Tag Archives: Chaos Space Marine

Warhammer 40000: Chaos Gate: The Revival!


chaosgateThe rose tintedness of nostalgia!

I used to own this venerable PC game many years ago and remember it fondly. Since then I have changed computers and operating systems many times and it’s never worked properly since. The crash occurrence which plagued this game was in retrospect pretty funny; if any chaos cultists got close enough to shoot you with their laser pistols the game would immediately crash to desktop. Given that most levels contained more cultists than you had ammo this made game continuity pretty tricky.

I was digging through some old CDs and came across the Chaos Gate disc. I installed it, installed the patches and guess what? It freaking runs on Windows 7! The only change required was to run it in Windows 95 compatibility mode.

It’s still the tense, suspenseful game of all those years ago. It could be described as the tactical section of the original XCOM Enemy Unknown/UFO Defense set in the world of Warhammer 40k with a linear RPG campaign element. Obviously the graphics are blocky by today’s standards but still functional. The soundtrack is still pretty great, with plenty of monk-esque chanting tunes to lead your Ultramarines into battle with the forces of Chaos. If you can get your hands on this game it’s well worth checking out for fans of the genre.

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The Battle of Scooby-Doo Lunchbox


As I drove home from my latest game of 40k on Friday night, the local radio station was just getting to the end of the countdown of what they described as the heaviest albums of all time. Immediately my dad’s 1970’s super deluxe vinyl edition of Jeff Wayne’s War of The Worlds sprang to mind. I remember it being a massive slab of cardboard and vinyl, with a whole array of discs, artwork and other very dense inserts. It was a hefty album indeed, but apparently not as heavy as the winner of the countdown which must have been sold in a concrete CD case with a steel ball and chain security tag. Anyway, the winner was ‘Raining Blood’ by Slayer. Now I like my metal as much as any other headbanger, but not to the Slayer end of the spectrum. I actually met Napalm Death in a bar once and completely did not get excited. Back to the story; the track the DJ decided to play off the previously mentioned supermassive album was called ‘Angel of Death’, an entirely suitable choice to end the evening!

The battle was myself versus J; an epic face off between the might of Vulkan He’Stan and his rampaging hordes of master-crafted-thunder-hammering-assault-terminator Space Marines and the power of their dark brothers, a spiky mob of Slaaneshy-Daemon-Princey-Lash-whipping-plasma-cannoning-and-more-plasma-gunning Chaos Space Marines. We lacked terrain, and in the end used J’s homemade bastion and other bits and pieces picked up in the kitchen, including a Scooby-Doo lunchbox, which was to become the focus of brutal slaughter.

The game was table quarters, seize ground with three objectives, including the bastion and lunchbox. Early on in the game Chaos had parked itself on two objectives, with a combat squad of Salamander loyalists holding the third. A Chaos Land Raider stuffed with khorne beserkers soon ejected the loyalists, allowing Chaos to grasp all objectives by mid-game. The loyalists attacking the bastion had become bogged down in heavy terrain, with their heavy support Vindicator throwing a track early on. The loyalists attempting to seize the lunchbox were taking withering fire from obliterators and plague marines on the objective and were making little progress.

Meanwhile, Vulkan He’Stan and his hammertime posse had driven their Crusader deep into the enemies back field and were busy mullering anything not on an objective, but having little impact on the game outcome. Whilst they were busy splattering non-scoring units, their Crusader returned to annihilate the khorne beserkers and destroy their Land Raider transport in a turn of furious firepower, leaving the objective vacant.

At this point the loyalists slowly trudging through rubble towards the bastion decided to abandon their prospects of ever capturing it this century and split up, a Space Marine combat squad heading to capture the now vacant third objective, and a squad of assault terminators heading off to mash a daemon prince who happened to fly by too close.

By turn six Chaos still held the lunchbox and bastion, and loyalists were still struggling through the rubble to reach the third vacant objective. The last desperate gamble of turn six had been a final assault by a loyalist combat squad on the lunchbox in an attempt to remove its final defender, an aspiring plague marine champion with power fist. The assault failed as the single champion beat down all of the attackers. It looked set for a two to nothing victory for chaos until J rolled for end of game. Unluckily for him it went to turn seven. By this time Vulkan had been picked up by his Crusader and was busy speeding towards a final decisive battle atop the lunchbox. A final loyalist combat squad who had been walking to the box since their transport got destroyed in turn four finally arrived. The other squad who had done nothing all game other than struggle through rubble finally made a run for the uncontested objective, only just making it in turn seven. Vulkan scaled the lunchbox, and the final assault went in against the lone aspiring champion who up until this point had been winning the game. Vulkan had to employ both his master crafted relic blade and digital weapons to shift the stubborn defender, which allowed his supporting combat squad to seize the objective.

In conclusion, it was an extremely close game. The loyalists won 2-1 in the end, but only after being behind 2-0 at the end of turn six. The most effective units on each side were probably the loyalist’s Crusader, which survived the entire game playing a key role in the capture of two objectives, and Chaos’s Obliterators, who from turn one proved to be a menace and slowed any hopes of a swift loyalist advance and victory.

It was an enjoyable game, and showed the nail-biting tension a decent game of Warhammer 40k can bring. I find it a shame that the Sheriff is intent upon changing this great ruleset for something else in the next edition, probably to the benefit of no-one except shareholders. It just makes me hope that rather than going for codex creep, GW can actually concentrate on gameplay, good models, good balance and good fun rather than the need to release ever more all-conquering all-powerful armies. It is an interesting coincidence that this game was played on the day that Warpath released. If all games of 40k were this fun then Warpath wouldn’t stand a cat’s chance at a cacodaemon’s barbeque of being successful.

Chaos Space Marines by J, Aged 11


J is eleven years old at the moment, and when he’s not too busy doing homework or getting into mischief with his siblings he occasionally joins the 6InchMove crew for a bit of 40k. He has been collecting an horde of spikey boys for a few months now, and has been gradually learning the arts of gaming and miniature painting.

Here are his first finished models:

Nice Work J!

Kharn the Betrayer has some fun (lessons on how to loose with Eldar)


Yesterday afternoon I had a couple of games against the youngest member of our gaming group.  He has been using his Chaos Marine army and has learnt fast.  We had two 1500 point games, the first against my Tyranids, the second against my Eldar.  The Tyranid game was quick and bruttle, the Chaos Marine army being tabled in turn 4 and most of the Tyranids were still around.  His choice of Kharn the Betrayer proved entertaining in both games.  In the Tyranid game Kharn and his faithful Berserkers munched through a 17 strong Termagant unit before half of the Tyranid army (including the Doom of Malan’tai – more about him in another post) shot the snot out of the unit.  Kharn being on his last wound was assault by yet more Termangants and had some fun killing lots of them before he was taken out.

The next part of my post though is listed in the title – How to loose with Eldar.  So here’s the lesson.

  1. Roll dice badly.  How I can fail so many 3+ saves I will never know.
  2. Have your opponent pass 9 out of 10 3+ saves repeatedly.  Most of his marines were Plague Marines with their Feel No Pain ability, but they hardly used it as he kept passing 3+ saves.  The only ones I was able to kill were those hit by Fusion Guns and Wraithcannons.
  3. Have both your Wave Serpent and Falcon one shooted and explode in turn 3.
  4. Get your Wraithguard into close combat (really bad move on my part).
  5. Not having enough Jetbikes.
  6. Moving your Striking Scorpions out of cover in the woods to get battle cannoned by a Defiler.  Only the poor Exarch lived.
  7. Let the Daemon Prince assault your Dark Reapers in turn 2.

Now I know you shouldn’t blame everything on dice rolling, even if the first 2-3 points are basically that, but it doesn’t help when the dice gods are looking the other way.  There were some mistakes on my part and the biggest ones are listed above.  So was there anything that went well? My Fire Dragons did what they do best and metled the Defiler.  The Jetbikes made themselves useful.  And what about my favourite Scorpions?  Well as I said the got battlecannoned in turn 2, but Eldar of match has to go to this guy;

The Scorpion Exarch.  Despite loosing his entire unit to bad leadership, he still managed to take down the Daemon Price in close combat, a Rhino and in the last turn head shoted Kharn himself!  So at least one thing went well.

On the serious, non-moaning side I’ve been learning very quickly how to use my Eldar, mainly due to bad choices in both army construction and battle tactics and I hope not to repeat these mistakes.

Film Opinion: Ultramarines


Being a follower of all things blue power-armour related I had heard many things about the first Warhammer 40k movie – the CGI based Ultramarines. To be honest, I wasn’t expecting anything good hence the delay in not seeing it the moment it hit the shelves.

I read a couple of reviews on the internet but I don’t think you can take those kind of things at face value. The problem with a movie like Ultramarines is that every fanboy Games Workshop nerd and his brother is massively biased. Either it is always going to be the best movie ever because it’s got frickin’ space marines in it, or it is always going to be the worst movie ever because it’s got frickin’ space marines in it. There is a third group of fanboys that think the movie is going to be terrible because the second marine from the end had his purity seal on the wrong leg and there is no way that those marines would have had those bolters in that colour on that campaign because of the great pig wrestling bolter revolution of M39.988 meant that all bolters assigned to that particular squad would have been a slightly different shade of grey and therefore the movie goes totally against and ruins the 40k universe. (You can occasionally find these type of fanboys lurking around The Bolter and Chainsword forums).

I think the movie itself is actually pretty decent. Honestly! Now then, it’s not a gun toting slug fest and doesn’t contain too many cliches. No-one gets power fisted, so it’s not strictly true to the board game. The story however is interesting, tense and engaging despite the lack of rootin’ tootin’ and shootin’. There’s not a terrific amount of characterisation but the marines themselves are believeable, as is their predicament. The voice acting is also good and feels right. The music in the film is appropriately atmospheric. If I had to pigeon hole the film into a genre I would have to go with a thriller, which is not something I was expecting. Nevertheless the movie is watchable and enjoyable.

The CGI in the film has come in for some criticism, and probably rightly so. This certainly isn’t a Pixar production. The backgrounds are empty with very little going on in them. Most of the movie is set in a dust storm which adds to the tension but you get the feeling it was done partly to lessen the amount of work required. It’s not all doom and gloom though as these things don’t really get in the way of the story. There are also some memorable slow motion scenes which add flavour to the film.

Is there anything I would personally like to have seen done differently? A few minor points I suppose. There aren’t many characters in the film, however it is difficult to distinguish them once they are wearing their helmets. Yes they all have different voices but the helmets make it harder to tell who is actually talking. Maybe a helmetless squad would have been less believeable but may have improved dialogue. Along the same lines, there is no change in voice effects in or out of helmets. A minor grumble really. The only storyline-type change I may have made is making the space marines seem more super human. Space marines are supposed to be nigh on invincible and stronger than thousands of men in battle. The trouble here is that they are fighting other space marines so this trait is never obvious. Maybe I’m just being picky and I suppose someone with no prior knowledge wouldn’t really mind. Finally, a facemelting cameo from the dreadnought in the Dawn Of War 2 intro would have been good!

So overall – It’s not going to win any oscars, but I was pleasantly surprised by this decent movie venture into the realms of the 41st millenium.

Warhammer 40k: Loyalist Space Marines vs Chaos Space Marines


To the casual observer the power armoured brothers of the loyalist and chaos space marines seem similar. But which is superior? 6InchMove takes a definitive look:

Armour: Loyalist 4/10 Chaos 5/10

The power armour is what makes the space marine. Unfortunately the average loyalist is happy to wear whatever he can get at Walmart 40,000. If he’s feeling adventurous he may stick a purity seal to his leg. His chaos brother is meanwhile busy adding fashionable tonnes of dangerous spikes, plates, ridges, skulls and helmets of defeated foes to his armour which wouldn’t look out of place on any catwalk. A definite win for the chaos boys.

Team Names: Loyalist 3/10 Chaos 5/10

With names like ‘World Eaters’ and ‘Thousand Sons’ you know that the chaos boys were built to party. The loyalist chapters have either boring or frankly rude names like ‘Crimson Fists’. ‘Iron Hands’? How do they wipe? Imperial records also show a chapter named ‘Rainbow Warriors’. Enough said, the forces of the dark gods win this one!

Close Combat Ability: Loyalist 4/10 Chaos 7/10

Your average loyalist is happy to thump his opponent repeatedly with his bolt pistol, which works when squishing small things like frogs and newts. The chaos boys are ready for a good punch up at a moments notice, and have been known to take clubs, knives, chainswords and brass knuckles on bouncy castles, the rebellious lot! Yet another triumph for the forces of chaos.

Musical Talent: Loyalist 4/10 Chaos 6/10

Loyalists are happy with chanting and the occasional barbershop quartet number, which frankly is never going to get them anywhere on American Idol. On the other hand, chaos marines are like perpetually power armoured Metallica fans, ready to headbang and form a mosh pit anytime their noise marines wail on their stupendously big guitars. A rocking victory here for the spikey boys!

Vehicles: Loyalist 5/10 Chaos 6/10

The average chaos warrior gets to ride around in the spikiest tanks in the universe, which has got to be cool. They also get help from Defilers, which essentially are demonic kick-ass ants on steroids. Loyalists get to ride in melta magnet Land Raiders and four hundred Rhino variants. Beep beep!

Ability To Know No Fear: Loyalist 10/10 Chaos 0/10

Even faced with certain painful death or being eaten by a carnifex your average loyalist will still be thinking about tax returns, kittens, puppies and onions. Faced with similar peril, a chaos marine will be busy thinking about soiling his power armour, running away and screaming like a little girl. Wussies. A resounding win for the loyalists in this category!

Overall: Loyalist 30 Chaos 29

So if you are a busy Emperor Of Mankind and have an uprising of orks or influx of bugs to squish, then you don’t want to mess about. Our definitive assessment shows that the guys to send are the loyalists. Despite ‘talking the talk’ the chaos boys will not be ‘walking the walk’ in the heat of battle because they will be too busy squealing and running away from everything. Wimps.