Showing posts with label 40k. Show all posts
Showing posts with label 40k. Show all posts

1/25/2017

Imperial Knight of House Teuthida


After going halves on an Imperial Knights: Renegade boxset with Dan from Forged at a Painting Desk, I found myself owning an Imperial Knight. The promise of a game in Nottingham gave me the deadline I needed to get the thing finished and painted.

I was coming from a place of ignorance. Sure, I knew the basic background behind the Knight Houses – but I knew nothing about my Knight. I had no idea what House, or what purpose the Knight might fill, or how I would tie it in with my Space Wolves. I hadn’t anticipated touching the thing for a little while, hoping to let it gestate in the depths of my subconscious for a while.

It was important that it fit with my Space Wolves aesthetically, but I wanted to do something other than just paint it Space Wolf Grey. I also remembered I’d seen that the Freeblade Transfer sheet had squid/kraken things on it and maybe I’d could use those. After all, Fenris is famous for something else other than the Wolves, Ice, and Space Marines - Kraken! I didn’t want a Freeblade, as I wanted the later possibility - should I ever somehow find the time - to field an entire force of Knights, resplendent in their house colours.

Things flowed naturally from there. Sea-green seemed like a sufficiently different colour to my Wolves. Bronze and red would mean they’d share trim colours, tying the two forces together. Orange would look great too, as orange is the perfect colour to go alongside sea-green or teal. The plan was to weather it heavily, make it really rusty. I had this image of it being covered in sea-spray on its home planet, fighting horrible sea monsters to keep the populace safe (and most importantly, productive!)

Disaster struck when I attempted to order that transfer sheet though – it had long since sold out. Further, reading through the Imperial Knight codex, I realised I would need a House Coat of Arms. I was up for the challenge of making my own (I’m by no means an artist!). I’d read on From The Warp about custom decals and it didn’t seem too difficult. Following a quick search for free-to-use images, and time in Inkscape to make up my heraldry, it was done. I wanted to do something more than just abstract shapes (already prominent in my Space Wolves force) for the personal heraldry of the Knight. To complement the Nordic theme Space Wolves use, I used a Celtic knot, with an idea of using a different knot design for each Knight. One last touch was to put a wolf’s head on the pennant, to symbolise the co-operation between this Knight and my Chapter of choice.

The Crest of House Teuthida - I tried to match the style of the GW designs as closely as I could
Things didn’t go quite to plan! I found that Dullcoat wasn’t good enough for sealing the ink onto the paper and the transfers were not only terribly flimsy, but the ink ran too. I was running out of time by this point, but thankfully the father-in-law-to-be offered a can of Halfords car lacquer. I wasn’t entirely convinced, but I was desperate. Turns out, it was perfect. With the magic bottles that are Micro-Set and Micro-Sol (and a little matte varnish to dull the gloss after) I’d finally got the Knight looking how I wanted.

I couldn’t bring myself to rust it. The copper trim was a perfect complement to the sea-green already. So, it’s the only Imperial model I own that hasn’t been weathered.
I still can't decide on a name for him, but given how many times he came back 'from the dead' in his debut, I'm thinking 'Undying' or something similar will be part of it!
I think I could have done a better job breaking up the metalwork, but seeing as I'm the one who will see this side most games, I can live with it!



The Knight didn’t fair too well in its first outing. I imagine this matches most people’s experience of taking out a model they’re proud of for a spin! It was an epic battle though, facing off against serious Tau opposition (including a Supremacy suit!). The Imperials couldn’t quite carry the day, but House Teuthida fought valiantly, throwing Knight after Knight into the fray… (we were playing Apocalypse, so I took full advantage of the rule allowing me to spend victory points to resurrect a dead unit!)

I’m looking forward to taking it to battle again – particularly against the daemon possessed Knight Dan has been working on for a while now!

9/20/2014

Morkai's Hunters - A Space Wolves Grey Hunter Pack

Morkai's Hunters, the foremost Grey Hunter pack in the Deathwolves.

By happy coincidence, both of my Grey Hunter packs were mentioned in Companies of Fenris as belonging to the Deathwolves; the Great Company of Harald Deathwolf. Here's the latest addition of the two - Morkai's Hunters. 

8/25/2014

Thoughts On... Codex: Space Wolves



I'm really a relatively new Space Wolf player, so this was the first time I got to have 'new codex excitement!' with them. As the weeks went on, I was enthused in equal measure by the Stormwolf and the new Dreadnought kit (which I totally called, by the way!) It was nice to have something to really get excited about. Games Workshop's marketing is nonsense (or even non-existent) but I think for those of us still interested these occasional opportunities to get excited are really fun and make me feel like a kid again.

I was a little concerned that my army wasn't finished and that I'd have trouble incorporating new things into my plans but, thankfully, that isn't the case at all. If anything, I think my army is in a stronger place than ever!

New Book with a New Presentation

I really like the new layout, having a master wargear list and each unit having its own entry complete with points value. It's about the only thing from the old 3rd Edition codexes worth bringing back and I'm really glad they have! It makes making an army so much quicker/easier. (Although, you know, use Battlescribe!) Kudos to GW for finally nailing this.

There's plenty of pretty pictures too, which is par for the course. These are mostly the new style 'action shots' with plenty of snow and smoke effects and red lighting (why always red?) They're pretty, and it's nice to have inspiring shots like that, but I miss the old showcase of miniatures style. Still, I guess it's pretty redundant now each unit entry comes with a photo. And it's nitpicky, I know, but now they've got plenty of models painted up for several of the companies, it's a bit depressing to see models from Ragnar's company fighting under Logan, when it would be more evocative for them to use the Champions of Fenris themselves.

My Blood Claws are going to travel in style!
The new units are all pretty spiffy too. I love the Stormwolf - a big old flying transport with an absurd number of guns? Yes please! If anything, I think being all round AV12 is a little bit too much. I'll see how it goes when I actually field one. I really like the look of it too - it's a bulky transport, with just enough Space Wolf frills. It fits perfectly with the Space Marine utilitarian aesthetic. The fact it subtly looks like a wolf's head is even better and a nice touch. That could easily have been overdone but I think it's note perfect here.

Not quite as sold on the Stormfang. The big gun sounds fun, but even if I didn't need the transport capacity of the Stormwolf losing the turret would be a bit much just for a big blast and lance (not that helpful against other fliers!)

This is awesome. AWESOME.
Logan's chariot isn't something I'm that bothered with in terms of my army; I don't see myself adding the Great Wolf. However, I do think it's so utterly, brilliantly, 40k. I think a lot of people really want 40k to be ultra-serious grimdark, when really 40k has always been a bit of a comedy and a satire. Technology that makes no sense is entirely 40k. If my army was the Great Wolf's company I'd be excited to add this. 

The Saga of the Deathwolves

Now an actual named character!

One thing that's really excited me about this new codex is the focus on my Wolf Lord of choice: Harald Deathwolf! Better yet, he's somehow managed to get more space in the book than Ragnar Blackmane (the previous poster-boy for the Space Wolves) or even the Great Wolf himself, Logan Grimnar! There's a really evocative artwork of Harald in a battle between the Deathwolves and the daemons of Tzeentch. Harald's saga is detailed too, built from the fluff from the White Dwarf that accompanied his miniature. 

The Great Companies have all been given names too; so henceforth Harald Deathwolf's Great Company shall simply be called 'the Deathwolves'. 

Harald's rules are pretty nice; he's got Outflank and has the now improved 'Saga of the Wolfkin' warlord trait (saves me having to worry about rolling it!), alongside making all Fenrisian Wolves leadership 10 if they're within a foot of him, and being immune to flamers (thank you ice troll cloak!) I think there's a lot of fun to be had with Harald. Very pleased. 

Thunderwolf Cavalry have got cheaper too, making one of my favourite units even more viable!  Not only that, but they can take even more special melee weapons, no longer limited to a single one in a pack. That's a lot of potential high strength models with at least 5 attacks each. You could create a silly deathstar if that's your thing! Even better, now one of the models is a pack leader, meaning the unit has a character. Space Wolves should be able to get stuck into more challenges! 

As a little bonus, Fenrisian Wolves are now scoring and don't weirdly cost more for characters to buy them as pets. But they're still leadership 5, and Saga of the Wolfkin no longer gives an army wide bonus to their leadership, so they're going to just flee the field more often than not after taking the inevitable casualties. This is mitigated by keeping Harald near them but then he's not outflanking! I'll keep using a unit for flavour purposes, plus they look really cool running down the battlefield, but I think they're still going to either do absolutely nothing or an awful lot in games. Very, very, swingy. 

Stalwarts of the Company


Blood Claws will finally be seeing the use they've always deserved!
Blood Claws, which of all the units in my army are the one that hit the hardest and won me the most games, are finally getting the recognition I've always known they deserved. Not only are the cheaper, they're a lot more so than I expected! I would have thought a single point knocked off them would have been enough but they're only 12 points each! 12! Admittedly, I've lost the ability to reliably outflank them but at 12 points Blood Claws are a steal; especially as they no longer need babysitting (although that was fun!) Stick a Wolf Priest with these guys and I promise you won't be disappointed.

Whilst Blood Claws got much better, Grey Hunters are about the same. I think this is fine. They've gone up a point (if you want the close-combat-weapon) and no longer get a free special weapon. They always seemed slightly undercosted and now they feel fine. The sky isn't falling, they're not suddenly useless (as the 'internet' seems to insist!) and they should still be the backbone of most forces. Honestly, I can't get my head round the idea that a 1 point increase has suddenly invalidated/ruined Grey Hunter focused armies. If anything, they're a little bit better now that you no longer need to choose between a Wolf Guard Pack Leader and a second special weapon! Keep using them - they'll still do everything you used them for before, maybe a little more if you kit them right.

Wolf Priests have gone up 10 points but gained Feel No Pain (6+) which is a great thing to give an advancing squad of Blood Claws. My Wolf Priest has always been amazing in games, so I'm expecting him to keep doing what he's always been doing; using Preferred Enemy to turn Blood Claws from great to brilliant.

Rune Priests are dirt cheap now too - I fully expect mine will be seeing the field a lot more now, especially when I need a cheap HQ/Warlord.

Wolf Scouts have been hit hard though. It's sad to see them lose 'Behind Enemy Lines' - being able to appear behind the enemy really made them feel like veteran infiltrators. Now they're just scouts with a better WS/BS. I think the new page layout is the reason for this - there doesn't look like there's room for the rule on the page. A real shame.

I love Dreadnoughts and I'm pretty certain this is the coolest one GW has ever made.
On the other hand, the new Dreadnought kit is amazing. There's just something incredibly metal about an axe and shield Dreadnought. Muderfang is ridiculous as well, seriously tempted by him! My Dreadnought with a multimelta got a little bit cheaper too.

I'm tempted to try the new Force Organisation Chart too, that gives any unit in the army a chance to outflank and lets you take up to six HQs. A lot of fun could be had there, but I'm not convinced it's worth losing Objective Secured. I'll have to give it a try.

Epic Tales yet to be Told 

The new Codex has given me a lot to think about, planning for the future. My plan to bring my army up to 2,000 points is now: 1 Stormwolf, 10 Grey Hunters, 1 Rhino, 1 Predator Annihilator.

Beyond that, I want more Dreadnoughts! At least two - one with Axe and Shield has to be done. I've always wanted a shooty Dread too and I think a missile launcher/helfrost cannon Dreadnought would be very flexible.

Another three Thunderwolves would be nice too, considering the theme of my army! I'd probably use the opportunity to get different special weapons. Maybe power/frost swords, for higher initiative.

Now I can use them in a 10 man squad of Grey Hunters, Wolf Guard are in my future. I'll probably buy a box of Space Wolves with some Devastators and make some Wolf Guard and Long Fangs.

Viking Warriors with Bite

I think this new Codex and I are going to get on just fine. Accusations of blandness and nerfed Grey Hunters are, I think, unfounded. Certainly we've gained more than we lost. And the new stuff is pretty great! Underutilised stuff has got a needed buff, but overused stuff hasn't been hurt too hard. (7th edition kicked Long Fangs in the pants long before this Codex did!) Mind you, I'm no expert, but I think this looks like a well balanced book.

The Sons of Fenris are renewed and ready to fight in the name of Russ and the Allfather! For the Wolftime!

7/25/2014

Space Wolves - Reinforcements!

I haven't forgotten my Space Wolves. Far from it - thanks to the recent rumours and upcoming releases they've been at the forefront of my mind! I've been working on about 500 points worth of new additions; although who knows what they'll be in the new Codex?

Harald Deathwolf and a selection of his company, ready for undercoating!
They've already seen action against the Imperial Guard and it was a pretty convincing victory. Pretty pleased with them so far! Can't wait to get them painted up. (although I expect I'll do so at my usual glacial pace...)

Harald Deathwolf himself!
The Wolf Lord on Thunderwolf is one of my absolute favourite miniatures, and the one that made Space Wolves an army I had to play around with, rather than just one I was fond of. It has so much character, and I think the thunderwolf sculpt is the best I've seen. 

As yet unnamed Grey Hunter squad!
Wolves and Tanks were the twin ideas behind my army, and I think the Razorback counts! I've kept the wolfiness low on it, as the Razorback is a (relatively) new design and I wanted it to seem fresher than the Rhinos.

I made sure all the unhelmeted heads in this squad were unique within my army, and the Mark IV armour will be a nice change to paint!

Predator Tank!
If the Razorbacks title of 'tank' is a bit questionable, I don't think this is! I always wanted a Predator, and now I have one! I gave it the blades at the front to break up its profile a bit and make it seem a bit more imposing than the transports.

Old metal model, given new life!
Finally, the 15th member of my Blood Claw pack! Armed with a flamer, he's an old metal model from the 90s with new bits!


7/03/2014

Thoughts On... Warhammer 40,000 - 7th Edition

Type of Hobby: Miniatures Wargame
Number of Players: 2
Publisher: Games Workshop
Price: £50

The Latest Grim, Dark, Future
Comes in a fancy sleeve. Fancy.
I've been playing Warhammer 40,000 since the mid 90s and the second edition of the game so it's somehow very strange to be writing my thoughts on the seventh edition of the rules. Nonetheless, they arrived a couple of months ago after a very short gap since sixth of just less than two years. 

I don't think anyone was expecting a totally new direction after such a short hiatus, yet this is more than just a simple rules tidyup, with massive changes to the way the Force Organisation Chart works, alongside a new Psychic Phase and a new set of missions with variable objectives. 

Three Books for the Price of... Uh... Well...

It's impossible to let a Games Workshop product escape discussion without some talk of its price and the steep £50 price tag attached to these books certainly merits comment. It's only been two years since sixth edition and that book wasn't cheap. I think being expected to spend another £50 on the game, albeit in the form of three very pretty books, is a little cheeky. Worse, I think £50 is a very high addon to a game that, due to the high price of miniatures, paints and other hobby things already has an incredibly high price of entry. Still, this is par for the course for Games Workshop and most of us have come to expect it, even if we're not happy about it. I don't know what it would take to change this that wouldn't be incredibly destructive to the company which, despite it's flaws, I still love dearly.

One, two three!
For your £50 you get three books, each about the size of the Space Marine Codex. They're full colour hardbacks, which has been the standard for Games Workshop for some years now. They're full of beautiful pictures and artwork, which is something Games Workshop has always excelled at. If nothing else, you at least feel like they may be coming close to being worth the cost. 

Number 1 is 'A Galaxy of War' - this is the book that contains all the hobby information that was previously in the back of the rulebooks. It features an introduction to the hobby; the trio of painting, background and playing and finishes off with photographs of the 'Eavy Metal painted miniatures from the studio, which are always nice to flick through. I enjoyed this a lot more than I expected, and I think anyone new to the hobby coming across it would be suitably excited by what they've gotten themselves into.

Number 2 is 'Dark Millenium', which contains all the background contained in the previous rulebook, along with some new stuff. It is, sadly, mostly reprinted but it's a perfect primer for someone new to the game and setting. 

Number 3 is 'The Rules', which is where most of the attention will go for the majority of people and where, shockingly enough, you can find all the rules to play the game.

The most interesting thing about the use of three books is the order they are numbered in. Hobby first, background second, and game last. This says a lot about how Games Workshop views their product, and how they'd like it to be perceived. While presenting the hobby aspects and the background over the rules is admirable, I wonder if there's a disconnect between what gamers actually want and how Games Workshop is selling their product. This seems especially relevant with the recent rise of pre-painted and/or pre-assembled miniatures games like X-Wing and Dust Tactics. Perhaps this reorganising of the content is a reaction to that, an attempt to sway things back the other way. 

The New Grimness

Lost in the warp since '98!
The single biggest change is the (re)introduction of the Psychic Phase. It's nice to see that it isn't just a copy and paste of the Magic Phase from Warhammer Fantasy Battles, although I wouldn't have blamed them if that had happened! Instead you're trying to get a 4+ on at least one of your dice for each warp charge point the power costs to cast (usually one or two). You generate the amount of dice you have to play with in your pool randomly, but also get a dice for each level of Mastery of your psykers. Powers can be denied in a similar way. It's not over complicated, but there's enough nuance there that there's potential for interesting decisions in game. That's all I ask for, really. It's certainly more robust than the rules were before, which I always felt never really did psykers justice. They're a big part of the 40k lore and its great to see them put back in the limelight. 

Alongside this new phase is a new lore - Daemonology. This is a twin faceted lore with both Santic and Malefic powers. The Santic powers are mostly for use by the Grey Knights, although most can take them at a cost and they're filled with buffs and powers designed to defeat daemons. They're cool, but not really interesting. It's the Malefic powers where things get exciting - and more than a little bit heretical.  The Primaris Power is 'Summoning' and is a foul ritual that allows you to summon forth heinous Daemons from the warp. The rest of the powers are similarly sacrilegious, with terrible effects. One even lets you sacrifice your psykers very soul to summon a terrifying Greater Daemon. What's fascinating about this lore is that it's not the exclusive domain of the evil powers; almost anyone with a psyker can choose to take these powers. I've seen many cry foul at this, but using evil to defeat evil (and the risk that accompanies this act) is a key part of the Warhammer 40,000 setting for me. It's something that was explored in depth in the brilliant Eisenhorn trilogy by Dan Abnett and being able to struggle with those same questions on the tabletop is going to create a lot of exciting games at my table. 

Another much talked about addition to Warhammer 40,000 is the Maelstrom of War missions. All the previous Eternal War missions are still there, but it's these six new missions that really add something interesting to the game. They remind me a lot of the old second edition mission cards. Using a 'deck' (you can buy an actual deck, or use the d66 table in the book) of objectives, which change throughout the game as you complete them. I'm a fan of the idea, as it creates dynamic and unpredictable games. Unfortunately, the execution isn't perfect. Firstly, the 50% of the objectives are identical, which is a real shame. They're the ones that deal with taking points on the table. A roll of 13 to 'Capture and Control' objective 3 should, in some way, be different to a 33 to 'Storm and Defend' objective 3. The Ork Codex has revealed that each race will, in time, get their own deck of Tactical Objectives so I'm hopeful that eventually this problem will sort itself out. There's also the risk that one player could get a string of objectives that he simply can't complete (either through them actually being impossible, like harnessing the warp without having a psyker; or because they're unreasonably difficult, like taking an enemies objective the other side of the board) whilst his opponent gets away with really easy objectives. Law of averages says this should even out over time, but it's going to be an occasional frustration. Again, I'm hopeful that the faction specific decks will fix this, but it's a problem that should have come up in playtesting and shouldn't be there in the first place.

Warhammer 40,000 has also done away completely with the Force Organisation Chart! Well, almost. You now have to choose between an Unbound army, which can contain anything you want (subject to some restrictions on the Allies Matrix), or a Battle-forged Army - which is subject to the old FoC and gets some pretty nifty bonuses. Firstly, you can reroll on the Warlord table of your choice (which are all much more useful than they have been previously!) and, crucially, your troops choices can hold an objective against anything except Battle-Forged troops. That's a great way to keep troops important to a list - especially seeing as everything scores again now. 

There's a lot of potential for fun lists with Unbound, although I think you need to be careful that the benefits outweigh the cons. As a Space Wolf player, I'm sorely tempted to put a Leman Russ or two into my army. Seems fitting and I miss them. 

Lost in the Warp?

Where have you gone?! 
There are notable casualties in this latest edition of Warhammer 40,000, however. Where have the Fortifications and Mysterious Terrain gone? I liked both of those things! Fortifications live on in Stronghold Assault, but taking them out of the core book still seems cheeky to me. Guess my Aegis Defence Line is just terrain now.

Losing Mysterious Terrain is an omission that I suspect a lot of (dull) people will be pleased about. My group will be coming up with our datasheets for these, I think. I felt they added a lot to the game, an air of uncertainty that was interesting to play around with. I think they needed more beneficial elements, and probably a higher chance to have nothing unusual happen, but the idea was solid.

A Billion Changes, Across A Billion Worlds

There's lots more, smaller, tweaks throughout the book. And some bigger ones - Lords of War are now part of standard games now. So bring that Baneblade. I like a challenge. 

Ultimately, though, the game is still the same sort of Warhammer 40,000 we've had since third edition came out in '98. Which is fine. I'm not sure it's worth £50, though. At least most of the changes are good, it's just a shame we've had to pay so much, so soon.

Oh well. Anyone fancy a game?




6/12/2014

What I've Been Working On: The Sons of Russ

"We may be few, and our enemies many. Yet, so long as there remains one of us still fighting, one who still rages in the name of justice and truth, then by the Allfather, the galaxy shall yet know hope"
- Ragnar Blackmane of the Space Wolves Chapter

1,000 points of Space Wolves, ready to bring the fight to the enemy.
For two years, off and on, I've been working on a little Warhammer 40,000 project: Space Wolves of Harald Deathwolf's Great Company. Last weekend I finally finished off the last piece of this puzzle; Wolf Priest, Hrolf Moonstalker. 

I came to start the project partly through nostalgia - my main opponent as a child was a friend's Space Wolves and I never forgot them - and partly because I fell in love at first sight with the Thunderwolf Cavalry models. The Wolf Lord on Thunderwolf is an even more characterful model and I can't wait to assemble and paint mine as Harald Deathwolf himself! 

The Space Wolves have been a real labour of love for me and I've endeavoured to imbue each one with the individuality and heroism befitting the Sons of Russ. The Space Wolves kits have really helped with this - the sheer amount of stuff you get has made each one a true character and whilst I didn't quite manage to avoid duplicating heads I came pretty damned close - there isn't a single duplicate head in the 14 man strong squad of Blood Claws!

Grey Hunter Pack Grendel and their assigned Rhino, Geri
The first thing I painted was my Grey Hunters and they've acquitted themselves on several occasions. They operate primarily as tank hunters, with their melta-guns searing through the armour of any foe.

Geri, the Company's 3rd Rhino
Time and again Grendel Pack have relied on their Rhino to take them to battle and glory. and it proudly bares their Pack insignia as well as that of Harald Deathwolf.

Blood Claw Pack Skinfaxi and Wolf Priest, Hrolf Moonstalker
No Space Wolves are more frequently underestimated than Blood Claw packs. These recruits, still learning what it is to be a Space Wolf and to control the wolf inside them granted by the canis helix, act as shock troops in a Space Wolf army. Foes only make the mistake of dismissing them as inferior to their more seasoned Grey Hunter brethren once!

Skinfaxi Pack studies under the tutelage of Hrolf Moonstalker himself, the Warlord of this detachment. Under his guidance they learn to stalk like a hunter and approach the enemy using patience and stealth, like a wolf. And, like a wolf, strike with deadly force when the time is right. 

Wolf Priest, Hrolf Moonstalker
Hrolf Moonstalker bears the saga of the hunter and is oathbound to stalk his prey. While the bulk of the detachment surges forward to bring the fight to enemy, Hrolf watches from the shadows, waiting for the moment to unleash his fury and bring swift death to the enemy.

Thunderwolf Cavalry, part of the Lord Deathwolf's Wolf Guard Pack Fenrir
Swift, deadly, and capable of taking on any foe - the bigger the better! Even amongst the Space Wolves the cavalry of Fenrir Pack are legendary for their fearless assaults and will frequently make a direct line for the largest and most dangerous foe on the battlefield. Brother Sigvuld in particular, with his thunderhammer Ragnarok, is famed for cracking open the hulls of the enemies heaviest armour; there is no tank, it is said, he cannot destroy.

Fenrisian Wolves 
The armies of Harald Deathwolf are almost always accompanied by packs of Fenrisian Wolves. These beasts the size of horses prowl alongside their armoured companions, charging in to rip the companies foes asunder. Every bit as terrifying as the Space Marines that they accompany, it is perhaps fortunate for their enemies that they are not similarly armoured.

Brother Wulfgar Wyrmsbane

A Dreadnought assigned to the Company, Wulfgar Wyrmsbane earned the honour of his Mark V Dreadnought when he suffered a mortal wound destroying the fell wyrm, Fafnir. His sarcophagus bears proudly the blade he slew the beast with, as well as weapons of flame emulating that foul beast's fiery breath.

A drop-pod, launched from Harald Deathwolf's Battlebarge Spirit of Winter
Brother Wulfgar is called to battle via deep strike, so that he may  bring the Allfather's justice where it is best needed.

Jurgen Spirithunter
And, last but not least, an honourable mention to my Rune Priest, who is infrequently called to battle; Jurgen Spirithunter. Rumours are that the winds of the warp have come into the ascendence of late, however, so perhaps he will see much more combat action in future!

And thus ends the telling of the Saga of Harald Deathwolf's Company, for now at least. Reinforcements are the horizon and there are many great deeds to perform! 

I for one can't wait to get to it.