Adventurers is game that reminds me a lot of the high production games from my childhood like Fireball Island, where you’re treasure hunting while trying to avoid a comical, plastic-induced death.

     John:   With you demoing the Lord of the Rings LCG – I am excited to give it a try and picked up the starter box at Yottaquest.  My oldest started to get into the trilogy this year and this card game looks to add to our collection of games we will play together.

    Sean: I was pretty excited to find out I’d be demoing the LotR LCG.  The game is a fun, easy-to-learn cooperative game with amazing Lord of the Rings art.  How could that be bad?  The base game comes with everything you need to play, with all the heroes you know and love represented.  It isn’t the sexiest game, but it’s definitely easy to like.

    John:   Like a trashy blond smoking at the bar, I’m utterly attracted to Dust but I feel it won’t be pretty in the long run.  After a failed relationship with AT43 (the trashy brunette with too much make up), I’m hesitant to pick up another PPP game in an almost identical setting.   That being said, I still might take her for a spin on the demo floor.     

    Sean: Dust has been a resounding success in our house so far.  My wife enjoys the game because it maintains its simplicity while giving her enough options to move around the board.  I think Dust is Paolo Parente’s baby, and because of that it looks like it should have more staying power than AT43. My biggest concern for Dust isn’t the PPP nature (the minis come with primer only on them standard, making them easy to paint right of the box!) but rather the speed in which they’re releasing expansions.  It’s hard to keep up with that many excellent figures.

    Level of Excitement 8/10

    Stop #4:  Other top picks: 

    Sean: There’s so much to do at GenCon that sometimes I really get surprised by smaller companies, and disappointed by some larger ones.  Can you think of any other games you really want to try out? 

    John:  Other interests and Demos for me include MERCs and re-release of Dark Age – Apocolypse w/ faction boxes.  

     

    Sean:  Agreed with both of those.  I got to try MERCs at Origins and I think it’s going to be a fun, low model-count game.  I’ll take a look at Dark Age in the CMON booth, too.  I know I’m more a board game guy than you, so I’m looking forward to trying Dungeon Run by Plaid Hat Games. 

    John:  I always pick up a family board game for the crew.   It is tougher today to find something stimulating for the 7 year old yet still enjoyable for the 3 year old.   Perhaps this is the year I come back with a couple items to bridge the age gaps.

    Sean:  I really hope to be surprised by Privateer Press, but I just don’t know what to expect from them. With their production issues lately, I have no idea what goodies I may see.   I’m hoping some Hordes War Engine previews, or maybe even the new Hordes book, but who knows. 

    Stop #5 St. Elmo’s Steakhouse

     John:   No trip to Gen Con would be complete without a trip to St. Elmos.  In business in the same location for over 100 years it is one of the top steakhouses inAmerica.   Sean – what did you think last year?

     Sean:  <Makes Homer Simpson Face>                    

     John:  And if you don’t get a Shrimp Cocktail to go with your strip, you’ve missed half the reason to go.   But don’t forget your credit card as the price isn’t for the feint hearted, but the experience is well worth every penny.  

    Sean: But seriously, St. Elmo’s is fantastic.  Great steaks.  Great shrimp cocktail.  You can’t get much better than St. Elmo’s.  And while it’s not quite St. Elmo’s, I’m looking forward to a pint at the Ram.  They always do a nice job catering to the GenCon crowd; it’s a good time. 

    John:  Well I guess that about does it for our “Gen Con Preview”.  I’m sure we’ll have a few articles and vids for you after the show.  

    Remember, if you won’t make it to GenCon, don’t worry as our fine LGS partners will be carrying (or can special order) the items you see above:

    Fantasy Flight Games: Yottaquest, Art of War, and Eastside Games

    Wyrd/Malifaux/Puppet Wars: Art of War, Epic Loot & Eastside Games

    Mercs: Art of War

    Dark Age & Soda Pop/SDE: Special orders with the LGS partners.


  • [Review] Storm of Magic – There Be Monsters!

    Storm of Magic is the newest entry in the Warhammer Fantasy Battle universe.  A hardcover expansion based on Magic and Monsters, it brings forth a new way to enjoy your favorite armies, allowing you to utilize the ever changing Wind of Magic like never before through Cataclysmic spells and the binding of great and terrible monsters (which of course Games Workshop has produced in various plastic and Finecast kits). 

     

    The Production

    Storm of Magic is first and foremost a beautiful book.  Games Workshop has really upped the ante with all of the 8th Edition WHFB books, and this is no exception.  The book is hardbound and full color, with a vast amount of great art inside.  Some of the art is rehashed from other places (expanded Black Library cover art, obviously-80s WHFB art from previous rulebooks) but there are some really nice pieces in there that are (I believe) new.  While I haven’t verified it, it appears that all of the art for the individual monster scrolls of binding is new, as they all match in style and consistency.

     As per any GW book, there are around 15 pages of beautifully showcased miniatures (my particular favorite being a beautifully executed purple Chimera), as well as another 10 or so pages of large scale battle shots for scenarios.  As usual, the studio battle shots are stunning.  I love the purple and blue glows given to the ‘magic cave’ scene; it’s really an inspiration as a painter to do something a bit different than the usual.

     The book introduces a bit of fluff as well.  In addition to the blurbs about each monster on their respective Scroll of Binding, there are two decent short stories regarding famous magical occurrences: one involves the Bretonnians battling a particularly nasty vampire, the second details the Empire facing a ravenous pack of Beastmen.  They’re short, but they’re decent little pieces of fluff that add to the overall value of the book.

     The front cover is of particular note as well.  The book has a full-wrapping cover, leaving only the top and bottom of the pages open to the air.  Inside rests a full rules summary and the Wheel of Magic spinner.   The rules summary and the spinner are both quite nice, as is the magnetic cover that allows the book to remain closed when not in use.  However, the cover also has some shortfalls.  Like any traditional book, GW chose to put the binding on the left side.  However, the front cover folds out to the right, leaving only the magnetic ‘nub’ on the left, leaving the pages somewhat flimsy as you thumb through the book.  It’s a minor irritant, as it really only affects you reading if you read the book upright (if you read it flat on a table, you’ll see no ill-effects), but it certainly stands out.  I understand the justification that you want the spinner to lie flat, but I can’t help but be annoyed by this minor thing every time I try and read SoM in bed.

    The Rules

    Scrolls of Binding allow you to bring models like the War Mammoth to any army.

    The question has been asked as to whether or not Storm of Magic is simply Apocalypse for Warhammer Fantasy Battles.  The answer is yes, and no.  Both WHFB and 40k have always allowed for large battles.  Apocalypse simply made it possible to usehigh pointvalue models in a big game, in addition to the allowance of models like super heavies and flyers.  In Storm of Magic, the rules offer something a bit different than that; basically, you pick a point value game as normal, and then add an additional 25% of that total as points for Monsters and Magic.  For example, if you chose to play a game at 2500 points, you’d add 625 points for scrolls of binding and magical artifacts, bringing your total to 3125.  Bear in mind, you could easily blow that 625 points very quickly (an Emperor Dragon clocks in at 650 points of badassery, while a Chaos War Mammoth would cost you 500 points for all it’s stompy, hairy goodness.) 

     The rules amount for, essentially, eight pages of the 152-page book.  There are 21 pages dedicated to spells, runes, and artifacts and an additional 13 are for scenarios and special terrain.  The Cataclysm spells are, overall, pretty cool.  Many are higher strength versions of previous spells (Verdant Apotheosis—that has to be a M:tG card, right?—is an amped up version of Regrowth) but there a few, like the Slann Mage-Priest ‘Great Leveller’ and the Skaven ‘Great Red Pox’ that could be absolutely hilarious game changers.  Requiring ridiculous amounts of dice to successfully cast (‘Great Leveler’ casts on a 35+), players are also required to hold arcane fulcrums, the primary piece of special terrain in Storm of Magic, to cast them.  I love this notion, particularly because it forces players to look at objectives in a battle instead of simply go for the kill.  As holding arcane fulcrums allow these game changing spells, to be cast, holding them is essential.

    The Wheel of Magic allows you to manipulating the ever changing Winds of Magic.

     Augmenting all of this is the Winds of Magic spinner.  A simple addition that I initially thought may be gimmicky, it’s a fun piece of randomness that gives a casting bonus to three different magic Lores per turn, ranging from a 3+ (for High or Dark magic, as they are the most common) to a 5+ for one of the 8 major Lores.  Each ‘descendant’ lore (read: individually army book lores like Lores of Nurgle) appears twice under appropriate parent lores.  It all sounds a bit complicated, but everything is detailed really well on the spinner, making it easy to tell which magic lores will receive bonuses.

     The real meat of the book, however, is the 50 pages of big, scary, monsters.  Each scroll of binding details one type of monster, depicting not only the aforementioned artwork and requisite rules, but also a few paragraphs of fluff.  They look really great, but it’s a bit of a shame that they’re stuck in the book.  I’d have loved for separate scrolls of binding for each that I could pull out as I use the monster in a game.  Alas, that may be something I homebrew in the future.

     The Review

    Overall, Storm of Magic is a really nice addition to the Warhammer library.  At $49.99, it is perhaps $10 too much, but the production values of the book do really well to justify the price: it really does look great.  The rules are simple, but will add some decent variety to your standard Warhammer Fantasy Battle games.  With the increased focus on magic and the variable qualities that go with it, it does add some randomness to the game that may not be welcome by all.  I don’t mind it, but poor dice rolling, or a beneficial spin on the Winds of Magic could potentially turn a game in a matter of seconds.  I think the use of the Arcane Fulcrums balances this out a bit, as you’re forced to really think about those objectives if you wish to reap all the magical benefits that Storm of Magic provides.

     Like Apocalypse before it, Storm of Magic is certainly a push to sell more miniatures, but that’s not necessarily a bad thing. Now that any army can benefit from a bevy of monsters, I know I’ll be adding a few to my Imperial Menagerie.  I like that I have an excuse to buy figures that’d I’d previously not looked at, but that marketing ploy doesn’t mask the fact that Storm of Magic brings  a fun new way to play the game, and at a decent value.

    The Warhammer: Storm of Magic Rulebook and corresponding models can be found at numerous Tri-State stockists, including Art of War and Up Up & Away.



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