Results: The Crash of the Scarlet Hope

26 players. 6 superheavy vehicles or gargantuan creatures. Over 23,000 total points. 13 Defenders of the Imperium rallied to the starport planet of Yorke's Drift--three Baneblades, several detachments of the Ultramarines including a Whirlwind Suppression Force and a Vindicator Linebreaker Formation, Terminators of the Dark Angels Deathwing and a Terminator Titanhammer Formation, Sisters of Battle, the Imperial Guard including an Ogryn Auxilia, and the Black Templars, all led by a Puritan Inquisitor and Marneus Calgar--and trudged through the snow to the smashed and broken city's edge, where the wreckage of rogue trader Ormin Del'Trieste's interstellar cutter the Scarlet Hope smoldered and crackled on the verge of a warp core meltdown. There they met a hastily-cobbled-together coalition of 13 Traitor and Xenos--war engines including a Slaaneshi Baneblade, a Tzeentch Warhound Titan and a Tyranid Exocrine, a half-dozen rampaging Carnifexes five of which rained down into the midst of the Imperial tank line via Mycetic Assault, two Traitor Linebreaker Formations, a Khornate Maelstrom of Gore which darkened the skies with bloody rain, four Tau detachments including a full-Hammerhead Armoured Interdiction Cadre, all led by a Radical Inquisitor at the head of a Dark Eldar Splinter Raid Force and Lucius the Eternal--and an horrific melee ensued, as both factions raced to seize the crashed starship's cockpit, engineering calculus, and the cavernous, sputtering main drive itself in order to learn the rogue trader's secrets.

Congratulations and thanks are extended to all 26 full participants (as well as the patiently-overseeing parents and part-time players who stepped in, as well) for making this event run as smoothly as could possibly be hoped. Having over two dozen players wrap up three full Apocalypse turns in only five hours is a testament to focus, organization, good sportsmanship and a dedication to having a good time, and seeing that one's fellow hobbyists did as well, and I applaud you. The success of these events creates a conundrum for organizers: limiting it to, say, a dozen players would likely ensure a greater level of involvement and potentially more fun for those dozen--but (in this case) would leave another 14 players unable to participate at all. Without question, there will be events in future which specifically do require advance signup or other participation limiters, such as (perhaps) Club membership--but as today showed, there is a place in the hobby for the spectacular, as well, and when players generally 'get it' as completely as most participants in today's event obviously did, spectacle can be pulled off, as well.

In the end, the Traitor/Xenos faction had an overwhelming second turn: almost three thousand additional points of Tau poured onto the table, and poured firepower onto the Imperial armour, backed by the one Tyranid Mycetic Assault hitting home and the other Tyranid Exocrine continuing its tradition from previous Apocalypse games of near spot-on artillery barraging; between the three of them, they virtually emptied half the board of Imperial armoured strength. The Imperial reserves hit back furiously, and the heroic charge of the Terminators into hand-to-hand combat with the Chaos Titan will be a tale long told in Imperial annals, but by the mid-point of the third and final turn, the Heretic/Xenos alliance held all three objectives--with Tau Crisis Suits surrounding the engineering calculus, a swarm of expensive units encircling the cockpit wreckage, and the bold Radical Inquisitor sitting atop the star drive itself for a third full, unchallenged turn--and it seemed unlikely the Imperial forces could rally.

Refusing to die, however, the Imperial superheavies sallied into the fray, first blowing the Warhound sky-high and then clearing the central star-drive objective of its controlling squads. When the combined fire- and combat-power of Ultramarines and Sisters knocked down enough Crisis Suits to re-seize the engineering calculus objective, the chaotic struggle for the secrets of the Scarlet Hope ended in a draw: the Imperium held the calculus (which they had declared in advance was their vital objective, and thus scored two VPs, instead of one); the Heretic/Xenos alliance held the cockpit (which they had declared in advance was their vital objective, and thus scored two VPs for them, as well); and an Imperial Guard officer and Commissar, last survivors of their Ogryn Auxilia detachment, clawed their way onto the central drive wreckage and dispatched the Radical Inquisitor and enough of his Druchii allies to reduce them from scoring unit status, leaving it contested (as characters, neither the heroic loyalists nor the villainous Dark Eldar lord still standing, cannot claim objectives).

However, each side could legitimately claim to have got what they came for: both Inquisitors had informed their hastily-drawn up factions of rogue trader Ormin Del'Trieste's true secret--his rogue trader charter was a facade, masking his true identity as an Inquisitor of the Ordo Hereticus! In seizing the cockpit, the Xenos hoped to capture Del'Trieste alive--and though he escaped, they retrieved more than enough proof of his Inquisitorial identity to prevent his furthering his activities against them in that guise...and likely enough clues to track him down for the final solution, as well. Meanwhile, by retaining control of the engineering calculus, the great secret of Del'Trieste's Scarlet Hope remained safely in Imperial hands: its one-of-a-kind C'Tan Phase Drive, a unique and priceless relic.

As for the drive assembly itself? The last bitter struggles atop it proved to be too much for its already unstable superstructure to withstand...and as Guardsman, Commissar, Dark Eldar and Radical Inquisitor fought to the death atop it, its warp core ruptured irrevocably in a towering, reality-rending explosion that sent the combatants across the battlefront retreating for their lives.

Memorable moments abounded: Marneus Calgar and his squad of space marines seeing off a Tyranid abomination in close combat, the wall of Tau skimmers that arrived in echelon on the Xenos right flank in the second turn, the Titanhammer force commander's bold attempt to destroy the drive terrain piece with a vortex grenade backfiring as it bounced off the towering engine assembly and proceeded to dance around it for the rest of the game (coincidentally doing in most of the Maelstrom of Gore in the process), the heroic charge of the Titan by both the Terminators and the Ogryn, the utter devastation unleashed by the Black Templars charge on the Loyalist right flank (and the lone Chaos lord who withstood it singlehandedly), the uncanny accuracy and deadliness of the Exocrine's barrages, the Radical Inquisitor standing almost defiantly atop the central wreckage for virtually the entire game...these and more moments of story will linger long after the outcome is long forgotten, and are the reason Apocalypse is such an outstanding supplement to the 40K experience.

What would *I* have done differently? Objectively, I saw each side make a significant error which led to the drawn outcome. The Heretic/Xenos faction committed 'objective claiming overkill' by stacking so many expensive units around their vital objective that the Imperium never had a hope of knocking them off it--but then had nothing backing up the defiant Radical Inquisitor and his fragile Dark Eldar when the Loyalists finally took it to them, in the last turn. The Loyalists, on the other hand, deployed their Inquisitor--and his potentially-equally-useful ally, the techmarine--as far away from the Drive objective as it was possible to be, and then never made any significant effort to close the ground. Fortune favors the bold--had he lived, the Radical Inquisitor would have gotten to make three bonus tie breaker rolls, one for each round he was at the objective, studying it, while the Puritan Inquisitor and his ally lived, but earned none.

And the answer to the *most-asked question*--what would have happened if either the Vortex Grenade (which came within a half-inch in the final turn) or one of the terrain-destroying Linebreaker Formations had breached the smoldering C'tan Phase Drive during the course of the game?

Well, the turn it happened every model within a 36" circle around the drive terrain piece would have had to make either an Invulnerable or applicable cover save or be instantly killed in the blast, and then in the turn following every surviving model on the table would have had to make an armour save or die in the ensuing shockwave. For starters...

But (as the Titanhammer commander would doubtless have said, with a jaunty smile), that *would* have denied it to the foe :)

Thanks to Games Workshop and HobbytownUSA Dallas for hosting the event, providing every participant with a Hobbybuck gift certificate and supporting the event with over a hundred bucks worth of door prizes (all nicely ork-themed, for upcoming events!). Especial thanks go out to Bob and the Friday Night Terrain Builders for providing a FANTASTIC table, not only the terrific C'tan Phase Drive piece but also our first Titan-masking-sized Apocalypse urban terrain pieces.

Watch http://www.adeptusnorthtexas.com for announcements of Warhammer Fantasy, Warhammer 40K and Apocalypse events for 2008. The Battle for the Scarlet Hope has been fought--but the war goes on. For in the grim darkness of the far future, there is only...WAAAAGH!

Crash of the Scarlet Hope

Sunday, December 16th, 2008, HobbytownUSA Dallas will host a special year-ending Apocalypse multi-player mega-battle, with very specific participation conditions: The Crash of The Scarlet Hope!

A notorious Rogue Trader, Ormin del'Trieste, made his fortune by his swashbuckling willingness to gamble...and his outrageous rate of succeeding at high risks. His interstellar frigate the Scarlet Hope was faster at sublight than its size and registered powerplant should ever have allowed, and its accuracy and efficiency translating to and from the Warp were the stuff of legend. The rumour, traded in downhive bars on starports from Tarantum to St Josmane's Hope, was always that del'Trieste had worked some devil's bargain on some fringe world beyond Imperial authority, and was powering the Scarlet Hope with an advanced form of xenos drive.

Now, however, above the Imperial starport world of Yorke's Drift, Ormin del'Trieste's luck has run out: his vessel, the Scarlet Hope, has mysteriously fallen from the sky, devastating an Imperial city planetside. del'Trieste's fate is as yet unknown--but scans from active augurs onscene have revealed what appears to be the warpcore of the starship's secret powerplant, still *intact* and recoverable in the ruins on the planet's surface.

Every race in the 41st millennium is scrambling whatever force they might have in the area, to try to claim the prize first. Who will successfully brave the ruins of a ravaged city, the unknown perils of an active shipwreck, and the hastily-mustered forces of their enemies, to claim the prize at the heart of the Crash of the Scarlet Hope?

To participate, players *must* be at the HobbytownUSA Dallas Game Hall no later than 12:30pm Sunday, December 16th with a force consisting of *one* of the following:

  • An official Apocalypse Datasheet Formation totalling no more than 900 points;
  • A single Flyer of any type and the rules for its use;
  • A single Superheavy vehicle of any type and the rules for its use;
  • A single Gargantuan creature of any type and the rules for its use;
  • Any one Warhammer 40K vehicle of the player's choice;

In instances where there are Apocalypse rules for vehicles, flyers or monsters *and* some pre-existing ruleset (ie ForgeWorld or VDR rules), the vehicle, flyer or monster *must* be played by the new Apocalypse rules. If no Apocalypse version has been printed at the time of play, the pre-existing ruleset may be used, but must be cleared with the event Organizer, Outrider Chris, in advance (doing so on this list is fine; if it is a ForgeWorld vehicle simple notification will probably suffice, if it is a VDR creation the rules will probably need to be submitted for vetting first).

To whichever above force choice the player brings, the player may add up to 1 Character and 1 Troop unit from the most appropriate codex, so long as the total does not exceed 900 points. A player bringing a Baneblade, for example, could choose to add an Imperial commissar leading an Armoured Fist unit in a Chimera, as escort (remember, Apocalypse participation requires no Force Organization chart), or a player using a Space Marine Suppression Force could add a Techmarine and a Tactical Squad in a Razorback; this is to represent that--although the haste with which the races are assembling the ad hoc forces they are throwing at the wreckage may result in unusual compositions--some leader and core force will almost always be found to build such a force around.

As always, something like this is going to draw Inquisitors like magnets; depending on that Inquisitor's Ordo and relative puritan- or radicalism, an Inquisitor would be a likely Character attachment to almost *any* force descending on the crashsite (radical daemonhunters leading Tides of Spawn they *think* they control, radical alienhunters thrown in with Eldar or Tau, for their own ulterior purpose, etc; Apocalypse is fertile ground for exploring these non-standard corners of the 40K universe...and the perfect opportunity for a player of a non-Imperial race who has always wanted one of those cool Inquisitor pewters).

Any 40K race is eligible to participate in this mega-battle. There are Datasheets in the core Apocalypse book or on GW's website in the Apocalypse section for almost every 40K army; or *any* player--even a complete beginner to the hobby--could choose the option of bringing a single vehicle model to the event and participating (in fact, if you have friends who have considered the hobby but never played before, this event is the *perfect* chance for them to do so--one vehicle model of their choice, purchased from HTUD with a month to assemble and paint it, and they are in!). Forces will be aligned the day of the battle prior to deployment, likely along the traditional axes of Forces of Order versus Forces of Disorder as featured in 2006's Medusa V campaign...but even that may see twists, as the furious pursuit of the Scarlet Hope's secret creates strange alliances!

HTUD is well-stocked in anticipation of this event, with Baneblades, Land Raider Terminuses, Vindicator Linebreaker formations and Basilisk Batteries all in stock as of this writing. Moreover, with a month to prepare, they can special order virtually any kit a player might need to expand elements of his current army into an Apocalypse Datasheet formation: examine the various formations in the rulebook and online which qualify for this event (some, which amount to too many collective points, will *not* be legal this time) and your collection to see which look most advantageous for completing the objective successfully, easiest to build upon what your currently have, or both, and jump into Apocalypse with the formation you find most appealing.

The smaller per-player forces should help speed event turns along, plus which Strategic Assets (other than any which come with the Datasheet formation you choose) will be specific to the event, strictly limited and assigned prior to deployment by the Organiser. To facilitate completion of the event, HTUD has promised a member of staff who will keep the Game Hall open late on the day, as well.

This will be the climactic event of 2007--*and* what transpires that day on-table will directly and dramatically affect events in the HTUD Game Hall in 2008. Get into HTUD and see Brad, Ted or Lee right now to get your Apocalypse formation chosen, and construction and painting underway. Grave secrets--galaxy-threatening secrets--lie awaiting discovery amidst the smoldering ruins planetside; which army will walk away with possession of the mystery of...The Crash of The Scarlet Hope!

HobbytownUSA Dallas WHFB HQ Model Contest Results

Participants in the Warhammer Fantasy Battles Mighty Empires Map Campaign built structure models representing their fortified positions on the campaign map. Sunday, Nov 11 voting occurred at the HobbytownUSA Dallas Game Hall for best HQ Model, with the winner collecting a piece of GW terrain of their choice!

These HQ fortifications will afford campaign participants the opportunity to defend specific rather than generic terrain when one of their Map Tiles is attacked. Any player in the campaign can still complete an HQ Model for the purpose of having this in-game benefit, and the campaign remains open for new participants to join.

Every entry in the HQ Model Contest received at least one vote as Favorite piece. The voting was close, but did result in a clear winner:

  • 3rd (TIE): Gamaliel Martinez (Vampire Counts haunted fortress)
  • 3rd (TIE): John Powers (Ogre Kingdoms fighting pit)
  • 2nd: Aaron Wheatcraft (Skaven overrun manor)
  • 1st: Eric Smelley (Dwarven gate and brewery)

Congratulations to participants and winners, seen here; photos of additional HQ Models completed by hobbyists can certainly be added to http://www.adeptusnorthtexas.com as players finish them!

Welcome!!!

Welcome to Adeptus North Texas, the 'Club Home Page' for the Games Workshop hobby in this region of the country!

As a Club site, AdeptNT will focus on events, activities and the more 'social' aspects of the hobby. The intent is that it becomes the go-to site for learning what stores, clubs and independent organizers are running in the region in upcoming months.

The Calendar of Events will be a regularly-updated feature, describing the what/when/where of upcoming North Texas Warhammer 40,000, Warhammer Fantasy Battle and Specialist Games events, large and small.

The Adeptus North Texas Mailing List will bring announcements of those events into your email box, for convenience.

And the Contact Us links will be the avenue for stores, clubs and individual organizers to get that event information posted and distributed.

The intent of AdeptNT is to serve the North Texas hobbyist by serving the North Texas retailer, since those 'brick-and-mortar' stores are where the games are played. Devoting space to play is never an easy decision for a retailer with limited space—but having such space available is the future of the social element of the hobby. The seriousness with which AdeptNT takes our position of retailer support should be evident by the way every North Texas Games Workshop stockist receives pride-of-place listing on the left margin of our front page; every alphabetized store listing should be clickable, to take interested hobbyists to the store's webpage where available, or at least to a directions link.

AdeptNT will equally support store-independent hobby events, such as the Lone Wolf GT.

Adeptus North Texas' emphasis on events will not be exclusive, however. As the site develops, members will have an opportunity to write about themselves and their armies, provide hobby articles of interest and game-related fiction, the Gallery will feature outstanding miniature and modeling painting and conversion work by area hobbyists, the Reviews will allow members to rate hobby product for evaluation by others, and the Dispatches from the Outrider will provide a regular overview of it all in weblog format.

If 40K, Fantasy Battle (or Battlefleet Gothic, Mordheim, Epic, Warmaster, Space Hulk, Talisman or roleplay!) is your hobby—and you live, work or visit the North Texas region—Adeptus North Texas is for you. Welcome to the Old World and the Forty-first Millennium, Texas-style!

Ard Boyz Tournament North Texas Regional Final Scores

PLAYER; W-L-D; POINTS; ARMY

  1. Eric; 3-0-0; 68 Points; Dark Eldar
  2. Stetson; 3-0-0; 67 Points; Tau
  3. Michael; 3-0-0; 59 Points; Space Marines (Black Templars)
  4. Pete; 2-1-0; 55 Points; Chaos (Lost and Damned)
  5. Rich; 3-0-0; 53 Points; Tau
  6. Hunter; 2-1-0; 47 Points; Chaos
  7. Bob; 2-1-0; 45 Points; Tau
  8. Ashley; 2-1-0; 42 Points; Chaos
  9. Darren; 1-1-1; 41 Points; Imperial Guard
  10. Ben; 2-1-0; 40 Points; Orks
  11. Jonathan; 2-1-0; 38 Points; Tyranids
  12. Robert; 2-1-0; 36 Points; Chaos
  13. Zack; 1-1-1; 36 Points; Space Marines
  14. Juan; 2-1-0; 34 Points; Tau
  15. Helio; 1-1-1; 33 Points; Space Marines
  16. Josh; 1-2-0; 31 Points; Space Marines
  17. Dennis; 1-2-0; 31 Points; Chaos
  18. David; 1-2-0; 30 Points; Tyranids
  19. Orren; 1-2-0; 24 Points; Space Marines
  20. Bill; 1-2-0; 24 Points; Space Marines (Deathwing)
  21. Chris; 1-2-0; 23 Points; Space Marines
  22. Michael; 1-2-0; 23 Points; Space Marines
  23. Chad; 1-2-0; 22 Points; Chaos (Lost and Damned)
  24. Adam; 0-2-1; 17 Points; Chaos
  25. Brad; 0-3-0; 6 Points; Space Marines (Space Wolves)
  26. Andrew; 0-3-0; 2 Points; Space Marines
  27. Jason; 0-3-0; 0 Points; Orks
  28. Steve; 0-3-0; 0 Points; Space Marines

TOTALS BY ARMY:

  • SPACE MARINES: 11 Armies (11-22-3)
  • CHAOS: 7 Armies (10-10-1)
  • TAU: 4 Armies (10-2-0)
  • TYRANIDS: 2 Armies (3-3-0)
  • ORKS: 2 Armies (2-4-0)
  • IMPERIAL GUARD: 1 Army (1-1-1)
  • DARK ELDAR: 1 Army (3-0-0)
  • ELDAR: 0 Armies (---)
  • NECRONS: 0 Armies (---)

Given the sample size of 28 Armies over three rounds, all Armies were roughly .500 except Dark Eldar and Tau, with a disproportionately high winning percentage, and Space Marines, with a disproportionately low winning percentage. This tends to reinforce three frequent observations about the game: 1) Space Marines suffer from familiarity (everyone has either played the army themselves at some point or faces them as opponents more often than any other army, and so knows their strengths and weaknesses); 2) Many if not most tournament-oriented armies are designed to defeat Space Marine Equivalent (MEQ) armies; and 3) Skimmers are really good in 4th edition 40K :).

Nov 2, 3, 4: Dallas Apocalypse NOW!

Three of the leading Dallas-area retailers of the Games Workshop hobby have joined forces to create the ultimate weekend experience for the new Warhammer 40,000 game system expansion—Apocalypse!

HobbytownUSA Dallas, HobbyAnnex and Lone Star Comics will host three consecutive days of Apocalypse-system mega-battles to introduce the new expansion to DFW-area players. The three mega-battles will be linked in content, but stand independent of each other in resolution...so players can participate in one or all three, as their circumstances allow, and still have a complete Apocalypse experience!

The event begins Friday evening at HobbyAnnex, Preston and Campbell in Dallas. This mega-battle will begin at 6pm; in this battle, players representing the united forces of the Imperium will face the dual threat of attacks from the highest tech and the lowest, as players representing the Necrons and the Orks beseige them!

The event continues Saturday afternoon at Lone Star Comics Dallas, Mockingbird and Abrams in Dallas. This mega-battle will begin at noon, with players representing the greater good of the Tau Empire and the ancients of the Eldar diaspora uniting against concurrent assaults from players fielding Dark Eldar and players fielding Tyranids.

Finally, the weekend climaxes Sunday afternoon at HobbytownUSA Dallas, Walnut Hill and Central in Dallas, as the most ancient of enemies draw their sights upon one another once again—with players representing the Loyalist Imperium clashing against players representing the rebel Traitor Legions!

To participate, all players need do is sign up in person at one or more of these retailers, indicating which side in each battle they will declare for and approximately how many points they will field. For the event itself, players will need to bring an accurate, printed army list for the judge's convenience.

Remember—for Apocalypse games, there is NO Force Organization chart. A player may bring whatever he has to hand, in whatever quantity he desires. Moreover, a player need not restrict himself to strictly one army—he may take allied forces, so long as he can articulate a background for the force which the organizing judge rules to be credible. With that in mind, players forces for the three battles must conform to the following restrictions:

  1. All models must be at least assembled and painted sufficiently far along to credibly represent the force to which they belong. In other words, a Tau Hammerhead need not be fully detailed to participate, but it should have more than a hastily-applied coat of primary colour. The 'three colour rule' is a good guide, although judges will be lenient for efforts made in good faith. No partially assembled, bare plastic or primer-only models will be allowed to participate, however.
  2. Allies will be allowed on both sides so long as a reasonably convincing background can be considered by the player, but Allies cannot represent more than one-third of the players' total force. In game one, for example, a player fielding 1500 points of Necrons could include 500 points of Imperial Guard in that total, by suggesting that the local Guard unit had been terrified into subservience by the arriving Necrons; in game two, a player fielding 3000 points of Tau or Eldar could easily feature 1000 points of Imperial forces in that total by suggesting they were dispatched to their aid by a radical Ordo Xenos Inquisitor. The restrictions of Rule 1) apply to all Allied models, however.
  3. No one will be bound by the standard Apocalypse 3000 point minimum because the combined total of all participating players on both sides will far exceed that total. If you have 475 points of painted Dark Eldar, bring them to play Saturday; in concert with others bringing their similar forces, the total will grow grand in short order.
  4. All three battlefields will feature an urban combat area, so all players are encouraged to construct a based, painted piece of building or ruin terrain to bring to each mega-battle (or all three!). At each mega-battle, the terrain pieces will be played over and judged by all participating players, with the winning terrain piece being awarded a fabulous prize! Apocalypse-specific terrain requirements in particular will be emphasized: in Apocalypse, buildings should be more 'vertical' than in standard 40K games, because higher ruins give cover to such Apocalypse-specific wonders as Titans, superheavy vehicles, and flyers. Have your tower or ruin be selected as the objective terrain piece for a multi-thousand-point Apocalypse mega-battle!
  5. Legendary units and Apocalypse datasheet formations are not only legal—they are encouraged! These mega-battles will be the perfect opportunity to unleash that Chaos Vindicator Linebreaker formation, or Eldar Scorpion superheavy tank, or Tide of Spawn! Be sure to include the total points for such formations in your points estimations and printed army lists.

The time is coming. The forces of Order are aligning, on one front; the legions of Disorder prepare for battle, on another. In the grim darkness of the far future, there has always been only war...but now, war has escalated to an epic scale. Now, there is heroism and villainy on a massive, galactic stage. And for the Dallas sector November 2, 3 and 4...Apocalypse is NOW.

All-Plastic Space Marine Devastator Box Set

Devastators have historically been among the coolest models in power armour since the earliest days of Citadel miniatures. In fact, one of my favorite models which still sees the table when I get out my Void Phantoms space marines is the original plastic RTB-01 space marine with missile launcher; one of the first space marines I ever painted was the V2 space marine with missile launcher that came in that boxed set; and the V3 space marine lascannoneer always finds its way onto my list of favorite models. Devastators and I go way back...and I know I am not alone in my fondness for power armoured superheroes carrying the biggest guns Warhammer 40,000 has to offer.

So when GW offers new Devastator models--I'm interested, and I know I am not alone.

The new all-plastic Space Marine Devastator Squad box set reaches retailer shelves this month, and I do not think anyone will be disappointed. Quite a few people (especially Dark Angels players) may already have seen the new models, as they are components of some DA army boxes which have been released (and almost immediately sold out); feel free to share your opinions, as well.

The first thing which bears positive mention is the price: the existing metal-and-plastic Devastator Squad box set retailed for US$45, with individual Devs in blisters selling for ten bucks; the new all-plastic Devastator Squad box set retails for US$30 (a commendable price point GWUS has been trying to hit with their small squad--5 and 6 figure-type--box sets, even with pewter components). This is a very competitive price.

What is even more impressive, however, is what the hobbyist will find inside: three full sprues, absolutely jammed with parts (GW has begun using a more modern dual-injection process which allows for greater compression of parts on sprues, and it really shows with these). There are sufficient parts to build the traditional Devastator Sgt and four heavy weapons specialists, of course--but the hobbyist can choose from among *eight* complete heavy weapons included in the box (2 each of lascannon, plasma cannon and heavy bolter, plus a multimelta and a missile launcher), and an alternate sixth 'kneeling' set of legs, among other things. Add numerous extra details (four servo skulls, multiple weapons kit-outs for the sergeant, alternate heads, pouches, holsters, purity seals, tabards, etc and the sprues are a treasure trove for the hobbyist looking to customize his space marines, to make them his own.

A particularly cool feature which will distinguish this Dev Sergeant from his predecessors is a complete backpack-mounted sensor array. One can even simulate the traditional Dev Sergeant 'pointing thataway' pose (though you will have to use the included powerfist to do it this time around).

The question 'why bother with going 'all-plastic' when the existing plastic-with-pewter weapons Devs are so well done' can be fairly asked. The above paragraphs provide most of the answer: a significant reduction in retail price and the inclusion of lots of 'space mariney' extras on new sprues are excellent reasons of themselves. GW has gone some further than that, however, by customizing the sculpts even more than the plastic-and-pewter combination miniatures allowed; in addition to the long-asked-for kneeling marine option already mentioned, each heavy weapon variant has its own specialized backpack with brand new details (like the missile launcher marine's backpack-mounted autoloading arm, a tiny but tremendously-cool extra). And of course the advantage plastic has over pewter in ease of converting means I anticipate seeing some vibrant, more action-oriented poses among Devastator models in the future.

If you treasure your existing heavy weapon trooper models (from either iteration, the V2 shoulder-carriers or the V3 low-slung types), the models you can build with the new all-plastic Devastator sprues will provide the kind of variety which will complement your existing models. If you haven't opted to try the potent combination of man-portable heavy weapons and the staying power of supermen in power armour, the new Devastators box set will give you compelling reasons to make this a first time.

This is a terrific box set of models which I expect will make players of space marines (and Inquisitors who like their allies in power armour) very happy.

Let your retailer of choice know you want them ASAP.